Handbook
Troubleshooting
Most tints come from white specular, metallic on concrete, or _co missing on the model.
| Symptom | Fix |
|---|---|
| Bright / white / only reflections | _co missing on the model |
| Bright + colourless + shimmer | old export with specular[] 1.0 — re-export at 0.498 |
| Teal/green on Super | metallic on concrete/ground — drop the map or spec factor 0.2–0.3 |
| Teal on Basic + Normal | old EXE wrote stages. 2.0: Basic is stage-less. Re-export. Normals → NormalMap* shaders |
| Grey sphere | no map — fill albedo or other slots |
| No relief | _nohq off or uvSource none. DirectX, not OpenGL |
| No shine | roughness missing (gloss≈0) or raise the gloss factor |
| Preview shiny, game dull | spec factor / SMDI-G / specular[] — not specularMul |
No _smdi tick | roughness and metal + a shader that uses SMDI |
| DT/MC does nothing | shader has no that stage, or tick off |
Export writes _ca | alpha slot filled — intended |
| Wrong path in the RVMAT | export folder / prefix line |
| PAA 0 bytes / invisible | DayZ Tools path, ImageToPAA, convert again |
| EXR skipped | ImageMagick legacy + PATH or save as PNG; no MultiPart |
| Materials/Glass will not start | EXE is not next to the main app |
After an EXE restart, loaded images are gone; folders and ticks stay. A shader change in the session keeps sources.