New version 0.9d + Track cam + Cambers in degrees or percent + Linear Interpolation for selected cambers + Adjust left/right line from a spline many bugs fixes download
Fix version 0.9e + fix Update track from spline + Fix Add track Cam from track center + no message "flip normals" now is auto check + Add Spline UV mapping. Copy both files (mcr and mse)
Hi Mario, Your download link points to the file named "trackmaker_pro_09d(2).zip". I think we are talking about revision "e", not "d"..? Date stamps and sizes of those files are exactly same as revision "d". Can you point us to the correct download link? Cheers!
Hi everyone! First of all, I would like to thank Mario for doing these great scripts. It is the first time I try to mod a game, and whit these tools it is being really easy for me. I followed your tutorials and everything goes well (I think)but I don't know how to map the terrain correctly. I am using the blended grass infield shader, applying an spline to map it and the texture is very repetitive, or streched; no matter what I do. I tried applying a 2nd map channel to the grass mult (like realroad) but cant make it work correctly. I found tutorials for nearly everything but didn't find one for my problem. Hope someone can help me, thanks!!!
After you did spline maping with UVW, you should apply UVW Xform.. This should hopefully help to map the terrain correctly.
For terrain can use UVW map for terrain edges or spline mapping terrain need to do some steps. In next version of trackmaker whole process will be automatically created. Apply the spline mapping with unWrap UVW . In this case need to scale and move all cross lines. Add UVW Xform. rotate 90 or -90 degrees, U tile number depends the Spline length. V tile: 0.25 is because the texture have 4 textures. V offset: 0.75 is to select the texture. ( 0.0, 0.25, 0.50, 0.75) The final step is add another unWrap UVW to fix some areas if needed. This is for channel 1, for channel 2 and 3(detail) use another uvw map. my new Web page www.mj-multimedia.net/soft will have more tutorials and help
Thx guys!! I think I did well the unwraping and I am not able to apply any good xform to not to look repetitive.If I don't apply enough tiling it looks bad. I have another problem. Is there any way to blend between trackedge and first multigrass material,and between different grass maps inthe same material?. I read info about vertex color in the track-tech pdf, but I don't really understand it. View attachment 8850
Are use "blended grass infields" shader?? In the image looks a normal t1 shader. The "blended grass infields" blend two different textures and reduce the tile effect. "blended grass infields" my personal explanation (in google english): What is stages and map channels. Stages: Stages as like a layer in Photoshop. If you play with blend modes in PSD you can see multiply like in shaders. map channels: When do a UVW mapping the coordinates will store in a specific channel number. We can do different uvw mapping for same object. A stage uses a channel but also can use a channel already used by another stage. Some shaders do not allow you to choose other channels. "blended grass infields" shader: Stage nÂș | Description | Map Channel 1 | Grass Texture T1 | 1 2 | Grass Texture T2 | 2 3 | Detail Grass (mult) | 3 4 | Detail Specular Add | 3 5 | Normal map bump | 2 -------------------------------------------------------- The T1 and T2 are used for coloring the detail grass (stage3). in game you will see a mix ( t1, multi, specular and bump). In game when you're near the grass you see a detail grass, when you're away you see the something near the texture of T1 or T2. Setup the object: The object need 3 uv maps channels. Channel 1: Uses a larger scale that of the detail grass. No matter if the texture looks big. Channel 2: Same of channel 1 but can rotate or change the scale a bit. Channel 3: Use a natural scale to match the real grass size. How to Blend two textures: To do the blend effect need to use Vertex Alpha. Vertex Alpha are values ( 0% to 100%) for each vertex (vertice). In editabe Poly look in "vertex properties" when change the value for selected vertex you see it in max a dark zone in vertex. To blend textures change vertex alpha to 0.0. In game the vertex with zero will show grass Texture T2 the vertex with 100 will show T1. "blended grass infields" shader have another cool effect the alpha mask. Alpha mask is the alpha channel in texture image. What the mask do? The grass detail texture only show in white areas the black will show the T1. The mask can be used in large grass texture do avoid detail grass in dirty areas.
thanks Mario that is very useful to me. I didn't understand how the stages interact And Bink you are right,that is something I would like to know how it works What is this? View attachment 8851