Hello friends I am creating a circuit for rfactor 2 and use 3DSMax 2017. The problem is that the shades appear to me as deactivated, DIS, and it should be green, you know why? I can't follow the video of DEV Rfactor 2 . Alguna idea? Estoy perdido...
I ask again in the same thread. 1.5 - The Real Kerb Shader composition Dummy Reflection (A dummy texture, which exists in the MAPs folder) where can I find this texture? I don't know what it is and in the textures I have I don't have anything like it ... and the other one is Rain Puddle Map (Specular Map with Puddle Map here) I have seen that this is done with photoshop. but the video is old and I don't know if it still works the same way ... can someone tell me a video tutorial? Thank you very much for the help friend.
Dummy Reflection: You can use any texture that you have in textures. it will not matter. it will be substitute in game for the reflectio, so, u can use for exemple a black texture or another dds file you already use in another object. Rain Puddle Map: works the same way. I don't have any videos but try to follow the step by step from S-397.
I found another problem, apparently ... the "REFLECTEDENV" that is marked in the tutorial does not appear. Is it because I lack the relection texture?
you have to write exactly as there is "REFLECTEDENV" but, for this, in the reflection map you have to check the live mapper to enable to write.
If you set it up in the exporter panel, it'll be listed in the drop down. I suppose you could also just write it in if you've only set it up in the scn file.
I really appreciate your help! I use a translator to be able to speak English ... I hope you can understand me well, that's why I upload an image to see if this is resolved. I have exported and updated scn. (I have to inform that I am using the convert for export .gmt and a .scn) I don't know why the textures of 3ds max don't appear to me. As you can see they are different. I have reviewed all the channels and ID and everything is correct. The rain doesn't work either ...
The video where I have seen the tutorial, which is rfactor, does not configure the reflection mapper in the video ..
If you click the arrow beside where it says add new mapper, then click add new mapper, a box will pop up and you can write REFLECTEDENV or whatever you want.
Well, the wet track isn't going to just magically work, you need to set it up correctly: https://docs.studio-397.com/develop...s-on-realroad-and-realkerb-shaders-for-tracks
I have already solved the problem 50%, I have solved with help the problem of the grass, black vertex, (I know, it was simple but I ask you for understanding for this rookie, haha) the problem was in the multi texture, which was not right mapped Now the asphalt looks much better. but I'm still having trouble getting the road to fill with water in the gmotor scene. I can not see the effect. I uploaded some images of the materials, in case you can see something wrong
Have you set the reflectedenv mapper up correctly? In your other pictures, there's nothing there. That's what controls the reflections you see on the road.
you mean if you activate the reflected in the kerb? The reflected is activated in the road and kerb, with different parameters. I did it like in the video. both on the road commo in the kerb, grass is different shader, it doesn't have reflected I would not know how to answer you ... I have followed the steps of the video ... but an old video, the export plugin has already been updated ... change things that make it difficult to follow the video to the letter, not to mention that I do not speak English .. . https://my.pcloud.com/publink/show?code=XZT98QkZwu5IrgmWHyponm6a1URIkjO6xqIk
CUBEASF //------------------------------------------------------- SearchPath=. SearchPath=KVC SearchPath=KVC\***** ( ERASE NAME TRACK PRIVATY ) SearchPath=KVC\ASSETS\ANIMS SearchPath=KVC\ASSETS\GMT SearchPath=KVC\ASSETS\MAPS //------------------------------------------------------- View=mainview { Clear=False Color=(0, 0, 0) Size=(1.00, 1.00) Center=(0.5, 0.5) FOV=(77.75, 62.50) ClipPlanes=(0.50, 1500.00) View=rearview { Clear=False Color=(0, 0, 0) Size=(1.00, 1.00) Center=(0.50, 0.50) FOV=(62.5, 62.5) ClipPlanes=(0.50, 500.00) } } //------------------------------------------------------- MaxShadowRange=(350.00) AmbientColor=(76, 76, 76) ReflectPlane=(0.000, -1.000, 0.000, 0.000) //------------------------------------------------------- View=C { Color=(100, 100, 100) Size=(1.0, 1.0) Center=(0.5, 0.5) Pos=(-17.395, 1.488, -103.988) Dir=(0.479, 0.000, 0.878) FOV=(65.470, 49.103) ClipPlanes=(0.100, 1500.000) } Light=Direct00 { Type=Directional Color=(220, 220, 220) Dir=(0.5, -0.9, 0.5) } //------------------------------------------------------- Instance=RaceSurface_01 { MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True } Instance=RaceSurface_03 { MeshFile=RaceSurface_03.gmt Deformable=True CollTarget=True HATTarget=True } Instance=RaceSurface_02 { MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True } Instance=Grass01 { MeshFile=Grass01.gmt CollTarget=True HATTarget=True } //------------------------------------------------------- ReflectionMapper=REFLECTEDENV { Type=Planar TextureSize=(1024) UpdateRate=(1.000) StaticSwitch=(100.000) Pos=(0.000000,0.000000,0.000000) }