IBL/PBR Car Shader Assistance

Discussion in 'Car Modding' started by Chris Lesperance, Sep 5, 2019.

  1. dylbie

    dylbie Registered

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    Many thanks for this :)

    @StrawmanAndy sent me these exact instructions before Christmas and I managed to get them working on the Cortina.

    Now, I don't know if I was doing this wrong or not but from a modders point of view, each json file has to be paired up to each individual skin. So I had to open each json file and insert the skin name and also the skin_Region name in the relevant section. I don't know if there's a quicker way of doing this. I had 70 skins to do, so it was quite time consuming. Although not as bad as the 350 icons I had to do! :mad:
     
  2. Coutie

    Coutie Moderator Staff Member

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    If you're doing it in dev mode, it should automatically find them if you use the material editor(if I remember right).
     
  3. Chris Lesperance

    Chris Lesperance Registered

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    I don't think that is the case. I think I had a similar issue, so that is why in my steps, to load the mod in production, create the json, and then put that back in to Mod dev to package.

    Hopefully now that the main UI is released, and after the initial fixes, dev mode can get some attention. I'm having too many crashes with no errors and have to manually figure it out.

    Strawmanandy was the person i sent that process to :)

    I agree with the icons... With the converted Indycar 07-11, I don't want to do it, and I doubt I will with that many skins (I think it was 350 something). #bringbackthespinner
     
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  4. Traveller

    Traveller Member

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    Is there any speed penalty with using the override for materials as opposed to defining the materials in the GMT with no override?
     
  5. Brent

    Brent Registered

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    @Traveller Do you mean vehicle speed or cpu/gpu speed/fps penalty? I think it's ok to assume it has no affect on vehicle speed since it doesn't change the physics hdv etc.
     
  6. Traveller

    Traveller Member

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    Performance penalty with regard to CPU/GPU. Bad word choice.
     
  7. TheGame316

    TheGame316 Registered

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    Thank you Chris and Coutie for the help here. Slowly getting things sorted. Have any of you had an issue when setting up the IBLshader. I go to choose the aoSpecMask and it gives the following error" Source map for render target rim_AO.dds CANNOT be a DXTn format" Yet via shader info the aoSpecMask should be RGB.A/DXT5(which it is).
    Tried other formats that don't seem to be working like other materials that I have set up. 8.8.8.8 ARGB did not give the error, but the rim model went black in the shadows and no shine. I've setup the carbody and banners the exact same way and no problems...
     
  8. Juergen-BY

    Juergen-BY Registered

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    Hi, i`m trying to get into that (beeing away from modding for 3 years...) and cant find the IBLCarbody shader, while in the materialeditor :confused:
     

    Attached Files:

  9. Coutie

    Coutie Moderator Staff Member

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    Keep scrolling down, it starts with I.
     
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  10. Juergen-BY

    Juergen-BY Registered

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    Thanks for your very fast reply, wow... but...in my present list in the material editor, there are 3 types of shader:
    first two starting with C, a long list with a starting L and at the end of the list one starting with V, but nothing with I.
     
  11. Bjørn

    Bjørn Registered

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    What program is that? In-house stuff?
     
  12. Juergen-BY

    Juergen-BY Registered

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    The S397 Materialeditor
     
  13. Bjørn

    Bjørn Registered

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    Never looked at that... Is it part of the new UI?

    Still running old UI here
     
  14. Coutie

    Coutie Moderator Staff Member

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    Open this: http://localhost:5397/materialeditor/index.html#/ while in devmode.

    Oh damn, it's L2IBLCARBODY.
     
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  15. Bjørn

    Bjørn Registered

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  16. Coutie

    Coutie Moderator Staff Member

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    Well, devmode can only be used in the old build right now, but yes, it's a whole separate thing. One thing to know, you'll need a new line in the scn file if you're going to use this to make materials, MaterialPath=track\stuff\materials.
     
  17. Bjørn

    Bjørn Registered

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    scn file? Isn't that a track-thing?
     
  18. Coutie

    Coutie Moderator Staff Member

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    Yes, you'll need it in the gen file too.
     
  19. Bjørn

    Bjørn Registered

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    /----------------------------------------

    SearchPath=<VEHDIR>

    SearchPath=ABL_Panoz_LMP-1
    SearchPath=<VEHDIR>ABL_Panoz_LMP-1\maps
    SearchPath=<VEHDIR>ABL_Panoz_LMP-1\visor
    SearchPath=ABL_Panoz_LMP-1\maps
    SearchPath=ABL_Panoz_LMP-1\visor
    MASFile=cmaps.mas

    //----------------------------------------

    And then add; MaterialPath=ABL_Panoz_LMP-1\maps\materials or something like that?
     
  20. Coutie

    Coutie Moderator Staff Member

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    Yes, you'll know if you have it right if it shows up when you open a material in the editor.
     

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