Apex Modding GT3 - 2012 (v1.09 )

Discussion in 'Vehicles' started by yoss, Jan 25, 2014.

  1. tjc

    tjc Registered

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    Beautiful pics there Tosch, as usual. You really have a talent for this stuff... :)
     
  2. alpha-bravo

    alpha-bravo Registered

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    +1 [emoji41]
     
  3. Tosch

    Tosch Registered

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    Basic light glow reflection on a wet surface. It doesn't work with animated textures (transient), so the reflection is always on and you have to create an extra gmt file for this.

    [​IMG]
    [​IMG]

     
  4. Lgel

    Lgel Registered

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    @Tosch. Splendid.
     
  5. Chris Lesperance

    Chris Lesperance Registered

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    That looks great Tosch!
     
  6. Guimengo

    Guimengo Guest

    So that means it looks good in specific condition screenshots but it would be very distracting in the game.
     
  7. Eddy

    Eddy Registered

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    Why do you think so Guimengo? I think it will be hard on the hardware but distracting :confused: Reflections in real life don't extract me so why would they do in game.
    This is meant as a serious question no trolling or whatever.
     
  8. Guimengo

    Guimengo Guest

    Hehe, no issue. "It doesn't work with animated textures (transient), so the reflection is always on" answers it. :)
     
  9. Eddy

    Eddy Registered

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    I don't understand what you are saying. But that's because i have no clue about how these things work. Thanks for your reply.
     
  10. Tosch

    Tosch Registered

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    The lights for cars have 3 different textures (lights off, lights on, brake lights). They are all mapped on the same mesh. When you switch the lights on, the gfx engine swaps the texture and you see the light glow (the light projection on the road is a different system). The environment reflection mapper renders a second picture of the scene and only includes objects that are marked to be reflected in the scn or gen file (Reflect=True). For performance reasons the reflection mapper is a simplified renderer and the logic for transient texture animation is not included. When the reflection mapper can't swap the textures, the reflection of the light glow is not visible. To have a visible reflection at night you can create a new light glow object without texture animation and only map the texture for illuminated light glow on it.
     
  11. Eddy

    Eddy Registered

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    Thanks Tosch, clear explanation now i understand
     
  12. Tosch

    Tosch Registered

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    Any ideas why the reflection on the car looks so weird and what's wrong with the normals?



    The Nissan looks ok.

     
  13. yoss

    yoss Registered

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    private video tosch , can't look
     
  14. Tosch

    Tosch Registered

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    It's weekend and all kiddies (mine too) upload their minecraft videos. :D Should work now.

    Show normals in ModDev is "Ctrl + n".
     
  15. yoss

    yoss Registered

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    no clue why .i need to check the source file .
     
  16. Tosch

    Tosch Registered

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    When there is nothing to reflect it looks perfect. Great model yoss!

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  17. yoss

    yoss Registered

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    [​IMG]
    1 s after....
    [​IMG]

    i don't see problem on normasl on 3ds max , everything seem to be ok
    :eek:
     
  18. Tosch

    Tosch Registered

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    I think the cube map is not aligned correctly because the mesh for the car body has no front parts. The position of the cube map is the centre of the mesh but it's not the centre of the car.

    [​IMG]
    [​IMG]

    When I merge body, fenders and hood it looks like this.

    [​IMG]
     
    Last edited by a moderator: Oct 31, 2015
  19. yoss

    yoss Registered

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    so what is the problem ?
    u and v cooordinate of the cube rendering is not good?
     
  20. FuNK!

    FuNK! Registered

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    I think Tosch wanted to say that the base mesh of each vehicle is used to orientate the cube mapping. If the base mesh is only a part of the model the cube map looks misaligned. To fix this your base mesh should be compromised of the complete car (currently the BODY_A mesh just includes the sides and rear part but is missing the front part, e.g. bumper).

    Could this be one of the problems why rF2 has lost its damage model (parts falling apart etc.)?
     

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