Black Car in KSEditor

Discussion in 'Car Models | Physics' started by Galyss, Aug 23, 2022.

  1. Galyss

    Galyss New Member

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    Hello there !

    I'm trying to create my car in AC using a model and removing some stuff.
    I just removed hood lights, roof vents, and the things to lock the hood and the trunk.

    Btw I extracted the fbx and the textures with 3dsimmed3, and worked on the meshes with 3ds max.
    When I imported the fbx into 3ds I selected centimeters as unit, and "Automatic" when I exported it. (I also tried exporting it in cm)
    But whenever I open the fbx in KSEditor V6 or in SDK, the car is black af. All the textures are in the same folder as the fbx (Into a texture folder).

    Do you know what's happening ?

    upload_2022-8-23_17-33-49.png
    upload_2022-8-23_17-34-32.png
    upload_2022-8-23_17-31-14.png
    upload_2022-8-23_17-31-54.png
    upload_2022-8-23_17-32-9.png
     
  2. Johnr777

    Johnr777 Moderator

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    upload_2022-8-23_12-32-31.png

    This is why, those values should be higher than zero... try 0.3 - 0.5 range
     
  3. Galyss

    Galyss New Member

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    It doesn't do anything between 0-0.9, I have to put 1 for the texture to appear :/
     
  4. Johnr777

    Johnr777 Moderator

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    When you exported the fbx with 3dsimed, it would have given you a persistence file that has all the original shader values
     
  5. Galyss

    Galyss New Member

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    The .ini right ? I have it but what should I do with it ? '.'
     
  6. Galyss

    Galyss New Member

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    Ooooh I found the "Load persistence file" !
     
  7. Johnr777

    Johnr777 Moderator

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    It should have loaded the original shader values automatically when you opened the fbx with kseditor, unless you changed material names in max… then you have to rebuild the shader
     
  8. Galyss

    Galyss New Member

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    I found the old persistence file and now it works well, thanks for your help m8 :)
     
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