#LLS assetbundle question

1 messages Β· Page 1 of 1 (latest)

quiet cave
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@normal pendant Creating a thread so that this doesn't clutter the main chat bUT - i used QtRME to extract the variantmesh files as an FBX, complete with an animation, and then used Asseteditor to rip the textures and used paint.net to turn them into TGAs and attach them in blender. Idk much how to use blender and unity, but it was in blender and had the attached animation, and that exported with the new fbx from blender into unity. in unity the animations are still there but I am having trouble making them play/attach to the asset for the assetbundle (i figured out that I had to create and plug them into the prefabs folder to get them to be able to be exported). the final export works in tts except that it takes the camera with it (something I'm trying to fix in unity I believe) and the animation doesn't seem attached (again, an issue in unity). if there are weird steps I took, i can definitively believe it.

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also apologies for the weird nomenclature usage im very new to a lot of this unity/blender jibberjabber

rancid blaze
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Just load it up in unity, create the material(s) make the animations as you like them and export

quiet cave
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when I load it wihout the blender step it comes out all funky lookin

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and by it im assuming the fbx

normal pendant
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Yeah you need the blender step or unity freaks out

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You need to duplicate the animation out of the fbx file in unity and apply it to the model again as well

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Same as all the textures, which is a whole other annoying thing since unity and tww use different methods for their metallic pipeline

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Can I ask what army you're doing? I might have already done it, or at least some pieces I can offer up.

quiet cave
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I was gonna do animated warmaster

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/hordes of the things

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i got through most of empire thanks to saga but then hit tomb kings and chaos

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and being a fan of the dark gods myself it hurt a teeny tiny bit

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I am willing to take whatever and learn how to make the rest on my own

normal pendant
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I have Tomb Kings up already. Was the first one I did though so it's not perfect. Nobody has done WoC, but Daemons have slaanesh and khorne done by somebody else

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Not sure what you mean by "animated warmaster" I was asking what army you're trying to port from tww3

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And just tell me where you're stuck and I'll help! Have been doing this for years now and I basically pioneered it so as long as I remember stuff, you're in good hands XD

rancid blaze
normal pendant
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Probably some issue with the program used to export to fbx

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Didn't happen with the previous version for the previous game

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The model gets immensely distorted, some bones being blown up 20x their size and others remaining as they should. Couldn't get much a pattern but it's easy to import/export and just go from there

quiet cave
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Probably woc but main goal is a few units from every list

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And I'm working from twh2 not 3

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And how does one duplicate the anim out of the fbx? Screenshots incoming once I get em up

normal pendant
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Ahhh

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Tww2 has a lot less for WoC, I don't recommend that

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It's missing half the army

normal pendant
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Doing a few units from every list also sounds unhelpful since you still can't play with those xD unless you're filling out the saga ones

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Mine are already 100% done so don't think you could patch those up

quiet cave
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When I say a few units I mean like the basic lineup (here of woc)

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Im using a flagellant as my tester, what's your quick and dirty method?

quiet cave
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also in unity the tts animator isn't allowing me to select the animation itself to pop in

normal pendant
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Unfortunately I just don't know what exactly you're referring to. You don't need to interact with the animator whatsoever.

The easiest way to apply the animation is clicking and dragging it onto the model in question

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It should be whichever part in the hierarchy is the parent to the skeleton

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And this must be done for each piece of the model of course.

normal pendant
normal pendant
quiet cave
normal pendant
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Which part are you up to

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Because it's a pretty long process with a lot of steps

quiet cave
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Im able to export it but not put the animation on

normal pendant
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I've explained how to put the animation on

quiet cave
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Yea, doing my best on it unity is not friendly w my computer

normal pendant
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You'll need to edit animations to have hands properly clasp weapons, as well as pose correctly for some of them...... Also going to need paint.net, gimp or Photoshop so you can edit the textures and apply army colours

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I made an army painter shader that can do it automatically but it doesn't perform well on older hardware so I recommend just doing it normally πŸ˜…

quiet cave
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this is what im looking at currently, draggin the animation onto it does nothing but readd the animator...

normal pendant
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I don't think that's the animation. Scroll down in this list.

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Actually, you may not have even exported it with one in qtrme

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Though based on the model's pose, it's possible

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No need to have that looping effects script on it either unless you're planning on making the animation change on a trigger in-game

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Likely it will be called "hu1 flagellant swsstand01" or something

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Though your model is strange as well - It doesn't seem to be in multiple pieces like it should be. Hm.

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Does it even have a skeleton πŸ€” it looks like there's no mesh attached to the skeleton and you just have static pieces around

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No clue what you did in blender

quiet cave
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I think it does have a skeleton? Again, the issue might be that this was created from the variant mesh and not exported from asseteditor

quiet cave
normal pendant
normal pendant
quiet cave
normal pendant
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qtRME. It's janky and barely functional but it works for me.

quiet cave
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Tysm for your help bte

normal pendant
quiet cave
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Btw*

normal pendant
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No problem

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I'm not doing all the armies - It's too much work

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No sense not helping others do it

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This program, while shit, is enough for me to have done all of DE/HE and some of Chaos Dwarves. And my friend to have done all those SAGA mods you were talking about

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So it'll definitely work if you use it correctly, despite being tedious : P

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This is all a bit of a slice of hell, just letting you know

quiet cave
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I used that too but how to get fbxs other than from variants? I can't put together rigidbodies like in addeteditod

normal pendant
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I just pick out the rigidmodel files all individually using rpfm

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And do it all individually, putting an animation on each one so they have the same initial pose etc

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Perhaps your method is more efficient if you can get it working though

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I doubt mine is the best

quiet cave
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So you just export each rigidbody

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Put them together in blender?

normal pendant
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Keep them separate even in blender - But they will need to be passed through it still, else Unity will throw a fit

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You put them together in Unity

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this way you don't mess up the UVs

quiet cave
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Ahhhhhh okay

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So Export and texture

normal pendant
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All my TTS models are still technically different meshes

quiet cave
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Or just export and add the textures in unity

normal pendant
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Add the textures in unity too, yeah

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we only need Blender for the sole purpose of stopping Unity freaking out at the raw exported fbxs from qtrme

quiet cave
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Okay

normal pendant
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i don't know why that works but it does

quiet cave
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Ahhhh

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Then when in unity

normal pendant
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Again, sorry, are you on wh2 or wh3?

quiet cave
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Do the skeletons clash at all?

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Wh2

normal pendant
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Ah

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you don't need qtrme then

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just regular rme

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and no blender step : )

normal pendant
quiet cave
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Oh snap you're not serious lol

quiet cave
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Do u just add the animations separately

normal pendant
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Yeah, separate to each

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The legs will technically animate on the head piece

quiet cave
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And tga files for textures?

normal pendant
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but there won't be any mesh attached

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I use dds as it is in the game files, and use tga when unity decides it secretly won't import a normal map, which happens about 0.5% of the time

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You can use TGA just fine. They're just bigger files afaik

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You'll need to do a decent job on the textures though

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Unity doesn't use a separate Gloss channel, so you'll need photoshop or gimp or maybe paint.net to copy the red channel out of the Gloss map, and paste it into the Alpha channel of the Specular map

quiet cave
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Tbh I just pulled the one file to use

normal pendant
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Confusing sentence.

normal pendant
quiet cave
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Ahhh

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Okay

normal pendant
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Sorry for the mess, there's a lot to this

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But it's very doable

quiet cave
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And then the animations will be attached to the rigidbodies tho then

normal pendant
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Provided all the pieces are in the correct initial position, which they will default to due to the skeleton, it will all animate together and look perfectly normal etc

quiet cave
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No it's been done im invested just looking to do good work but not stupid work yk? Like if I can cut out a step then dopr

normal pendant
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You very well might be able to

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But following my advice will lead you to do exactly what I've done, which may or may not be the most efficient way

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I can tell you how to do it my way but not better

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The only time save I'm aware of is using a shader to avoid the photoshop painting step. But again, I made one, and it probably doubles the performance impact of models. Wouldn't recommend unless you're lazy : P

quiet cave
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True

normal pendant
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If you want help, just ask. If you want a better method than I use though you'll have to figure it out yourself, and I don't imagine many more optimisations can really be made.

quiet cave
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Yee that's a truth. The twh2 speeds it up a bunchfrok where I was thinking and all building it in unity seems a lot faster.

normal pendant
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I don't really know what you've tried to say here xD

quiet cave
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Could you pop the link to the regular rme? It keeps directing me to qtrme

quiet cave
normal pendant
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Hopefully this.

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If not I'll see you then files from my drive later

quiet cave
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Okay so a few questions - firstly, how do you put the diffuse and the normal so they work in unity? Also, how does one export the .anim/skeletons? FBX from RME?

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When i drag the .tga files its one or another not both, and idk unity that well

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and when I exported the .anims as fbx it said they were corrupted when trying to import to unity

normal pendant
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When exporting a rigidmodel with rme, there's an option to export with an animation. Do that, and it'll be embedded in the fbx file.

quiet cave
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under file --> export SKELETON + ANIM, right?

normal pendant
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In unity you'll need to drag and drop a diffuse map onto a mesh in the hierarchy, and that will generate a material. You'll need to change the material type to Specular. From here you can insert the normal and specular maps, though edits will still need to be made later to get the maps working correctly.

normal pendant
quiet cave
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oof kk

normal pendant
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And gotta do it for every piece, and wait for it to scan through every file so

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I recommend doing this on an SSD xD

quiet cave
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rme is having a bit of a struggle reading the data folder for twh2

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I would love to have a pre-assetbundled example unity file to pick apart and get a better sense of how you've put them together before buildling that assetbundle

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if you have a spare you wouldn't mind shooting over to moi

normal pendant
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A fair idea though I'd need to set it up. Sourced from different folders and all that

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It will be a bit until I can get you that. I don't even have unity set up on my new PC πŸ˜…

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Today for certain but at least a couple hours

normal pendant
quiet cave
quiet cave
normal pendant
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Nothing is changing...? What are we expecting to change, sorry?

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Unsure what expected behaviour is here

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I'm about to get busy though so I apologize

quiet cave
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lol idk the program so idk the expected behavior but seeing if i can do the same in qtrme

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does rme export the skeleton/mesh/texture as fbx or another filetype?

normal pendant
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I'll need to open it again as I haven't used that version since wh3 release

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Yeah it's fbx

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Texture is obviously not though, textures can't be fbx. It'll export as dds

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As it is in the files

quiet cave
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ah okay

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ill see if qtrme can do the same, it looks like an updated version of the first one

normal pendant
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So for RME you still need to open up an exported file

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You can try

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Might require blender for exported models though

quiet cave
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ah okay gimme a chance to try it out

normal pendant
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Have fun

normal pendant
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Here's an example

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I have no idea how it'll import but if you just unzip and throw the folder in, prefabs should work properly (this model specifically had some weirdness going on so it'll only look right in Play mode)

quiet cave
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the link isn't working to download, but got the textures working, still working on animation

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wondering on the next step. this way with rme is much faster once it stops crashing lol

normal pendant
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It's ust a discord file lol

quiet cave
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i tried unzipping it but it just sent me to an undefined chrome page

normal pendant
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Wait, so you did get the files downloaded?

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Need clarification. You said the "link isn't working to download"

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It has nothing to do with chrome in the first place really

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I'm confused. You know how to extract files right, or is that the holdup?

quiet cave
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I got a 7 zip exporter and it still takes me to a chrome page.

quiet cave
# quiet cave

Mostly wondering about the skeleton/animation question rn

normal pendant
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A 7 zip exporter...? I'll just send a .zip file lol

normal pendant
# quiet cave

You copy the animation out of the fbx file itself, and then click and drag it into the top layer of the model pieces

normal pendant
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You've somehow turned my archive into a browser shortcut

normal pendant
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here, regular zip.

quiet cave
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this works perfectly

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is this one from twh2?

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or 3?

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im wondering if that changes how it has to be made in unity?

quiet cave
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okay so I got it properly textured, but the animation is only triggering once and the model is falling through the table lol

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everything else is actually working pretty smoothly

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wait i got it working lol

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first one down

normal pendant
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Yeah, this is 3

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It changes textures

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But that it

normal pendant
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And I'd wager it's not textured properly just yet be we'll get there

quiet cave
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I was taking a look at the way you textured yours and got some tips

normal pendant
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My example won't show you everything

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Yours is going to be in specular format too, instead of metallic

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And you'll need to edit the specular map and diffuse texture to get it looking right

quiet cave
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I dropped them both in and they look decent. If u have any zips of tw2 models that would be swell

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Also, do u have any tips on mounted units?

normal pendant
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Doubt it looks decent in game because again the specularity won't be working

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and your models will be painted in white lol

normal pendant
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I'll do a tww2 one in a bit

quiet cave
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I put the specular TGAs on and they look fine, a lil flat.

normal pendant
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yeah, there's no gloss map

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way too shiny in some areas and dull in others

quiet cave
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Ill send u some screenshots

normal pendant
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I don't really need screenshots because I already know what's wrong aha

normal pendant
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Unity looks for glossiness in the alpha channel of the specular map

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Currently there is no texture in that channel

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You will need to paste the Red channel of the Gloss map into the Alpha channel of the Specular map

normal pendant
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Yep

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Wherever the animation looks best

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you'll need to move it manually into the best position

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probably adjust pose/animation to suit

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should probably ont be doing cav atm lol

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work on figuring out how to do a regular model first

normal pendant
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there

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sending monsters because my infantry stuff is very messy

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doing champions and recolours and such

quiet cave
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That was super helpful

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Still struggling w the materials bUT the packs give me trouble. diffuse, gloss, mask, normal, and specular are what are available, but how to use them in unity to make materials is something I'm working on

normal pendant
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I have told you already

normal pendant
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As for the mask, you use it to paint the faction colours onto the models

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You'll need an image editing software.

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Preferably Photoshop because I can't guide you through using others, never touched them

quiet cave
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shoot im sorry my b

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i appreciate your time on this

normal pendant
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It's okay, I did say I was here to help

quiet cave
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also, been pasting together horses and riders and even though I've been pasting up into root/animroot it seems to be all over the place with animations - they turn in the saddles etc. I've also been pasting together multiple animations into chains in unity to get more variation, but i dont think that's the problem? Is there a thing im missing to stop them rotating? Or something in the animation tab?

normal pendant
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Maybe not immediately present

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Rotating? Depends what it is. For a horse I don't put them on the saddle bone but rather one of the spine bones - 1 or 2 perhaps

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I could use a video perhaps

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Again πŸ˜… easier to get the basics down instead of immediately going for difficult cavalry.

quiet cave
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def, the infantry tbh is down but for the meshes

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the animations look dope in tts. might send you a sample once I fix the materials

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are the masks necessary btw?

normal pendant
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The infantry is not down

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Your textures are still all messed up

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You haven't altered the animations to make hands grasp weapons properly either

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Probably haven't done box colliders on the prefabs and I recommend you do

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You should also separate all materials into a separate asset bundle like "chaoswarriortextures" so you don't duplicate textures in every prefab you export

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You're going too fast, slow it down

normal pendant
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Depends on the unit but on some it will look awful

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Tomb Kings can kinda get away with it. Lizardmen and empire look awful

quiet cave
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ahh. Do they all have a default tone or is it a play it by your own game kinda thing

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(also wondering if you can make the mask the alpha for tts and have it editable in game?)

normal pendant
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You can have it editable in game if you write your own shader and a lua script to go with it. You can make full army painters with it. I've done it myself, though a shitty TTS update broke it and I haven't the heart to fix it.

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The tones are kept in the Warhammer 2/3 files somewhere. You can also just guess or find one that looks nice

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Chaos don't really have defined factions that much, it's usually just black and black so

quiet cave
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tru

normal pendant
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You'd colour them based on alignment probably

quiet cave
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ooooo

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stop giving me such good ideas

normal pendant
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Well that's a pain in the ass but it's what wh3 did

quiet cave
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and hands was something I was wondering about

normal pendant
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If you're gonna do this, god, I can't believe you're using shit wh2 assets. Gah.

quiet cave
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is it just another animation pop or a whole process

normal pendant
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Wh3 chaos stuff is unique.

normal pendant
quiet cave
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tru, thats why im workin out of tw22222

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🐱

normal pendant
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You want to not be unique?

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Pain

quiet cave
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i want efficiancy, really

quiet cave
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unity, i presume?

normal pendant
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This is possible with the shader stuff

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But xd

quiet cave
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oh that looks like a task indeed

normal pendant
quiet cave
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okay lemme seee

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wtf am I doing in this panel lol

normal pendant
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Might be a touch confusing

quiet cave
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am I editing the rotation of the hands?

normal pendant
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Rotation of fingers specifically

quiet cave
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w h a t

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is this for wh2?

normal pendant
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Yes. Why?

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You'll see the result in real time if you hit Play while you do it iirc

quiet cave
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im looking at the available things to edit and fingers aint one of them

normal pendant
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They should be beneath hands

quiet cave
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there isn't anything under hands

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its just the xyz rotation biz

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im editing the animation, yeah? not the model?

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wait

normal pendant
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The animation and model should have the same parts anyways

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But if not, press the record button on the animation and then select the parts on the model to edit, and a finger bone should appear in the animation.

quiet cave
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its kinda working if I alter the model but it looks v funny

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lemme check the animated bit

normal pendant
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You'll need to put it on Pivot Point mode and not Centre mode

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You can make it look near perfect

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It's probably the fingers aren't there because they aren't animated by default

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So you'll have to add them to the animation. Hit the record button and then rotate a finger bone on the model (and make sure it's the torso because the head or leg finger bone won't be attached to anything lol)

normal pendant
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I'm not at my PC atm but somewhere in the top left near all the movement buttons will be an option to move things based on their pivot point vs based on their centre. Might be called "global" or something.

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That might be why it looks jank

quiet cave
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Ah yess

normal pendant
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Sorry I don't have video or screenshots for you

quiet cave
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nah ur good

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tbh, I found out how to do it and idk

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im doing this for a 10mm game

normal pendant
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It depend on the model

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But it takes 0 time to do

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So I just do it

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If the model has armour it's hard to tell

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If it's a bare hand it looks terrible

quiet cave
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true

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if you edit prefab A which is a part of prefab B will prefab B auto update?

normal pendant
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If you upload these without fixing the textures I will find you. Just letting you know. No laziness

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I never used the prefab system. I just unpacked everything so it wasn't blue

quiet cave
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okay.

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funf

normal pendant
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Up to you to mess around with it

quiet cave
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yee

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also, for the gloss map

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do I add the extra red in unity or elsewhere?

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and what to do with the specular.tga gotten from the game?

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the specular alpha is the lil square next to the specular slider aint it

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also to edit the mask color do you just plonk down a red splotch in the white space

normal pendant
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quiet cave
quiet cave
quiet cave
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also definitely had the riders good for my idle poses but the attack poses are still all wonky?

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deleting the animroot on the animations worked, but the attacks keep being weird

quiet cave
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editing the roots changes how the items interact, and otherwise they wobble all over the saddle

normal pendant
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Don't use attack poses.

normal pendant
quiet cave
normal pendant
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That's okay but I did tell you a fair few times haha

quiet cave
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or is this just a general rule. Trying to get idle and attack anims both

normal pendant
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Rider attack animations? I'm not sure. There's no sense in having your models do attack animations, they'll go all over the place and get off their base

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And then they'll jump back to where they were when it ends

quiet cave
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ehh true

normal pendant
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Especially monsters

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Keep to stand and idles

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And even idles are probably not a good idea for mounted models.

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Just stand for that

quiet cave
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i don't mind the sliding that much until you get to the mounted models lol

normal pendant
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There should be no sliding

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Delete the root part of the animation if there is

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That might fix it maybe?

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Wh1 animations are trash

quiet cave
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I tried that, but then it funked with the weapons

normal pendant
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The weapons should be on the hand bones anyways

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The intended bones for them look bad

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They slide around too much

quiet cave
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they're on the props---would changing them to the hand be better?

normal pendant
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Use the intended bones to put them in place initially an then put them under hand imo

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That's what I do

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And then maybe you can delete the root without issue

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Hopefully

quiet cave
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so put it under prop 0 then move it to the hand bone?

normal pendant
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Yeah

quiet cave
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dope cool lemme try

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cause deleting root helped a tON except for with the weapon things

normal pendant
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The prop bones aren't static for some reason, it's like someone animated them separately

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Looks real bad with two handed weapons

quiet cave
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im sure gw was definitely paying the animators top dollar for their work

normal pendant
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πŸ˜…

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Yeah wh1 assets suck so I'm sure they were interns being paid $3.50

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Wh2 is better and wh3 is great, no issues with 3

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This is why I haven't done any wh1 armies tbh

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Just a couple vcounts units

quiet cave
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tbh total war games are kinda ehh for me, the rts mechanics aren't my fav and like resource management is kinda a bore

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adore the animations, and using them for larger tactic/strat things

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but the gameplay loop isn't my fav

normal pendant
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I used to like it. Got bored though.

quiet cave
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yea

normal pendant
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Got any further?

normal pendant
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Just uh let me know if you want any more help lol. Would love to see you get these working

quiet cave
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Omfg thank you s much for the help finals hit like a truck. Got masks working and that's basically been it, chugging along.

quiet cave
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Gonna pop out a tomb v Liz bit over the break if the good Lord provides enough caffiene

normal pendant
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Hahaha enjoy your finals

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Will still be around after

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On holiday myself now so no unity access

quiet cave
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Happy Holidays!

normal pendant
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You too

quiet cave
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Alright here you go its something, basically had to reset my proj cause I had to fix all the textures but this is what I could save, its v much in progress. Marauders look dope and are finished, everything else i think works in theory but I have to double check texture masks n stuff

normal pendant
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If you still haven't done the gloss and specular map stuff I mentioned then they're not finished. You didn't ask about it again so I assume you haven't

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But I'll take a look later

normal pendant
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So I'm pretty sure the Marauders aren't painted faction colours, though they still look alright without it because they don't have much white.

You also haven't put your gloss maps in.

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Though it's real hard to look at everything with these annoying ass spazzy animations ngl

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You're free to do them like this, especially if it's only you playing, but I know a lot of people don't like animations at all let alone these very intense attack animations

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Overall good job though

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Also regarding animations, gods

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did you like

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make a separate animation controller for every single model

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and manually put in each animation into it in a different order

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ive done the same thing in the past because it's unironically the best method but aaaa it's annoying

quiet cave
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I'm also reuising them across the armies

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I thought about like spacing out the animations with some idles but for me it works. My end goal is 5x5 ranks with two states, idle and attack where the second has the front (and maybe second) rank just going to pound town USA on whoever they're up against.

normal pendant
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Layer state huh? I'll have to look into that

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Does it just start them at a different point?

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I was going to make them random but TTS doesn't support unity scripts like that -_-

normal pendant
quiet cave
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And as for the alpha channel that thing is so frustrating I've tried like 3 different softwares and YouTube so it's a work in progress until I find the right plugin

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Also I'm noticing the chaos spawn attacks are like wild compared to the others lol

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You don't need any plugins

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And you aren't supposed to just paste the mask in. You're supposed to use it to color the model.

quiet cave
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The mask I open and use hue+ to change to the faction colors then I have a mask plugin, so I take the edited mask as a second layer and apply it as a mask to the diffuse

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Also for chariots do I make the chariot the root? The horse?

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I am going to ask you again to take my advice and stop doing your own random wacky stuff

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Use the mask to select the area that you will change. That is why it's called a mask in the first place.

Then, apply a solid color adjustment layer set to Multiply, and use the faction colours for it.

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This will give you a perfect result because that's literally how the game does it in-engine

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The R mask is the first color, the G mask the second color, and the B mask the third. Most factions only have two though.

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No clue what your mask plugin is but there's no world where it's necessary when you can just select the field and go off that.

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It would be weird to use a horse as most chariots have more than one.

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Please try to figure out how to properly do textures before you start doing chariots though

quiet cave
# normal pendant Please try to figure out how to properly do textures before you start doing char...

Okay, but looking at some of the lizard men skins there is crossover (e.g. pinks and blues) i realized this afternoon working on some that the saturation adjustments I had were way to low that's why they weren't showing up. This method still adds the layer with the colors of the mask as a multiply, it seems to work but maybe im just confused because we're using different softwares? A lot of the time the wacky stuff is because I'm translating what you're telling me into my limited understanding of unity/paint.net, and corroborating it with what I'm looking at online is hit or miss.

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Anyway my lizards look so white they're British

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Don't publish any more models until you fix the ones you have!

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The mask texture itself should not remain on the image whatsoever. You just use it to pick which areas to colour with a multiply layer.

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You should not be adjusting saturation at all πŸ—Ώ

quiet cave
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okay so I just uploaded an unarmed marauder to the same workshop item, this time with hopefully fixed gloss and mask stuff. lmk if it looks alright

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I'll have a check in a while. You can also just send the textures and I'd let you know from seeing those

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It'll also be hard to tell if gloss is working if you don't have any metals on the model but I'll try to guess lol

quiet cave
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ill pop some warriors in and let you know if they're in

quiet cave
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update warriors are showing me the mask thing isn't working, its screwing with the opacity for the cutout

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and any greyscale ruins the damn things

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ive got the gloss i think but now the masks are all funked

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the textures for the speculars got super transparent

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but the diffuses look vile when I put the mask on

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Im gonna take 8 on that and get back to it

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πŸ—Ώ

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Am I gonna need to download the software you're using and screen reading doing the process

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If I get out of bed today I'll do that

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You have to keep opacity on for the diffuses, possible you removed it when saving them

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But yeah I'll check with some

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if you use gimp it would be a bit easier. paint.net is kinda simple and ive never touched it. dont think it can do these things without plugins

quiet cave
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i moved over to gimp for the gloss, realized how it worked, and did it in paint.net cause the interface is faster. Still using it for the mask, I think I might have just failed to select multiply on a diffuse or two but i'll work on it today

quiet cave
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okay so I did some warriors uploaded em to the same mod, made some adjustments so the transparency for the cutouts was better (applied the layer to itself as an alpha after finishing the mask)

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Could just send me your texture files and I can check

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But yeah I'll try to tell from the mod

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quiet cave
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I tried it multiple times with the mask and it seemed like only a problem where the mask's color bleeds over to blank pixels in the diffuse

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Applying the original as the alpha to the layer with the merged mask takes out that bleed

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here's the tgas for the three

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or for a single cape

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And thanks for the texture

quiet cave
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Do they look good?

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A thumbs up and I can plow through some with this technique

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Well you definitely have something in the specular alpha. Whether it's the red channel from the gloss map or not idk since you didn't send the gloss! But it probably is, based on visual feedback.

As for the diffuse, is it the cloth that you coloured? Diffuse looks good, yeah. Weird stuff is happening with the colouring but the transparency is still there so it's invalidating it.

quiet cave
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Yee I'll shoot over the gloss n mask so you can take a look at those two but yee it's the cloth but also the fur/hair

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oke

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should look like this

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but it's a cape so you're not gonna see much shiny metal change.

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Think my recording software is stuck in hdr mode or something so ignore how terrible this looks

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this is how one does it in PS

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very very quick and easy

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red channel of the gloss copied over to the alpha channel of the specular

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done

quiet cave
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that makes it a lot more clear lol also your recording software def needs a change lol. A lot of teal.

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I think it's because I turned HDR on and didn't reboot

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Just Nvidia shadowplay things

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Teal isn't quite the issue. Every color is pretty off xD

quiet cave
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i think I got it

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I was copying the alpha not the red to the alpha channel. Fixed now and reuploading. Double checked w your version of the cape to make sure it looked good. Shooting you over some other fixed speculars now (including some metal lol) and the refreshed warriors will be up before noon est

quiet cave
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I COULD HAVE JUST DRAGGED THEM INTO THE ASSET BUNDLE BROWSER

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Idk how else you were doing it but yeah you can do that

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Were you putting them directly into files with windows?

quiet cave
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By hand like some kind of peaSANT

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hahah

quiet cave
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So the Tex and spec are gtg?

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probably

quiet cave
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Dopeeeee

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would need the relevant gloss maps to actually know lol

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but from checking the alpha yeah, it looks right

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the areas that are meant to be reflective are whiter

quiet cave
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whiter or more transparent?

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Whiter from our view but technically more transparent, yeah.

quiet cave
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!!! ITS WORKING

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putting together a preview for you, get it to you by like Thursday. Moving North in the next two days.

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Awesome, thank you

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Look better now?

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Or can you not tel much

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More important on metals

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Like chaos warriors, chosen etc

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or the Mirror Guard most of all, lol

quiet cave
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Mirror Guard aren't on my to-do but god the ogres and marauder skins look so much better

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which is a lil ironic to me

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Haha

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Yeah it's pretty important

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Did you get your color painting sorted?

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What are you doing from WoC btw? Turns out there's barely any WoC models on the workshop lol