This may not strictly be within the intent of this topic, but if I create a 1.5 material, using 2048 PNGs in the art/terrains folder for that level, written to the main.materials.json in the art/terrains folder, shouldn't it show up - in the materials list in the terrain painter tool - at the very least, in the materials library? If there's already a thread dealing with this topic, please point me in that direction. I find the forum search function to be of limited use.
That's what I was trying to do. I've finally figured it mostly via lots of trial and error. There are no forms, guides, or tutorials anywhere clearly outlining the whole process for creating a custom colorable paint scheme that also makes full use of 1.5 materials. I'll try to post a guide or youtube video at some point outlining the whole process so others don't have to go through the trashy experience I had to in order to get it to work.
So um... I tried to convert my old texture that had opacity, and I got it to eventually work but I had to disable //"diffuseMapUseUV": 1, //"colorPaletteMapUseUV": 1, or it would ghost parts of my textures. Does anyone know how these flags work?
I see on the bluebuck placeholder for getting the texture with pbr that the UVs did change between screenshots. Sadly, I don't really understand how the game can choose for UVs based on those. Thanks anyways man!
I hope this thread is also made for PBR textures of Maps?? How can you convert textures for maps (roughness-files , heightfield-files from simple textures, ao-files) which all have the reddish appearance when viewed and also selected in the World editor?