Hi guys, I have an annoiyng problem on adding realroad to a converted rf1 track, I have done everything need to make the rr working but it won't work, no visual effect at all...below the list of the things done so far: - Renamed the track road gmts in racesurface_01, 02 etc.. (53 in total) and scn too - Material set to road shader two diffuse maps - Added Deformable=True HATTarget=True in the .scn - Deleted the Reaction=groove in the tdf I miss something?
If you look at other tracks, including Joesville, I'm pretty sure you won't find any GMTs whose names start with RealRoad. You will find RaceSurface though
have you mapped the racegroove texture to the fast path? 3dsimed can't do that for you. Has to be done in 3dmax.
yes, instance names are the same as the object names, and yes added the _wet suffix to te material name
sorry guys, totally missing the Appendix A...would be great to have a video of that tutorial, reading it looks more harder than it is!
when I map the racegroove I use a racegroove texture with a stripe going down the middle in red and a stripe going along the top thats blue, so when I'm mapping I get an easy view of how the texture is repeating. You could make a texture up and put it in Joesville and see how its mapped to get a guide. here is a tutorial on just that mapping the racegroove. in 3dsmax https://www.youtube.com/watch?v=foydgOcFstY
When you change the instance and gmt to "racesurface_xxxx" and don't change material you must see the road yellowish. You can confirm? If you change the material to realroad.. will see a normal road.. but need to change textures to see the effects. Need to add alpha channels to DDS files.. look in example tracks..
Hi guys, after many attempts I thing I'm on the right way, but unfortunately I'm stuck when appling the spline mapping, I get weird mapping...see the video below: What is wrong?
Spline mapping will map it to 0-1 in UV space. You'll have to perform an UVW XForm to get a better output.
After spline mapping. Just enter a large number (30 or so?) in the U scale and see what happens. You'll get the hang of it very quickly . Once that's done, you'll notice messed up UVs on access roads or connections between two parts of the track. That's where you'll need edit the UVs manually. Cars typically won't drive there, so the mapping on those sections doesn't have to be perfect.
i just finish the spline mapping, than open the UVW edit again an manually scale it up untill i like the texture, or if i really need the UVW to be in 1:1 ratio, i use a checker map
Out of interest.. did you add the ALPHA channel to the road texture ? If not it wont show the realroad aswell.