You are right. There are up to four settings for textures Low, MED, High, Max. I am not an expert at all, very far from it, but I had a look to the files, and tried to understand how it works. It is much more complicated that many believe, and I only have a very superficial understanding of it... If errors carry though versions, it may imply that the modder will welcome helping hands from the community, and it is what we see here. Cheers.
To everyone trying to help Yoss, to avoid duplicate efforts. I tried to load the Mc Laren GT3 in DevMod, and it didn't load, nor in spinner view nor in game. I had a look to paths and made the following changes. SearchPath=<VEHDIR> SearchPath=<VEHDIR>\AM_FIAGT3_2012_MP412CGT3 //MASFile=MP412C\mcgt3.mas //MASFile=MP412C\mcgt3_flare.mas //MASFile=MP412C\mcgt3_motec.mas //MASFile=gt3_cmaps.mas MASFile=am_gt3_mcgt3.mas MASFile=am_gt3_mcgt3_flare.mas MASFile=am_gt3_mcgt3_motec.mas MASFile=am_gt3_mcgt3_cmaps.mas MASFile=am_gt3_mcgt3_shaders.mas Now the car loads in DevMod, and seems to work. Made the same thing for Mercedes SLS and F854. I'll send the files to Yoss. Cheers.
Holy cow what happened here; I came back to this thread with all these comments after posting the pics last night! And this is why I love you guys! Everyone is helping
Here is the gen file for the 799r. Had to remove (comment out) the light glow section at the end of the file because of missing gmt's. ...and the result.
great Tosch. so for resume the object is displayed twice Instance=rwing { Moveable=True MeshFile=rgt3_rwing.gmt CollTarget=False HATTarget=False LODIn=(0.0) LODOut=(10.0) ShadowReceiver=True ShadowCaster=(True, Solid) MeshFile=rgt3_rwing_b.gmt CollTarget=False HATTarget=False LODIn=(10.0) LODOut=(500.0) ShadowReceiver=True ShadowCaster=(True, Solid) //MeshFile=rgt3_wing_c.gmt CollTarget=False HATTarget=False LODIn=(80.0) LODOut=(500.0) ShadowCaster=(True, Solid) Reflect=True MeshFile=rgt3_rwing_b.gmt CollTarget=False HATTarget=False LODIn=(0) LODOut=(250) Render=False ShadowCaster=False Reflect=True //environment reflection } if you want look on the others too
I've already started the others. The object above is not rendered twice. The first one is the rear wing you see on the car. The second one is only the reflection on the wet road (Render=false, Reflect=True). I have to do this for all objects that have more than one LOD (rgt3_rwing.gmt and rgt3_rwing_b.gmt) and I always use the LOD with the lowest polycount for reflection. Another interesting idea for the future might be to use this for the reflection of the light glow. The problem is the reflection mapper doesn't recognize the different texture stages (light off, light on, brake light), so you have to create a new instance where the light is always on and use the high luminance sun shader for the glow material. I tried it with the Nissan and it looks not to bad.
displayed is the wrong word , called is better can you share a max file with the lights thing implemented?
Hi Yoss - I'm assuming the changes will take some time but if you need someone to do the testing I'm more than happy to TC
Yes, true, that is why Yoss didn't see the problem before, but the mod should work also with lower opponent detail settings, for players with lesser systems. Thanks.
some news : 1 Tosch give me the first 5 modified gen 2 legel have begin to work on the IA 3 rfro drivers give me the setup they use for race the rfro championnat , i have begin to integrate as default setup
I would love if ISI could provide a better feature for implementing default setups. Currently it takes a lot of editing to get all the values in. Would be perfect to have multiple default setups as upgrades, but with the current system that is a lot of work for modders Gesendet von meinem Nexus 5 mit Tapatalk