@blakboks I don't like blended infield shader because effects are not good for me or maybe I don't know how to use it properly. I use Gravel Traps shader, two diffuse maps (tailed for detail in closeups and the second one for colour blending), specular and normal map. First I create one texture with tiled grass, edge and road in Photoshop and after that I cut this on three parts. Second diffuse map has their own map channel and is mapped on tiled grass and edge together. Edges are mapped with spline mapping, and I always do some corrects to mapping manualy to add some irregularity. Like you see, nothing special
Ahhh, very nice! Thanks for sharing that mini-tutorial I'm not sure exactly what I'm looking at in the third image. Is that some sort of decal? It looks like it's overlapping the road surface, but it doesn't look like it's having any effect on the texture. Unless I am mistaken--could be an optical illusion from the grid lines. However, the seam in the pavement in the road texture doesn't appear to be affected by the translated verts. And may I inquire about adding variation to the road texture? Are you making multiple road materials, each with a different detail map? Or are you using decal meshes? Or some other trick? Thanks again for the info! Awesome stuff!
I agree that there is no "recipe" for good artwork, good textures, etc. However, I don't agree that technique has nothing to do with it. If we had unlimited resources, then, yes, technique would not matter--only the end result. However, games (or "simulations", if you prefer) even to this day have some pretty heavy handed limitations. To achieve a desired result some sort of 'trick' or 'technique' is definitely needed. It would be nice to be able to have a unique texture for Diffuse, Bump, and Spec for every single polygon, but it's just not feasible.
@blakboks Road variation by multiple road materials each with a different diffuse map. Third image is showing my manual corrections to spline mapping, I'm using to do that unwrap UVW modifier. That's edge texture (grass and dirt), and that's how I'm adding some irregularity to edges. And in game it looks like that.
I started first night lighting test, I added some lights in garages and I have noticed that lights illuminate road behind garage. Any ideas to fix it? And the second thing. None of the objects cast no shadows from omni lights.
Nobody knows the answer to my question in post above? ....I have got another one. How to create material which light emissivity will depends on car lighting? On picture below I set emissive material, but it glows all the time. Any help will be appreciate.
I think the shadows at night issue is a problem with rF2 itself.... when it's night time the track lights don't actually cast shadows on anything...
That's too bad. It doesn't look good without shadows. I will probably try to bake shadow map in 3dsmax and I will try to add them as a seperate textures. Night lights are static so maybe static shadows will look good.
Wait for better shaders by ISI or ShaderPack from KSzczech. And yes, it looks suxx. You may also throw out glass material, and replace it with solid texture like you can see on Monaco
That's what I'm gonna do. I will wait with release Croft until we get new shaders. @CheseSandwich &Flaux My windows don't look good. Look at this. That's how glass should look like. (it's rfactor 1 ) http://isiforums.net/f/showthread.php/3619-Graphics-are-Great-WTF-are-people-saying-rf-1?p=46580&viewfull=1#post46580
What is missing? I guess you are referring to the missing reflections? Yeah, thats odd. To my defense, at first I thought there are reflections in your second screen, but it is just the inner-part of the building, if my eyes don't fool me. Right?