RaceGroove across track

Discussion in 'Track Modding' started by WheelNut, May 28, 2012.

  1. WheelNut

    WheelNut Banned

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    i have an issue where the racegroove seems to be spread across my track and doesn't show a defined line and also the track and groove do not react to light no specular effect
    i'm using all road textures joesville circuit except reflection map but the rF2_Track_Technologyv3 says you can use any thing here
    when track gets wet it gets darker & reflections from the cars and track environment when drying no defined dry line appears but track drys i have spline mapped the groove following freew67 tutorial
    i have followed the rF2_Track_Technologyv3

    this is a pic before the groove starts
    [​IMG]

    this is pic of the groove theres no defined line
    [​IMG]

    This is a pic of Malaysia you can see a defined line and the light glare
    [​IMG]
    any ideas would be much appreciated
     
    Last edited by a moderator: May 28, 2012
  2. bison160

    bison160 Registered

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    How is your scaling on your textures, especially your groove texture. Make sure it is mapped and scaled correctly in Max. That's my only idea at this point.
     
  3. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    It looks like the track is one or two polys wide. At least, that would explain why the groove is being applied to that large surface.
    Could you confirm that you are using 'Road Shader Two Diffuse Maps'?
     
  4. WheelNut

    WheelNut Banned

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    I have set it to Road Shader Two Diffuse Maps set all 7 textures and channels as it says in the rF2_Track_Technologyv3
    it is only 2 poly's wide how may wide should it be
     
  5. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Judging by the screenshots, I'd say 6 would work fine, and it's the easiest to change to, starting from the current mesh.
     
  6. WheelNut

    WheelNut Banned

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    is this the correct method adding vertices then connecting them to add extra poly's is there a quicker way than this
    i did a quick test made it 4 wide and remapped the groove v tiled it to about 1.7 and seems to have more of a defined groove so i'll go around the track and make it six wide
    any ideas on why the track and groove don't react to light
    thx for ya help
     
  7. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    The quickest way would be to Ring-select the cross-section edges of the surface and perform a Connect 2 on the original 2 segment wide mesh to get a nicely quadded result.

    Right now I have no idea why the groove isn't reacting as expected. Did you simply copy the RaceGroove texture from Joesville, or did you resave it? If it was resaved, it may have lost the alpha channel in the process? That's the only thing I can think of really.
     
  8. WheelNut

    WheelNut Banned

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    thx that is alot easier
    the textures were straight out of joesville track then when it didn't seem to be working i place the chequers on the alpha channel of the tracks main texture having that alpha black or white makes no difference to the track track stays the same colour
     
  9. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Odd. Did you copy the material itself from Joesville? I'm thinking the spec colour may be black (zero) in your material settings. That would prevent any kind of spec effect on the road, including the groove I suppose.
     
  10. WheelNut

    WheelNut Banned

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    thx for all your help mate
    you picked it the spec colour was black
    another question
    do i have to map the marbles texture like the groove
     
    Last edited by a moderator: May 28, 2012
  11. les

    les Registered

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    No to the marbles
     
  12. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    The marbles will use the mapping channel of the detail map stages (MULT and SPEC). This is usually a simple uniform mapping applied to all road objects.
     

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