Why have some of the ISI cars such a dark alpha channel? I have recently tried the Megane and F2 and they have almost no reflection.
I have found the answer. Next question. When do you change the material properties to realistic values?
I have absolutely no idea how you have done this, is there someway you can do a tutorial so I or we, others that don,t know how, can learn pls. Also, is there a way that it can be done without affecting the sponsor logos etc, so they look stuck on, and also without affecting dirt and grime layers. That way, maybe as the real road effects come into play, rubber dust and dirt can be made to build up on cars as well as the tracks.
Those cars look darn good....even to an untrained eye like mine. The differences between that first shot compared to the others, is 'staggering'. Look at the reflection above the air intake, look at the pavement, look at the sky, look at the people in the distance, look at the reflection just above the tree-tops.... I know which one I'd like to race on. This sim has so much potential.
I still don't get it where and how to change this? Are those settings skin specific, and if so where do I change those values visible on the screenshot? Or are those values game specific so they will only affect my own experience, and not my racing buddies when racing online? IS it some config file? /Martin
The material properties are mod specific. To make it easier for modders to find the best values for their mod it is possible change these settings for every defined material (WCCARBODY_000 for example, thats the body of the players car) in devmode. Finally these settings are stored in the gmt files by using the material editor in 3dsmax. After that the only way to control the reflectiveness of a car is to edit the alpha channel of the car skin.