I made some shaders with ShaderFX. I tried to reproduce the same shaders of RF2. I've done the most basic (Specular map T1 mul t2 add t3, Bump). Picture is an attempt by the new Shader "blended grass infield." I think it's like, now supports the Alpha vertex. Lack the alpha mask. But can paint and view the blend effect!! The DXmaterial are great to see the desired effect in MAX. But there is one drawback of having to manually select the textures and mapChannel. View attachment 1443 First beta of script GmotorDX View attachment 1510 How to install: Copy GmotorDX folder to "3ds Max 2010\Scripts\Startup" How to run: Go "Utilities", MAXScript button, in combobox Select "Gmotor DX" then press Big button "gMotor DX" How to use: Select your editable poly object. the materials must be gmotor materials not standard. Press "Enable" and the script will read the gMotor Material and will be exchanged for an equivalent material directX. currently only supports the following shaders: BlendedGRass (suport vertex Alpha!) Bump Map Specular T1 Specular Map T1 mul T2 add T3 T1 mul T2 add T3 The button "Update DX mat", not work yet The script is alpha, not use in serious projects. beta 0.2 version 0.2 beta more stable.
New advances in my script Gmotor DX. Can read the textures and type of shader of gmotor material and paste to the corresponding DXmaterial (Fx file)! in English, when finished you can see the visual effect as in the game without exporting. Will allow to make adjustments quicker in textures, scales etc. Shaders ready: T1 mul T2 add T3, Specular map, T1 mul T2 add t3 Bump map specular T1 Blended Grass infields (Visual vertex Shader).
The script is not ready yet, will be free for all. my max version is 2010, but i think will run in other versions.
New advances I can now apply the DirectX shaders to object with a multimaterial. The script checks gmotorMaterials from all object and change it to DX shader
man..you are great...really!!! I think it's a big big workflow improvement to speeding up the shading&texturing creation process. I hope ISI will support you for the problem during your script development. In memory of the creation process of rF1...for example...change a texture, export, load viewer or the sim, check the quality and if not good reopen 3dsmax and make another change... With this tool you have already a good approximation of what you'll have into rF2 Good scripting
excited about this! Good work mario. One question, I would assume that these objects with the dx materials would render with shading correct? As I'm sure you know, currently rendering a gmotor material object renders with no shading and makes for crapppy renders.
i don't know about renders. The materials are 3ds max DirectX Material If you know how render this DXmaterials maybe can do renders.
NEW version more stable.. version 0.2 beta see it in First post try it with "Blended Grass infields" shader.
Hi Mario, Have you looked into getting this working with the new multi terrain shader that lerps with vertex colour and mixmaps? Cheers
No. The project is closed had stability problems in MAX 2010 and is not easy to recreate the most complex shaders. If get shaders in FX format can put in MAX.