@nre
Set saturation to 0
But you'll be stuck at a low quality since BO2 handles 8-bit depth, that means your heat map and your reveal map won't blend in a very fine way.
I'm curious, what camo do you intend to release ?
@nre
Set saturation to 0
But you'll be stuck at a low quality since BO2 handles 8-bit depth, that means your heat map and your reveal map won't blend in a very fine way.
I'm curious, what camo do you intend to release ?
In case you can't find it, try something else
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.
Dude I've got so much questions right f now
Can I add you in discord maybe ?
sehteria Just subscribed, can't wait to see what's coming next
Impressive. What are your future projects on T6 ?
Reworked Polyatomic camo texture, it looks like the MWII Version now.
Click here to download the update (Base download link updated)
Amazing work dude
That's freaking nice dude well done
Ghost_elements just check my posts with my profile, you'll find it
swenzzy No.They don't Victis is not the MOTD crew. Someone's gotta "convert" them
SVD-Dragunov np dude
SVD-Dragunov camos work if you apply an alpha channel on the color map
ZaidenFR it's available, i guess so ๐คจ
Just click on the blue text on the first post
mx_clover don't use the last version of Greyhound, it will extract the ximages files with a ximage_randomnumber
name. Use 1.23 versions instead.
This way, you'll get correct filenames.
Last but not least, just type the first letters of the texture you're looking, otherwise some specular maps won't appear. For instance, type only "ballist" to get every texture map of the Ballista.
blocky world escape >> average minecraft map on Steam Workshop
Fordon_Greeman that's a camo, so it works on every PaPed weapon available on the map
DoorknobBoy idk why, but I do like it
mx_clover greyhound doesn't work with plutonium executables. You can just open a .ipak file instead, or use the steam version
moonwalke tell me what you want exactly and how you imagine your weapons
If you want to draw some sketches on paint this would be helpful
elcazapot0 well, thanks