Current rF2 shaders overview (help needed)

Discussion in 'Car Modding' started by Oleg, Sep 19, 2012.

  1. Oleg

    Oleg Registered

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    Hello, friends.

    I haven't found anyone editing rF2 on ZModeler forum, so I'm posting my help request here.

    I would like to see in action (rF2 screenshot) of materials that use shaders from the list below (very preferable with a screenshot of according textures if these are significant), since shaders description in 3dsMax is not clear for me.

    The list of shaders I would like to see in action follows:

    - Bump Reflection Specular Map T1 Mat Alpha Vertex Alpha
    (three slots for reflection - what kind of textures are used; what is material alpha used for?)
    - Bump Specular Map T0 Mul T1 Mat Alpha Vertex Alpha
    (multiply T0 by T1 based on material alpha and vertex alpha - how is material alpha used here? "Multiply based on" is a bit strange too.)
    - Deformable Tire
    (does rF uses animated set of damaged textures? "Car tutorial" specifes that only diffuse/specular/bump texture should have animation assigned, while "_damaged.dds" versions do not need animation.)
    - "Dirt Road Shader Two Diffuse Maps" and "Road Shader Two Diffuse Maps"
    (uses "planar reflection" again, so what textures are used there?)
    - No lighting Tex1
    (just ingame screenshot)
    - Non-Directional Tex1
    (just ingame screenshot)
    - Specular Map T1 Fresnel Alpha
    (ingame screenshot)
    - T1 lerp T2
    ("tex1 blends with tex2 according to tex1 blend pct" - what is "blend pct" ?)
    - Wet Windshield
    - Windshield Inside
    (Lot of unknown texture slots in 3DsMax)
    - Windshield Outside
    (Lot of unknown texture slots in 3DsMax)


    The second question is regarding shaders too, but it fully relates to ingame damage textures. As far as I see, normal textures set is blended to damaged textures according to vertices alpha (probably increased on vertices each time collision occures). I would like to know which "** Vertex Alpha" shaders are used for damage-only textures lerp, since the same shaders could probably be used for track modelling (like blending grass to sand according to geometry vertices alpha pre-applied by artist). Probably, most of "Vertex Alpha" can be used in both scenarios, but if certain shaders are used for damage only, I would like to know them.


    Thanks in advice.

    Oleg,
    ZModeler.
     
    Last edited by a moderator: Sep 25, 2012
  2. Oleg

    Oleg Registered

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    The first part of the question still needs to be resolved. Ingame shots of shaders work needed...
    View attachment 4050

    Damage-related issue is sorted out. Both variants will be supported.
     

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