trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 3, 2020 10:14:24 GMT -6
Hi everyone! Looking for some help with modifying the new SCS Cascadia. If you look at the pictures below, you'll see a weird shadow that's floating over the ground, and it actually moves with the camera angle. If I change my new def files to reference the stock SCS cab, the weird shadow goes away. I managed to make a new chassis, side skirt and cabin option for the new Cascadia, but the issue I've isolated it to cabin model/files. Has anyone seen a similar issue with a weird shadow texture/layer appear after exporting the model? I've gone as far as importing an original cab into Zmodeler3 and exporting it (unchanged) on top of my cabin model files, and the error persists. Thanks in advance! Here's my gamelog: pastebin.pl/view/e08286fbKey errors I see when I use the new cabin are: 00:01:49.334 : <ERROR> [dx11] Failed to create vertex input layout! 00:01:50.417 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:01:50.418 : <ERROR> [dx11] Failed to create vertex input layout! 00:01:52.169 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:01:52.169 : <ERROR> [dx11] Failed to create vertex input layout! 00:01:58.855 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:01:58.855 : <ERROR> [dx11] Failed to create vertex input layout! 00:02:01.372 : [actor] Initialized at [-39387.8;75.0;-10782.1] 00:02:01.708 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:02:01.708 : <ERROR> [dx11] Failed to create vertex input layout! 00:02:03.056 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:02:03.056 : <ERROR> [dx11] Failed to create vertex input layout! 00:02:03.056 : <ERROR> [dx11] Unable to map attribute (v.factor) 00:02:03.056 : <ERROR> [dx11] Failed to create vertex input layout! Pics of the issue:  if I move the camera up a little, it disappears: 
|
|
|
Post by The Other Corey on Dec 3, 2020 16:05:50 GMT -6
Yup. I'm having the same exact issue. Its because for metallic paints, 3 UV layers are used, and UV 3 is the actual skin. When updating older trucks, the fix is a simple as giving painted parts 3 UV layers, than changing the skin to UV 3. However, this truck is different, and uses UV 2 for the skin, and UV 3 for the bump map. I've tried an import/export, as well as changing all the mapping so it's exactly how I just described, and it still does the same thing. I'm going to keep trying different things, because if I remember right, I went through this with the Mack Anthem as well. **Edit so after some digging, I did find this post. Give it a try. It didn't work for me though, but you never know. forum.zmodeler3.com/viewtopic.php?f=25&t=12216
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 3, 2020 20:06:26 GMT -6
Yup. I'm having the same exact issue. Its because for metallic paints, 3 UV layers are used, and UV 3 is the actual skin. When updating older trucks, the fix is a simple as giving painted parts 3 UV layers, than changing the skin to UV 3. However, this truck is different, and uses UV 2 for the skin, and UV 3 for the bump map. I've tried an import/export, as well as changing all the mapping so it's exactly how I just described, and it still does the same thing. I'm going to keep trying different things, because if I remember right, I went through this with the Mack Anthem as well. **Edit so after some digging, I did find this post. Give it a try. It didn't work for me though, but you never know. forum.zmodeler3.com/viewtopic.php?f=25&t=12216Thanks for that! I will give it a try. This must have been pure coincidence, but I noticed that I modified the "wrong" sleeper, in the sense that I didn't see that I edited the mid roof vs the raised roof. Any who, I did the same edit to the raised roof version, and that cabin seems fine. Here's a pic at the same angle as before, showing the texture glitch is not there. I'd like to still learn how to fix this, since I'm positive it won't be the last time I see that glitch. Been learning a lot about modding this past month. 
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 3, 2020 20:20:01 GMT -6
I spoke too soon. Didn't notice the back end shows a glitch. Much better than before, but I still need to fix it. 
|
|
|
Post by The Other Corey on Dec 4, 2020 6:38:17 GMT -6
It’s coming front the same place as well by the looks. I’m wondering what would happen if you separated the cab floor and gave that a different texture. For some reason that’s the only part of the mesh getting distorted.
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 9, 2020 17:53:48 GMT -6
It’s coming front the same place as well by the looks. I’m wondering what would happen if you separated the cab floor and gave that a different texture. For some reason that’s the only part of the mesh getting distorted. Hi Corey! Sorry for not responding. I was out of town for a few days. I discovered the part that was getting distorted on my Raised Roof big sleeper Cascadia. It was the reflective tape on the back of the cab. I took the model of that tape out of the exported cabin, and the texture defect is gone. Guess I'll see if it's a material setup error with this part specifically. Thanks for your help!  
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 9, 2020 18:20:40 GMT -6
|
|
|
Post by The Other Corey on Dec 9, 2020 20:31:39 GMT -6
That’s awesome to know! I wonder if they changed the way reflection tape is done now and that’s why it was giving an error. I never thought to check that since it was never a problem before. Mad props for finding it though!
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 9, 2020 22:59:20 GMT -6
That’s awesome to know! I wonder if they changed the way reflection tape is done now and that’s why it was giving an error. I never thought to check that since it was never a problem before. Mad props for finding it though! Thank you! Yeah, I haven't dove into why it glitched with the reflective tape, but the way I found it was by removing all of the models within the cabin (pretty much exported just the cab nodes), and then added the parts one by one back into the exported cabin. I can live without that tape, so I'm happy it was just a small part of the cabin, and not like, the whole main cab causing the problem
|
|
|
Post by The Other Corey on Dec 10, 2020 16:54:55 GMT -6
I saw on the SCS forum blender guys were having the same issue. I tried changing the amount of UV's and adding mapping to the new layers with no luck. So, I made a post on the zmodeler forum asking oleg about it. Howeverrrrrrr, I'm wondering if this retroreflective shader is something new. Reflective objects used to use a plain jane diffuse mat. The reflective shader was used on an object that went over the base layer. Here's a terrible diagram I made to help explain.  Now it seems they can pull this same effect off using the retroreflect shader
|
|
trikz
Weekend Warrior
Posts: 38
|
Post by trikz on Dec 10, 2020 17:31:15 GMT -6
I saw on the SCS forum blender guys were having the same issue. I tried changing the amount of UV's and adding mapping to the new layers with no luck. So, I made a post on the zmodeler forum asking oleg about it. Howeverrrrrrr, I'm wondering if this retroreflective shader is something new. Reflective objects used to use a plain jane diffuse mat. The reflective shader was used on an object that went over the base layer. Here's a terrible diagram I made to help explain.  Now it seems they can pull this same effect off using the retroreflect shader That makes sense to me. I did check the materials and saw the settings for it looked different than others that I've seen. Wonder if there's a special way to export it, so it doesn't glitch... I'll look for your post and follow it. Would be neat to learn this new reflective technique for other mods, like trailers and such.
|
|
|
Post by The Other Corey on Dec 10, 2020 17:45:52 GMT -6
It definitely would be easier to learn it. For the time being, I set it up like it used to be and it still works.
|
|