Chris Lesperance
Registered
Instructions on Post #40:
https://forum.studio-397.com/index....r-shader-assistance.64024/page-2#post-1013709
Original Post:
I've had a small back burner project going for getting the URD Formula Lights cars updated with the newest rFactor 2 configuration, with updated materials. As this would be the last step in the Road to Indy ladder between the S397 Tatuus USF2000, S397 Tatuus PM-18, and the two current Indycar IL18 mods
The original can be found here.
https://forum.studio-397.com/index.php?threads/urd-indycar-2016-and-indylights.55779/
Some quick background, I'm still really new and inexperienced to this type of modding. Painting and some file management is about as far as it gets with me. I don't have 3DS Max, and not familiar enough with Blender. I'm confident with most things with 3dSimEd.
I have a question on using the shaders. I see that the Tatuus cars are mostly unlocked (THANK YOU S397!!). With 3DSimEd, I see that the WCCARBODY is a T1 texture with a .json material override listed in the .veh.
One of the mods that I initially thought was using the new material system, the RSS DPi and SlowMotion's GP3, has the WCCARBODY with "CARPAINT + DAMAGE + RAIN". I don't remember looking to see if it had the .json Material override
So my question, is that, is there a difference between the two? Will both allow the Material System to work? And then how do I set up the Material Override .json? Do I just copy from an existing one, and change the textures within that? Is that set up from Mod Dev or do I have to package everything and run it in the main game?
I am aware of this. I'm trying to still get my head around all of it to get a proper workflow going
https://docs.studio-397.com/developers-guide/cars/car-art/working-with-new-ibl-pbr-car-shader
My main goal is to have the look of the cars to be on par with the Tatuus and Coutie's Indycar mod. I wish I knew the physics a bit better to fix that as well. But that is completely out of my knowledge base
https://forum.studio-397.com/index....r-shader-assistance.64024/page-2#post-1013709
Original Post:
I've had a small back burner project going for getting the URD Formula Lights cars updated with the newest rFactor 2 configuration, with updated materials. As this would be the last step in the Road to Indy ladder between the S397 Tatuus USF2000, S397 Tatuus PM-18, and the two current Indycar IL18 mods
The original can be found here.
https://forum.studio-397.com/index.php?threads/urd-indycar-2016-and-indylights.55779/
Some quick background, I'm still really new and inexperienced to this type of modding. Painting and some file management is about as far as it gets with me. I don't have 3DS Max, and not familiar enough with Blender. I'm confident with most things with 3dSimEd.
I have a question on using the shaders. I see that the Tatuus cars are mostly unlocked (THANK YOU S397!!). With 3DSimEd, I see that the WCCARBODY is a T1 texture with a .json material override listed in the .veh.
One of the mods that I initially thought was using the new material system, the RSS DPi and SlowMotion's GP3, has the WCCARBODY with "CARPAINT + DAMAGE + RAIN". I don't remember looking to see if it had the .json Material override
So my question, is that, is there a difference between the two? Will both allow the Material System to work? And then how do I set up the Material Override .json? Do I just copy from an existing one, and change the textures within that? Is that set up from Mod Dev or do I have to package everything and run it in the main game?
I am aware of this. I'm trying to still get my head around all of it to get a proper workflow going
https://docs.studio-397.com/developers-guide/cars/car-art/working-with-new-ibl-pbr-car-shader
My main goal is to have the look of the cars to be on par with the Tatuus and Coutie's Indycar mod. I wish I knew the physics a bit better to fix that as well. But that is completely out of my knowledge base
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