Model quick fix conversion for deferred shading - ED Forums


Thread Tools Display Modes
Old 08-10-2017, 05:28 PM   #1
Tailhook's Avatar
Join Date: Apr 2012
Posts: 138
Default Model quick fix conversion for deferred shading

Since nobody has provided information publicly to fix models I figured I will share a quick fix method using the JConfigurator without having to mess with textures or even the 3D model itself. I'd like to thank Skate for showing me this.

Even though 2.1.1 now restricts mods to load in the Mods folder we're still going to use the directory. Place your mod in the appropriate folder under the Mods folder. Next, back up to your main 2.1 directory and go to 'bin' and run the ModelViewer. Load the EDM file you want to fix. If you want you can change the livery with View/Dialogs/Liveries Dialog. Next, there are two ways to do this. The first is to open an internet browser and enter " ", and the other way is to just go to the JConfHtml folder and open parameters.html. Boom, you can now alter every material associated with the 3D model via the ModelViewer.

This slider configuration method is how to configure a JSON file. If you have seen the Bazar/World/Shapes folder lately you will see a JSON file added for 99% of all pre-existing models for 2.1. This new file type is essentially a simple immediate file to convert a model back to the way it was by blending the new metallic and roughness together with diffuse and specular.

I made myself my own JSON file using one of the examples because I don't know where or how the configurator spits out a generated JSON file. Each section (excluding the "Common" sections) are the 3D materials associated with the model and can be modified.

The following variables explained:
"reflMult" = Metallic Contrast
"reflAdd" = Metallic Level
"specMult" = Roughness Contrast
"specAdd" = Roughness Level
"specSelect" = Roughness Source
"albedoLevel" = Base Color Level
"albedoContrast" = Base Color Contrast

*Optional prerequisite
Depending on the style of intended aircraft. Whether normal scheme or fully painted (demo team), I would remove all pre-existing Reflection mapping from the model by putting the sliders to 0 (with checkmark) in 3D max. From here on you probably want to have a value of 0 for metallic on every material. Only exceptions may be glass, instrument panels, or shiny metal parts like chrome where you probably want a value of 1 for metallic and 0 for roughness.

For glass materials, the appropriate values may differ the way you want. It could either be 1 for metallic level and 0 roughness, or 0 metallic and 0 roughness. Appearance may vary.

For sun reflection on wings/body/tail ON A PAINTED AIRCRAFT, I recommend a value of 0 metallic and 0.1 or 0.2 roughness. It looks hawt!

Virtual Thunderbirds, LLC | Sponsored by Thrustmaster

ASUS X79 Deluxe : Intel i7 4930k : 16GB G.Skill TridentX 2400 : EVGA GTX1080 FTW : 2x WD VelociRaptor 500GB (R0)
TM HOTAS Warthog+F/A-18 : TM Pendulum Rudders : TM Cougar MFD's : Oculus Rift CV1 : A ton of Mountain Dew
Tailhook is offline   Reply With Quote

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT. The time now is 11:19 PM. vBulletin Skin by ForumMonkeys. Powered by vBulletin®.
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.