IBL/PBR Car Shader Assistance

Many thanks for this :)

@StrawmanAndy sent me these exact instructions before Christmas and I managed to get them working on the Cortina.

Now, I don't know if I was doing this wrong or not but from a modders point of view, each json file has to be paired up to each individual skin. So I had to open each json file and insert the skin name and also the skin_Region name in the relevant section. I don't know if there's a quicker way of doing this. I had 70 skins to do, so it was quite time consuming. Although not as bad as the 350 icons I had to do! :mad:
 
Many thanks for this :)

@StrawmanAndy sent me these exact instructions before Christmas and I managed to get them working on the Cortina.

Now, I don't know if I was doing this wrong or not but from a modders point of view, each json file has to be paired up to each individual skin. So I had to open each json file and insert the skin name and also the skin_Region name in the relevant section. I don't know if there's a quicker way of doing this. I had 70 skins to do, so it was quite time consuming. Although not as bad as the 350 icons I had to do! :mad:
If you're doing it in dev mode, it should automatically find them if you use the material editor(if I remember right).
 
If you're doing it in dev mode, it should automatically find them if you use the material editor(if I remember right).
I don't think that is the case. I think I had a similar issue, so that is why in my steps, to load the mod in production, create the json, and then put that back in to Mod dev to package.

Hopefully now that the main UI is released, and after the initial fixes, dev mode can get some attention. I'm having too many crashes with no errors and have to manually figure it out.

Although not as bad as the 350 icons I had to do! :mad:

Strawmanandy was the person i sent that process to :)

I agree with the icons... With the converted Indycar 07-11, I don't want to do it, and I doubt I will with that many skins (I think it was 350 something). #bringbackthespinner
 
Is there any speed penalty with using the override for materials as opposed to defining the materials in the GMT with no override?
 
@Traveller Do you mean vehicle speed or cpu/gpu speed/fps penalty? I think it's ok to assume it has no affect on vehicle speed since it doesn't change the physics hdv etc.
 
Thank you Chris and Coutie for the help here. Slowly getting things sorted. Have any of you had an issue when setting up the IBLshader. I go to choose the aoSpecMask and it gives the following error" Source map for render target rim_AO.dds CANNOT be a DXTn format" Yet via shader info the aoSpecMask should be RGB.A/DXT5(which it is).
Tried other formats that don't seem to be working like other materials that I have set up. 8.8.8.8 ARGB did not give the error, but the rim model went black in the shadows and no shine. I've setup the carbody and banners the exact same way and no problems...
 
...You're going to have to launch the game in devmode, go into the showroom or on track, and go to http://localhost:5397/materialeditor/index.html#/, once you're there, you'll see WCCarbody, you need to select that, and choose IBLCarbody for the shader...
Hi, i`m trying to get into that (beeing away from modding for 3 years...) and cant find the IBLCarbody shader, while in the materialeditor :confused:
 

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Keep scrolling down, it starts with I.
Thanks for your very fast reply, wow... but...in my present list in the material editor, there are 3 types of shader:
first two starting with C, a long list with a starting L and at the end of the list one starting with V, but nothing with I.
 
Regardless of UI in use?
Well, devmode can only be used in the old build right now, but yes, it's a whole separate thing. One thing to know, you'll need a new line in the scn file if you're going to use this to make materials, MaterialPath=track\stuff\materials.
 
Well, devmode can only be used in the old build right now, but yes, it's a whole separate thing. One thing to know, you'll need a new line in the scn file if you're going to use this to make materials, MaterialPath=track\stuff\materials.
scn file? Isn't that a track-thing?
 
Yes, you'll need it in the gen file too.
/----------------------------------------

SearchPath=<VEHDIR>

SearchPath=ABL_Panoz_LMP-1
SearchPath=<VEHDIR>ABL_Panoz_LMP-1\maps
SearchPath=<VEHDIR>ABL_Panoz_LMP-1\visor
SearchPath=ABL_Panoz_LMP-1\maps
SearchPath=ABL_Panoz_LMP-1\visor
MASFile=cmaps.mas

//----------------------------------------

And then add; MaterialPath=ABL_Panoz_LMP-1\maps\materials or something like that?
 
/----------------------------------------

SearchPath=<VEHDIR>

SearchPath=ABL_Panoz_LMP-1
SearchPath=<VEHDIR>ABL_Panoz_LMP-1\maps
SearchPath=<VEHDIR>ABL_Panoz_LMP-1\visor
SearchPath=ABL_Panoz_LMP-1\maps
SearchPath=ABL_Panoz_LMP-1\visor
MASFile=cmaps.mas

//----------------------------------------

And then add; MaterialPath=ABL_Panoz_LMP-1\maps\materials or something like that?
Yes, you'll know if you have it right if it shows up when you open a material in the editor.
 
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