Hi all, I'm wanting to update older tracks and this is what i see when it's raining. I've read the guide but honestly, i'm lost now. Any help would be really welcome Cheers
Aaargh, i dreaded that answer.. I have just 3dsimed or sketchup. Do you think it's possible to make it without 3dsmax? Thanks
On the dev guide there is tutorial on making the puddle map which unfortunately may need different UV coordinates than the track, so without 3dsmax you may struggle.
Puddle map is right way, but is not required for fixing the wet road. If you don't have 3dsmax, or don't want to make puddle map, you can still eliminate mirror effect. Edit: All you need is to modify alpha channel of spec map, increase layer opacity (assume its asphalt_spec.dds), you can do this by duplicate exist layer, then merge visible layer, then save it as DXT5 format. This is explained in Track Technology v3.0 page4.
@Woodee , thanks for the limitations tips of 3dsimed, new with this @svictor , fantastic, i'll give it a try like this. In the future i defenitely want to have puddles map but it's a good start to fix mirror effect. I just downloaded blender. Seems that it can create uv unwraping. what do you think? An alternative to 3dsmax? Cheers.
@svictor . Thanks for pointing that. Tested and worked perfectly. Ive change that for Main albedo to have the subtle wet effect on it too. Alpha was white. Questions: does other maps alpha ike norm etc needs to be modified this way also? I could try and miss but better to ask what would be the effect
No need to change norm/bump map. Main texture's alpha channel has effect on spec/reflection which you can fine tune it. I don't know how to do puddle map in blender, and the blender plugin(2.79b) is not working for me either. There seems a lot changes in 397's new developers-guide, maybe better wait for the tools and guide released.