About my convert

Discussion in 'Track Modding' started by dydy77, Jan 19, 2012.

  1. superkolos

    superkolos Registered

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    nice work mate when will u share it?
     
  2. SmokinJo65

    SmokinJo65 Registered

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    HOLY ****.. Wow seriously nice work there!

    I am not sure I can measure up to that but I'll try. :cool:
     
  3. dydy77

    dydy77 Registered

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    For the moment it is a WIP, and a beta private !

    Wait and see ;)
     
  4. dydy77

    dydy77 Registered

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    I am now working on realreoad !

    Can someone help me about my marbles ang groove texture ? What are they repeated ?
    This is my texture organisation :

    -main : original rf1 dds (1024*1024)
    -mult : Asphalt mult dds from joseville track (1024*1024)
    -norm : Track_Main_NORM dss from joseville track (resize to 1024*1024)
    -groove : RACEGROOVE dss from joseville track (i tried : 1024*512 512*512 but it stay repeated)
    -marbles : MARBLES dss from joseville track (512*512 and it stay repeated)
    -reflection : marbles dds

    [​IMG]
    [​IMG]
     
  5. ethone

    ethone Registered

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    Put the groove and marbles on a spline mapped map-channel roughly following the best line - as per the track technology pdf.
    You can then apply a UVX XForm on it. With low or no tiling the groove will look not entirely unlike brake marks. Try some values for x and y tiling until you're happy.
     
  6. dydy77

    dydy77 Registered

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    Ok thanks, i will try tomorrows ;) For the moment i go sleeping !
     
  7. Mario Morais

    Mario Morais Registered

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  8. iamukulele

    iamukulele Registered

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    Track looks great so far :) Looks fun to drive
     
  9. DmitryRUS

    DmitryRUS Registered

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    I do not like it, you need to put a texture exactly where the trajectory, and it depends on the quality of the picture, not on how the car drove and drew a strip of rubber. In this regard garazdo natural look kartracing-pro.
    Link to complete my gallery. http://postimage.org/gallery/14r1jick/
    ps When the ISI will make a quality product, but not boil the pot.
    rFaсtor 1 was a quality product and a modern, rFaсtor2 just awful, but no choice.
     
  10. SpuD

    SpuD Registered

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    Very Fun, I confirm ! ;)

    EDIT : New YT link for the video

     
    Last edited by a moderator: Feb 11, 2012
  11. dydy77

    dydy77 Registered

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    Hi everybody !

    The real road, is better now ;)

    The track developpement is in progress, but some problems slow down the developement !

    Particulary this problem :

    My glow object does not appear in front of my tracklight object ! But i thinks is cause by an other problems, or it is two différent problems ! I dont know how explain, but this video should help you to understand :



    Thanks 4 All ;)
     
  12. ethone

    ethone Registered

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    Did you use alpha blending on your terrain? Looks like a z-ordering issue of alpha blending materials.
     
  13. les

    les Registered

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    how many lights are you using that has alot of effect on track if that is the bug 3 or 4 lights per track piece i think so if its one or to pieces of track you might need to break the track into smaller sections
     
  14. blakboks

    blakboks Registered

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    Can we see a screen-shot in 3DSMax? It simply looks like an object/texture placement issue--as far as I can tell, anyway.
     
  15. dydy77

    dydy77 Registered

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    Screens :

    [​IMG]

    [​IMG]

    [​IMG]

    In 3dsimed it is my rf1 track !

    Sand2 is the texture under my tracklight and my glow => black in 3dsmax

    On RF1 my glows are well working, so in rf2 i thinks it should be work fine ! All glows of this track light are in the same objects !

    Code:
    Instance=tracklight200
    {
      MeshFile=tracklight200.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) ShadowGroups=(2)
    }
    Instance=NightLight200Glow
    {
      MeshFile=nightlight200glow.gmt CollTarget=False HATTarget=False 
    }
    I thinks it is textures/alpha bugs !
     
  16. dydy77

    dydy77 Registered

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  17. blakboks

    blakboks Registered

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    I'm quite sure the problem is with alpha sorting. Your light glows are being drawn last or not at all whenever they overlap another area where there is transparency. You can see it when the glows overlap the edge of the sand, and when the fencing overlaps the glow object. Try checking 'sorted' for any/all of these materials (perhaps starting with the 'glow' material).

    Out of curiosity, why do you have an alpha channel on your sand2 object/material/texture? If it's for blending, I'd recommend trying out the new blended infield shaders.
     
  18. dydy77

    dydy77 Registered

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    Ok, thanks 4 all !

    I will try to check all my alpha chanel tomorrow ! For now i go to sleep ;)
     

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