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Hey Guys !! I thought I'd chime in here... I was running into the same issue that you had.

Emissive Layer (blue channel in normal.dds) is tied to player primary flag color.

To remove that, you have to edit your common/graphical_culture file. See vanilla file below. The (ship_color=yes) is the line of code that tells the emmissive layer to use the primary flag color. =no or remove it completely.... makes the emissive layer emit a neutral white light color. Which can then be used to light up the texture color in diffuse.dds.


humanoid_01 = {
randomized = { host_has_dlc = "Humanoids Species Pack" }
selectable = { local_has_dlc = "Humanoids Species Pack" }
#############################################################
ship_color = yes
#############################################################
fallback = mammalian_01
ship_lighting = {
cam_light_1_dir = { 0.6 -0.2 0.1 }
cam_light_2_dir = { -0.4 0.0 0.0 }
cam_light_3_dir = { 0.4 -1.0 -0.1 }

#cam_light_1_dir = { 1.0 0.0 0.5 }
#cam_light_2_dir = { -0.5 -0.2 0.0 }
#cam_light_3_dir = { 0.4 -1.0 0.0 }

intensity_near = 1.0
intensity_far = 5.0
near_value = 100
far_value = 4000
rim_start_near = 0.5
rim_stop_near = 0.99
rim_start_far = 0.3
rim_stop_far = 0.99
#rim_start_far = 1.5
#rim_stop_far = 2.0
ambient_near = 0.1
ambient_far = 0.0
}
}



Hope this helps :) - Side note... I'm trying to export models from maya 2016 using the PDX exporter.... any suggestion which animation type to use in maya?

Cheers,
Kelstr

Thanks, although, I already found out I could just use the fallen empire gfx culture, and, as for the pdx exporter I don't know of differences in animation types, although I do know you can make multiple animations, but the transitioning between animations seems to be a bit broken at the moment.
 
Glad you got it working man !!

This is what I have in Maya right now.

I can export the models into the game, but the animation is giving me a headache. Any pointers? did you use the portrait animation wiki to get yours working? Any chance you could post your maya file here in the forum, so I can take a peak at your working animation? I might be able to find where I'm going wrong when exporting lol

Also, is your mod in the workshop? I'd love to try it out :)

Thanks !!!
 
Glad you got it working man !!

This is what I have in Maya right now.

I can export the models into the game, but the animation is giving me a headache. Any pointers? did you use the portrait animation wiki to get yours working? Any chance you could post your maya file here in the forum, so I can take a peak at your working animation? I might be able to find where I'm going wrong when exporting lol

Also, is your mod in the workshop? I'd love to try it out :)

Thanks !!!

Thanks! and, wow! that looks very nice!

Yeah, I pretty much followed the portrait wiki guide, did you click on your root joint and then with the exporter window open, click add "animation" attr.? if you did that then you have to key different animations, none will be when no animation is playing, as for the others you can name them whatever you want (idle would probably be a good name here) by clicking on the root joint, and, it the "Attribute Editor" Tab, click the "Attributes" sub-tab, then click "Edit Attributes...", then click on the attribute labeled "animation", from there you can add new animation names under the "Enum Names" tab, just make sure that you have the none animation keyed in for at least one frame in between each animation, so one before the start, and one after the end, you must also have a none animation separating each animation based on my knowledge so far!

as for if it is on the workshop, not exactly, I still have other things to tweak as well as actually make it attainable by a normal player, currently the mod only adds things attainable to basically my custom race, but I plan to add them later on to be actually attainable!