Battlezone: Combat Commander

Battlezone: Combat Commander

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Substance Painter® w/ BZCC
By SirBrambley and 1 collaborators
(Work In Progress)
A collection of knowledge, tips, and information relating to modding BZCC, using SubstancePainter®.
   
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Getting Started


Welcome! to the Battlezone Combat Commander Modding Knowledge Base. In this guide, we will talk about everything you need to know about using Substance Painter® for BZCC.
New Project
Getting started is pretty easy. In order to begin a new project, select New.



Once you have the new project window up, here are a few settings:



Starting Template
Template:
PBR - Specular Glossiness

Loading a Model
Select File, and choose your desired .fbx model to [/previewicon]be loaded in, in the file-path window.

Project Settings
Document Resolution:
2048 (best preferred)
Normal Map Format:
OpenGL

Using Smart Materials
Custom Alphas
Baking Textures
Exporting & Saving
Setting up Export Configurations
When you're ready to start exporting your textures, we're going to have to export them in a way so that BZCC can understand them. For each model in the game, we know there is a certain texture set to follow so that the game will get every detail we created; Diffuse/Base Colour, Spec and Roughness, Emissive, Normal Map and our Team Colors (Optional).

To begin, open the export settings [File > Export Textures]. By default, you will be greeted with the normal Substance Painter export menu, but we want to create our own export settings with our own naming convention. For this open the Configuration Tab at the top of the menu. This may look a little scary at first but its honestly not that hard and we only have to do this once for BZCC, every modding project for BZCC will now use the settings we create.

A quick tour of this menu. Left side is all the presets for different projects that you may use for different programs. The middle is all the texture settings that we will be exporting, here we can name each texture and what to export from our project. Right side are all the texture maps we want to add to our texture channels (Red, Blue, Green, Alpha).

Press the + symbol next to Presets Heading at the top left of the menu. It should create a new preset called "new_export_preset". Right click on this and name it "BZCC" or anything you like, its not really important but it's there so you know what preset you're choosing.

Now the hardest part, creating our texture presets to export. First lets make our most important texture, the Diffuse. Create an output map with RGB+A channels (note: Not R+B+G). In the newly created box, change the name to "$textureSet_d". $textureSet will name the texture the same as your models material name (Your textures should be named the same as your model and materials). For example, ivtank.msh with the material name "ivtank" will export a texture called "ivtank_d.tga" using this method. Now, from the Input Maps on the right side of the menu, drag "Diffuse" and drop it on [RGB] slot for your diffuse texture. With the [A] slot, this is where you will put the Alpha Channel/Opacity of your texture, so put "Opacity" from the right menu into [A]. For your custom textures, like team colors, create a new output map but this time make it "Gray" because we only need 1 color channel due to this mask only being black and white. [Gray] is where you put your custom map you made for Team Colors, it should be one of the "User#" from when you created it earlier.

Best part about this editor is that it auto-saves, you dont need to press a save button.

Here is a list of Output maps you will require and what goes in what slot:
Diffuse: $textureSet_d [RGB: Diffuse] + [A: Opacity]
Team Color: $textureSet_c [Gray: User#]
Normal: $textureSet_n [RGB: Normal OpenGL] (You will find this in Converted Maps list)
Spec and Gloss: $textureSet_s [RGB: Specular] + [A: Glossiness]
Emissive: $textureSet_e [RGB: Emissive]


Exporting Your Texture Sets

Now all is left to do is export your textures!

In the export tab, set your export destination by clicking on the light grey box with the path directory and then set your chosen directory. Next you want to set your Config to your newly created BZCC config. Then set your file type to [targa].

Open the dropdown menu with the name of your model materials, and you will see that all your textures should be named correctly. All that's left is to press Export and there you go! You have made your first textures in Substance Painter! Well done!
Resources
Substance Painter Export Property Preset Files

1 Comments
GrizzlyOne95 9 Jul, 2024 @ 3:58pm 
Id love to see some more info in here, recently acquired Substance!