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Yep, when you export your texture on psd script you have to add some layer :
-"metal" = unless you have some chrome or shiny metal, leave this one black
-"gloss" = roughness of the specular
-"specular" = power of specular
-"normal" = normal map
-"diffuse" = color

On the export don't forget to check all the dash.

Without one of them the shader is not completed and strange dark reflexion appears.
 
Okay I fixed the lighting problem by using those two files:

https://www.dropbox.com/s/bdi5bm7ckhtbxry/basic_specular.dds?dl=0

https://www.dropbox.com/s/gc2u67c50nu2abn/basic_normal.dds?dl=0

But I have a new problem with the Maya Exporter when exporting a model with skeleton. It always worked just fine but now the exporter exports the skeleton 180° turned. And i cannot just rotate the skeleton and bind the skin to it because the animation will then be wrong. If I keep it in the right direction it will look like this:
https://www.dropbox.com/s/6d7huwk20jr048h/1.jpg?dl=0

And if I rotate the skeleton it looks a bit better but still wrong:
https://www.dropbox.com/s/qsgz7n701e1etys/2.jpg?dl=0

How can you fix that?
 
I am using the vanilla skeleton from the US soldier. I even tried to test if it the skeleton turns if I just use the vanilla model, unbind and bind the skin and export it. It is still turned. So there is nothing wrong with the Skeleton or the Model
 
Sorry, but I believe you are incorrect - the skeleton will be the problem!
So where did you get the skeleton from originally? Did you make it yourself? Did you convince someone at PDX to send you their skeleton to use? Or did you import it somehow from the game file?

I'm betting you imported it from the games files ... in which case, the skeleton became broken when you imported it.
 
Even after doing what you said I have to do (orientating thejoints right etc.) It isjust delocated in a different way. I tried all combinations in the orienation menu but it is still delocated
 
Yes I used the last skeleton but it is a different one than mine and i got your point that maya uses a different coordinate system. It is not working with your skeleton but can you tell me how to change the skeleton from my model so the animation also works with mine
 
The vanilla animation only work with this one, 33 bones , named and oriented like the fixed skeleton's Ross-g.

If you change any of this parameter, you will have only bad results.

If you want to use an other skeleton , like yours, you will have to build any animations for one soldier.

You can have a list in your gamefiles :
-in ..\SteamLibrary\steamapps\common\Hearts of Iron IV\gfx\models
-search "GER*.anim"