Ferrari 156 'sharknose' WIP

Discussion in 'Car Modding' started by websta, Mar 2, 2012.

  1. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Well, try to check step by step...because these are settings I'm using all the time without any problem... :)
     
  2. 1959nikos

    1959nikos Registered

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  3. websta

    websta Registered

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    Amazing, great find. I took about an hour reading through the posts. I almost feel like starting again after seeing more images and, wow a movie about the remake. Maybe I should join that forum and post.
    My remake has a few innacuracies some of which I am aware of and intend to address, although I have done the unwrapping so to some degree I am stuck with what I have, otherwise I may as well start all over.
     
  4. 1959nikos

    1959nikos Registered

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    If I was you I would surely join there, youll find good answers in things you cannot work out otherwise :)
     
  5. 1959nikos

    1959nikos Registered

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    My limited (15 years), working for my practice, experience in pc's, insists that starting all over actually takes a small portion of the previous work hours needed. (if that makes sense)
     
  6. websta

    websta Registered

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    To be honest.... I've lost interest. No clear documentation makes developement slo and tedious.
    Thanks for your help tho.
     
  7. Tuttle

    Tuttle Technical Art Director - Env Lead

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    I've a suggestion for you; next time try to collect all the documentation needed for the mod...then start modding. ;)

    BTW..what a pity. :(
     
  8. 1959nikos

    1959nikos Registered

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    It is...I was expecting this mod, since he stopped once, I thought he'd made up his mind and he would finish it :(
     
  9. Kristoff Rand

    Kristoff Rand Registered

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    It's actually almost done anyway. he could release it and I'm sure the public would be happy. but he's a bit anal and likes things to be perfect. I say we press him to release anyway. GIVE IT TO US!!!
     
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  10. 1959nikos

    1959nikos Registered

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    common websta?

    It doesnt have to be perfect.
    Your next one will ;)
     
  11. websta

    websta Registered

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    Thats what I did, but as I have maintained, the documentation is a little ambiguous to say the least. what a pity.

    I recently spent a few days on this project remodeling the dash. When this model is finished, and if I ever manage to guess how to get it ingame again, it should look as good as any of the existing rFactor cars, at least, this is my intention.

    not true sorry.
    not nice.
    by who's standard?

    Press me? or my buttons?

    this is my next one.

    here is my first one....https://www.youtube.com/watch?v=N61PyOH3T_I
     
  12. 1959nikos

    1959nikos Registered

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    Hey man, glad to see you back!

    Your BB is very good (and rare). The interior is really gorgeous, so I think the Shark will be fabulous!
     
  13. websta

    websta Registered

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    Hey thanks, I was going to remake the 512 but opted for a new project. I enjoy the modelling and unwrapping and have no problems with either, that's why I find it exasperating trying to get my stuff live in the engine, all manner of pitfalls, no clear tutorials etc
    ATM I have no way to develop anything as I cannot get the game engine started with rtrainer and joesville even.
    any clues?
     
  14. websta

    websta Registered

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    I would like it to be.

    Sadly the only thing in the way ATM is the rFactor dev mode wont start.
    Is there a way to get this engine to spit out error messages?
     
  15. mkilner

    mkilner Registered

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    I had the same thing, i posted on the facebook page, said it is known issue with 32bit win XP, but i got it working with the new update, did you install that?

     
  16. websta

    websta Registered

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    I'm running win7 64 bit OS.
    and, build 125 of rFactor2, is that the update you mean?
     
  17. websta

    websta Registered

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    ok, well, I have remodeled the dash and re-unwrapped it amongst other things, added some detail, remodeled the windscreen.
    I have made a lot of alpha textures in my time, but seem to be having trouble making them right for rFactor. Can anybody figure out why my windscreen looks so bad? the alpha channel looks nice in Pshop but really severe ingame.

    View attachment 5242
     
  18. anthing

    anthing Registered

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    What shader(+settings) are you using for the windscreen?
     
  19. websta

    websta Registered

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    Hi, I have fixed the alpha problem now, I think upgrading my nvidia dds plugins helped, so now I have transparency, but no reflections in my windscreen.
    My shader settings are:

    Source Blend-Src Alpha
    DestBlend-Inv Src Alpha
    Reflection Mapper-REFMAP0
    Ambient: white set to M
    Diffuse: white set to M
    Emissive: black set to M
    Specular: light blue set to D
    Material Alpha: 255
    Specular Power: 1.8
    Fresnal Specular:Min:0.0
    Max:4.0
    Exp:1.0
    Cube Map Specular Map T1
    slot 1 has a dds with alpha channel
    slot 2 has a dds
    slot 3 has a cube map set to live mapper,
    blend set to 25%,
    fresnal Reflection settings set to:
    Min:0.1
    Max 0.8
    Exp:4.8
    (following tuttles advice)

    View attachment 5252
     
    Last edited by a moderator: Dec 21, 2012
  20. websta

    websta Registered

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    Still WIP, not optimised and still tons to do if I am to make this with LOD. Most of textures are still WIP too.
    I used cube map add t1 for windscreen, it will do for now.
    The clocks still dont look right and in this shot the mirrors look real bright. I'm not sure if this is the map or what.

    View attachment 5289

    The springs dont line up or actuate properly.
    I have not made my own driver yet or looked at how the helmet system works these days.

    View attachment 5290


    Short clip

     

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