The Lucky Mole Posted June 15, 2019 Share Posted June 15, 2019 This has been posted before, but no answer was given. How can I add specular map to some vehicles that lack it (e.g. beagle or freeway) using Zmodeler? I think only Zmodeler2 can open DFFs right? Please try being explanatory, as I'm not used to messing with models. Thanks in advance! Link to comment Share on other sites More sharing options...
Mysterdogg Posted June 17, 2019 Share Posted June 17, 2019 (edited) On 6/15/2019 at 2:37 PM, BustaCJ said: using Zmodeler? It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu. On 6/15/2019 at 2:37 PM, BustaCJ said: beagle or freeway We have some topics dedicated for fixing those issues. Send me a message and I will provide you with a pic by pic guide. Edited June 17, 2019 by Mysterdogg Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 17, 2019 Author Share Posted June 17, 2019 57 minutes ago, Mysterdogg said: It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu. We have some topics dedicated for fixing those issues. Send me a message and I will provide you with a pic by pic guide. I knew about those topics, but I use the PS2 models, and I want to keep it this way. Thanks for the answer, I'll check it out! Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 18, 2019 Author Share Posted June 18, 2019 21 hours ago, Mysterdogg said: It's actually pretty simple, Zmodeler has the option to enable specular lighting in the materials menu. Which one is it though? I see the following spec options for beagle : [prim,spec] [sec,spec] [spec] [spec,trans] Link to comment Share on other sites More sharing options...
Mysterdogg Posted June 18, 2019 Share Posted June 18, 2019 2 hours ago, BustaCJ said: [prim,spec] This one is used for the primary color material. 2 hours ago, BustaCJ said: [sec,spec] This one is used for the secondary color material. 2 hours ago, BustaCJ said: [spec] This one is probably used for non colored materials. 2 hours ago, BustaCJ said: [spec,trans] This one is used for the windows and glasses of the vehicle, any transparent materials. If you want to add specular lighting to the parts that miss it, check which materials doesn't have the "spec" value as you posted it. Once in the materials menu, you have multiple submenus, one's for the alpha channel, another one for the specular lighting, another one for the used textures, etc. Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 18, 2019 Author Share Posted June 18, 2019 6 hours ago, Mysterdogg said: This one is used for the primary color material. This one is used for the secondary color material. This one is probably used for non colored materials. This one is used for the windows and glasses of the vehicle, any transparent materials. If you want to add specular lighting to the parts that miss it, check which materials doesn't have the "spec" value as you posted it. Once in the materials menu, you have multiple submenus, one's for the alpha channel, another one for the specular lighting, another one for the used textures, etc. I saw that both freeway and beagle, had specular lightning enabled for the materials with tags [*spec*]. But inside the game we can clearly see that neither beagle nor freeway have specular lightning. What's going on? Link to comment Share on other sites More sharing options...
Mysterdogg Posted June 19, 2019 Share Posted June 19, 2019 16 hours ago, BustaCJ said: But inside the game we can clearly see that neither beagle nor freeway have specular lightning. What's going on? Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. Check this out just in case. Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 19, 2019 Author Share Posted June 19, 2019 (edited) 2 hours ago, Mysterdogg said: Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. Check this out just in case. Those are the exact models I have. I downloaded them via the "PS2 features to PC" project. They are the same. Edited June 19, 2019 by BustaCJ Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 28, 2019 Author Share Posted June 28, 2019 On 6/19/2019 at 6:05 PM, Mysterdogg said: Those are the PS2 models, right? If so, would you mind sharing them here so we can take a look at them. Perhaps the intensity of the specular lighting is not enough. Check this out just in case. Any updates? Link to comment Share on other sites More sharing options...
LaDiDa Posted July 2, 2019 Share Posted July 2, 2019 Freeway should have them (At least they work with the PS2 vehicle pipeline on my end). Link to comment Share on other sites More sharing options...
The Lucky Mole Posted July 2, 2019 Author Share Posted July 2, 2019 7 hours ago, LaDiDa said: Freeway should have them (At least they work with the PS2 vehicle pipeline on my end). I use the mobile pipeline. But I wanted to know how to add specular lightning in general and why the beagle model is as is. Link to comment Share on other sites More sharing options...
DJANGOX Posted January 13, 2021 Share Posted January 13, 2021 (edited) I request for a kind modder who could do this for me can anyone make this mod for gta sa for me please and don't forget his tail Edited January 13, 2021 by DJANGOX RyanDri3957V 1 Link to comment Share on other sites More sharing options...
HackMan128 Posted June 13, 2021 Share Posted June 13, 2021 (edited) The OP mistakenly took specular lightning as specular matFx (he most likely wasn't aware of the difference), and the @Mysterdogg's reply was misleading too. Specular lightning is not a specular map. Specular map is a kind of reflection map but differs about directional reflections. All that misunderstanding was made because of Oleg's ZModeler wrong naming for Vertex Lightning. To be clear: ZModeler's Diffuse Color is just a primary default Vertex Color. ZModeler's Specular Color is a Night Vertex Color. Specular Map is a Material Effect about reflection. Edited June 13, 2021 by HackMan128 RestractPrime 1 Link to comment Share on other sites More sharing options...
The Lucky Mole Posted June 13, 2021 Author Share Posted June 13, 2021 2 hours ago, HackMan128 said: The OP mistakenly took specular lightning as specular matFx (he most likely wasn't aware of the difference), and the @Mysterdogg's reply was misleading too. Specular lightning is not a specular map. Specular map is a kind of reflection map but differs about directional reflections. All that misunderstanding was made because of Oleg's ZModeler wrong naming for Vertex Lightning. To be clear: ZModeler's Diffuse Color is just a primary default Vertex Color. ZModeler's Specular Color is a Night Vertex Color. Specular Map is a Material Effect about reflection. Thanks for the clarification. I've given up modding by replacing models though . Link to comment Share on other sites More sharing options...