this is a conversion im working on for personal use but i have some sceeen shots

Discussion in 'Track Modding' started by les, Jan 30, 2012.

  1. les

    les Registered

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    ok guys screen shots this track is a rf1 track dover yea i know another left turn lol

    i do have problems the fences are not transparent View attachment 930
     
  2. les

    les Registered

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  3. sothis

    sothis Registered

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    Looks good.

    But, why post screenshots of something that you'll keep to yourself in this regard? :) Just wondering.
     
  4. SmokinJo65

    SmokinJo65 Registered

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  5. les

    les Registered

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    why did i post screen shots well

    i posted a coupleof pictures to show what rfactor2 will look like with tracks that are well known like dover
    that is the only reason these tracks are not mine so i would not feel right taking someone elses work and giving it out

    the potential for rf2 is there, rfactor2 can be the best im not an expert on textures but i wanted you guys to see even for a rookie like me the track looks pretty good
     
  6. les

    les Registered

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    thanks smoke
     
  7. Satangoss

    Satangoss Registered

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    Set the buildings objects shading as "Facet" in plugin panel. They'll look much better.
     
  8. SmokinJo65

    SmokinJo65 Registered

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    Thanks Satangoss, it's hard to know which stuff to use in the export panel as I have not seen a website yet that tells what to use and obviously there are THOSE of us here that have not worked with this stuff yet.
     
  9. les

    les Registered

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    thank you that made it alot better
     
  10. les

    les Registered

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  11. feels3

    feels3 Member Staff Member

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    Nice buildings textures.
     
  12. Satangoss

    Satangoss Registered

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    It's getting nice. Try to use vertex paint modifier on the buildings to emulate a ambient occlusion. I would detach some parallel walls, set the wall colour vertexes as a any gray tone different from the default white and re-attach again. It will create a fake shadow which improves the visual aspect.

    After that, select all vertex and click on "weld" to kill duplicated points (0,1 m tolerance would be enough at least you have too much detailed objects, if so you should decrease value).

    Vertex close to the terrain also deserved a vertex colour a bit darker than white.

    Edit = grey = gray (illiterate)
     
    Last edited by a moderator: Jan 31, 2012
  13. les

    les Registered

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    im not getting what your meaning i know the basics in max so what you said satangoss i have no clue
     
  14. ethone

    ethone Registered

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    When you start vertex painting make sure to leave the Vertex Alpha channel alone if you want to put some blending onto that object.
     
  15. SmokinJo65

    SmokinJo65 Registered

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    LOL.. Yeah I know Les, it's like there trying to teach us how to use Max but a lot of new people don't understand typing, they need a video to understand. :cool:

    What Satangoss and ethone said flew right past my head, look it up on youtube though.

    You can check this site also as it has some video tutorials on it.
    http://www.mbdevteam.com/download/Tutorials/index.html
     
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  16. blakboks

    blakboks Registered

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    I thought I read somewhere pre-beta, perhaps when the December screen shots were released, that we are going to be getting SSAO (or some sort of AO technique) at some point. So, it might not be a good idea to 'fake' the AO quite yet. But, I suppose as long as you don't collapse the Vertex Paint modifier, you can always just delete it when the real AO is implemented (or even select all vertices and set them back to 'white' if you do happen to collapse the modifier).
     

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