I’ll keep repeating myself on this topic, as it’s Blender-specific and affects what the GIANTS Engine renders.In the image below, there’s the grid, or let’s call it the UV grid. Just another fancy word for our ‘terminology book’ when working with game assets, right?
Everything has to do with Blender in this case, since GIANTS Editor has no sweet overrides unless you choose shader variations/options in the asset’s Material features – all picked by assigning a shader to the material, as I’ve previously covered in other similar topics – read more here: https://alfamods.no/category/working-in-blender/If we DO NOT want to control dry or wet surfaces with a shader, we can see that some mesh surfaces in the UV editor window to the left are placed below the UV grid.That UV grid is only covering the Y+ and X+ quadrants. This means anything within the UV grid will get wet when it rains in Farming Simulator 25. Anything outside is dry – SUPERDRY! And if you have done the same lazy UV editing as me previously, you’ll see surfaces on your meshes in Farming Simulator that have no wetness like their neighbours ‘in da town baby’…. Because it’s all just a mess…and someone has to clean that up 🙂It’s as simple as this. You don’t need all these specific texture maps; I could rant about it for ages…. They would have to be rendered out of Blender, and there’s no good explanation out there on how to actually create them. All GIANTS Software does is add some sweet, AI-generated female voice to their tutorial videos, and make it look like a showcase of *our game engine is so unbelievable* thingy, without actually explaining everything in depth.Now some modders probably want them… but where are their tutorials?It’s all about surface effects (graphically geeky effects), like in Photoshop, where all these maps are layers…mainly texture layers. You can add dirt and dust directly to an albedo texture, without adding extra layers outside your image editor. I mean, even in a simple image editor like Paint.NET, there are ways of adding dirt and dust, and whatever else you can imagine, to a texture and keep it within the texture itself.But if you want to render out texture maps, I’m not going to arrest you for that as long as it’s for a few assets. For a huge asset library, you’ll be soaked in work big time!
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