LodIn and LodOut are used to define, in which Distance a gmt gets displayed, where the Values in the Brackets are Meters. E.g. LodIn=(50) LoadOut=(250) means, that the gmt will be rendered in 50-250 m Distance. And as @svictor has said already, there are more Things, that can cause the Transparency. Especially when you convert Content from other Games, they sometimes use Transparency, that is not wanted in rF2.
Thanks to everyone for your feedback. It looks like the template has a transperancy layer in the Alpha/Region file. I don't understand much around those and am struggling to find a good video explaining it all.
If a Template has an Alpha Layer doesn't necessarily mean that it gets used. Check the Material(s) of the Meshes that are (semi-)transparent, if they have set Transparency.
I've had this a little bit with some of my mods and found if the material settings use's an alpha channel then the part that use's that material has to have the ShadowReceiver=True added to the parts line in the .gen file otherwise it can have that transparent effect, only thing i found that seemed to fix it.
Here is a new Batch script (requires newest version of ImageMagick) to quickly generate Car Icons for skin livery: Just extract to a folder, then place screenshot PNG files (don't forgot to rename screenshot to match skin name) in "IconSource" folder. Last, run script & press 1, done. --------------------------------- Also updated cmd line in this old post.
@redapg , I have just found cause of pale/no-lighting bug on wheel RIM (also affects other PBR material), it is caused by missing ReflectionMapper=REFLECTEDENV and ReflectionMapper=REFMAP0 entries in SCN file, just add below codes to SCN file (at bottom) and package into mas file will fix it: Code: ReflectionMapper=REFLECTEDENV { Type=Planar TextureSize=(1024) UpdateRate=(100.000) StaticSwitch=(100.000) TrackingIns=none } ReflectionMapper=REFMAP0 { Type=Cubic TextureSize=(1024) UpdateRate=(100.000) StaticSwitch=(100.000) TrackingIns=none } I also suspect that ReflectionMapper=STATIC01 maybe needed as well, but can't be sure and can't test myself right now. PS: For anyone doesn't know, this flat-shading/no-lighting bug on wheel RIM will happen, when current 1.1 version of EasyIconCreatorShowroom is activated in DevMode and then you have restarted game once, and all wheel RIM that uses PBR material will not shown correct lighting (this affects other PBR materials as well).
@svictor Thanks for the Hint, i haven't updated the Showroom since it was released, because there haven't been any Complaints. I will upload an updated Version soon.
Update 1.2 is available (Info (thanks for the Hint @svictor)), Downloadlink is in the first Post. As always, if Problems appear, post here please.
If i do some Maintenance Work, for that i maybe have to shut down the whole Website or only 1 Tool, i normally post it in the Tools Thread. All other Situations, when the Website is not reachable or slow, is caused by the Fact that it is a free Webspace.
Hi Any chance to get the showroom for single player mode now, because screenshots can be easily done by various tools, like Nvidia or Steam overlay, as most DLC cars do not show up in devmode and it is a little bit tricky to make good icons with other showrooms then.
Hello Dietmar, the Problem still is what @ThomasJohansen has written already. You can not make proper rF2 png Screenshots in the Showroom, like you can do it in the DevMode. But if you want, i can send you the SP Showroom, that you can try it out with the Steam (or NVidia...) Screenshot.
No, sorry. As said, the Screenshot, that rF2 produces, still doesn't work in the Showroom and the Steam Screenshot has no Transparency. And to fix the rF2 Screenshot and also to provide the Tool for the Icon Creation, that was "announced" from S397 a longer While ago, are obviously not at the upper Part of their todo List.