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[Solved] Removing glossiness / shininess / reflection from a model


  • MODERATOR

    Hello 5Mods people, I hope you are all doing very well.

    I am just getting started with making some skins for the F-5E II and it has this gloss to it that I would like to remove. It is just too shiny.

    Anyone know how I might do this?

    alt text

    @CANAL-EMBRAER-GTA @FoxtrotDelta @SkylineGTRFreak @Akila_Reigns



  • well, it has to do with the spec map. The thing is, idk what texture it uses for spec map.
    Perhaps some texture name like "..._spec". The specular texture has to be very dark to remove the shiny effect (black=matte)
    Otherwise make a simple black texture called vehicle_generic_smallspecmap and import it to the .ytd and see if it works.



  • _s could it be also. Texture: color, bump: blue, spec: dark with the texture faded

    And if you simple make the specific spec holding dds more transparant?



  • There are three ways I have seen specularity done.

    1. A simple grayscale image where white = shiny, black = matte
    2. Colour tinted specularity maps that take the basic white-black system and tint it... this game seems to use that on things like skin textures. It lets you control the colour of highlights.
    3. Use the alpha level of the actual texture in question.

    It all depends on which method the shader has been written to cope with. Number 1 is the most common scenario but number 2 seems to be what this game likes to use.

    Look for textures ending with _s, or _spec ... I have noticed some _spec2 textures as well.



  • This post is deleted!


  • @DarthPungz me new F-5M more version Brazilian

    alt text

    alt text


  • MODERATOR

    @CANAL-EMBRAER-GTA Very nice!

    Can you tell me how you setup the clear reflection layer on your model? A lot of very helpful people have given me suggestions below and I am not sure which way to approach removing or reducing the reflection layer. I want the paint to be pretty much flat rather than glossy.


  • MODERATOR

    @TobsiCred TY for your reply. What application is that screenshot from?

    I have not had time to get on my computer and play around... I have a 1 month old baby to tend to and it is Chinese Lunar New Year so a lot going on.

    I deeply appreciate the wonderful support from those who replied. Thank you @SkylineGTRFreak @LeeC2202 @ReNNie for the great assistance. I am sure that the answer is somewhere amongst your suggestions. I just need time on the computer to get to seeing what is what.


  • MODERATOR

    Okay, I had a chance to change up some files and try them out in game today. No progress sadly.

    I changed all suspected spec files to black and still have the same high glossiness :(

    alt text

    @CANAL-EMBRAER-GTA @ReNNie @SkylineGTRFreak @LeeC2202 @TobsiCred



  • @DarthPungz did you tyr adding a black texture called vehicle_generic_smallspecmap?

    Otherwise try the vehicle menu and apply a matte white color. See if it changes the glossyness. That's only a temporary fix though, definite fix would be by using ZM3.


  • MODERATOR

    @SkylineGTRFreak

    It had a file named that I believe, I am not sure that it was exactly the same name but I think it was. I am sorry that I cannot get on my computer to check. Things are quite crazy in ny end. I was lucky and very happy to get 30 minutes to myself today the edit and check the files.

    Here is a link to the mod page:

    https://www.gta5-mods.com/vehicles/northrop-f-5em-tiger-fab

    Perhaps you or someone can take a look at the pngs within the YTD file if you don't mind. I appreciate it, I am just stupid busy and would like to figure this out so that I can move forward once my time becomes a bit more flexible.
    :bow_tone1:



  • @DarthPungz Huh? Why does that mod have a 2048x2048 file called b_spec? It's all one colour, has a single colour alpha channel (all white) and 10 mipmaps? :astonished:

    Try changing the alpha of that image to black and make it a fraction of the size, you could probably get away with 4x4. There is no reason to make spec images that big, they map across the UVs the same, regardless of size.

    Edit: LOL, that b_spec when exported is a 21.3MB dds file. :D When you put it back in after editing, try making it a DXT1 file instead of A8R8G8B8, if that doesn't work, make it a DXT5 texture instead. It shouldn't need mipmaps because of what it contains, so you can pull those right down as well.


  • MODERATOR

    @LeeC2202 Hi Lee, ty for your kind assistance. I did make it black but did not resize. Still glossy.

    :confused:

    I don't think resizing would matter if it is just all black it shouldn't matter the size.

    I made it black by adjusting the lightness and darkness in the hue and saturation settings. I made the lightness 0 which made the image black. Maybe I need to just use a paint can and dump black paint?



  • @DarthPungz See my edit about the size... size = memory when it gets decompressed in memory.

    Did you directly edit the Alpha channel?

    Try this one https://drive.google.com/file/d/0B7LFvItVrwd0akV4VlBBS3FySWc/view?usp=sharing


  • MODERATOR

    @LeeC2202 I'll try to give it a look tomorrow if I get a chance. TY again for the guidance, greatly appreciated. I'll report back after I have time to tinker. Best wishes.



  • @DarthPungz I'll have a look later in my Windows 10 install as well. I don't install many addons into my dev OS but anything goes in my test bed. If I find anything, I'll post back.



  • @DarthPungz Well, I am out of ideas... I modified every file that looked like it could be the cause of the problem and nothing changed.

    That leads me to wonder if the Spec level isn't being set as part of the shader with a defined colour, instead of using a texture. Specular levels don't have to be set with a texture, you can just override that by forcing a colour value instead.

    It also seems hugely reflective, which is very odd... and then there's the fact that when I spawned it, it had all the wheel blocks and ladders attached and the landing gear wouldn't go up. :confused:

    Seems my ZM3 license has expired so I can't check anything in there... sick of throwing money at that piece of junk and getting nothing back from it. :angry:



  • @DarthPungz
    try to lower the specular level to 0 it should remove it ( between you can add a full black texture for the lowest specular or white for highest specular if i'm not wrong, or you can put the detail texture too it work)
    Also sometime you will not get the specular part in a material then turn the material to something with specular depending your need (spec , normal spec, normal spec reflect etc etc)
    Else look if you 've any material that use an " env " texture, then lower the env level

    I'm also newbie but from what I've seen this kind of effect mostly come from spec and env texture


  • MODERATOR

    @LeeC2202 Can someone with model editing software take a look?

    @CANAL-EMBRAER-GTA @SkylineGTRFreak @TobsiCred @ReNNie @Shaezbreizh @FoxtrotDelta @Frazzlee



  • RS6 DTM has the same issue, fix spec map, idk how to exactly fix because this can be caused by shaders assigned in Zmod and material settings


  • MODERATOR

    @Frazzlee said in Removing glossiness / shininess / reflection from a model:

    RS6 DTM has the same issue, fix spec map, idk how to exactly fix because this can be caused by shaders assigned in Zmod and material settings

    I hope someone can make a break through on this



  • @DarthPungz give screenshots of materials in zmodeler mostly the bottom part of the material seting



  • @Shaezbreizh does he have yft



  • @DarthPungz i had this problem before, you just select the item in zmod and choose calculate normals under surface, worked for me.



  • alt text
    I'm guessing this is the effect you're talking about


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