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Meaning of the pap zombies camo files

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  • resonator_12undefined Offline
    resonator_12undefined Offline
    resonator_12
    wrote on last edited by
    #1

    I'm getting into customs camos in zombies and i´ve been wondering what the "~-gcamo_zombies_col" represents in the actual camo. If anyone can tell i would be grateful.

    LKuramaundefined 1 Reply Last reply
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    • LKuramaundefined Offline
      LKuramaundefined Offline
      LKurama
      replied to resonator_12 on last edited by LKurama
      #2

      resonator_12 PBR maps essentially. If you don't know what it is, just check on google

      List of almost every PBR map possible in T6 :

      • _col or _c : Color map (Less brightness increases metalness)
        NOTE : ( Color map glows depending on the brightness in Parallax materials such as W115 )
        NOTE2 : ( Alpha Channel in a color map on alphatest materials define its opacity)
        NOTE3 : ( Alpha Channel in a weapon color map defines the reveal map for basic camos like DEVGRU, etc.)
        NOTE4 : ( A fully transparent pixel on a material that does not belong to the 2 previous categories will be turned into a white pixel )

      • spc&rgb with random numbers and many "~" : Specular map (RGB) and Glossness (A)
        NOTE : (Neutral specular color hex code is #383838.)

      • c&rgb with random numbers and many "~" : Color map (RGB) and Reveal/blend (transparency) map (A) or Glossness (A)

      • _nml or _n : normal map (DX)
        NOTE : Invert Green channel if you need to turn your GL Normal map into a DX Normal map (not required if your texture comes from another cod game)
        NOTE 2 : ( Flat normal map color hex code is #8080FF but can also be #808000 depending your extraction method.)

      • _ao : Ambient occlusion (mostly weapons)

      • _ir : infrared emissive. R is static heat and G for fire heat

      • _reveal : Emissive map / glow amount of your camo (White = 100 & Black = 0)

      • _ember / _glow : Animated emissive map

      • _heat : Animated reveal map (White = 100 & Black = 0)

      • _e / _e1 / _e2 : emissive textures (mostly used in parallax materials such as W115 camo)

      • skybox_mode_level_ft : Skybox texture (must be extracted and exported as a DDS file - using NVIDIA's photoshop tools)

      By the way, material types are called "TechniqueSet" in BO2.

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