IBL Rims - Mod Dev vs Game

Chris Lesperance

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Working on the Indy Lights car, just trying to get around with working more and better within the IBL materials. I'm drawing a blank with this issue.

I feel like, in Mod Dev, I have the rims looking close to how they should be with the real car. Some pics for reference.
PXL_20220612_152549969.jpg PXL_20220612_152553665.jpg PXL_20220612_152813860.jpg
Here is how they are looking in Mod Dev
20220809210401_1.jpg

20220809210430_1.jpg


Here is how they are looking in game. Same track, same time of day, same .json.
20220809205852_1.jpg

20220809205909_1.jpg


As you can see, the ingame version seems to make it "brighter". Too chrome like. Very washed out. They see to stand out ingame.

Is this a bug? Could I be missing something? These rims are hard to get right as they are a "dull" chrome and seem to change properties depending on the light.
 
Are they both same time of day, 2nd and 4th pics seem to be different tod…2nd pic suggests a lower angle sunlight than the 4th
 
Are they both same time of day, 2nd and 4th pics seem to be different tod…2nd pic suggests a lower angle sunlight than the 4th

Yeah I think it is a track thing or something. I noticed that as well. The issue exists no matter what track though. Weather it be S397 or third party

Did you check graphics settings in DevMode and main game? Maybe they have different post effects

Graphic settings are the same. I had to change a couple things, but they are the same now.
 
Its not a file name issue is it? Maybe your wheel rim texture or material shares a similar name to a texture or material from the safety car. That could explain why it works in DevMode but not in the full game, because in DevMode the safety car is normally the skip barber. As I understand it the track is loaded first then the safety car followed by the players car, then finally the Ai gets loaded. RF2 will only load one instance of a material or texture that shares a name. So if your wheel rim texture was called for instance wheelrim.dds and the safety car (or track) already has a texture with the same name it will just load the safety car version. Maybe a bit of a long shot but with rF2 you never know.
 
I'm also on the edge to dig more into this topic. Rims on a lot cars do look too fake.
A good AO and SPEC map that give rims better lightning in all conditions for typical metallic/alu look would be welcome.
Also the REFMAP0 should be active on them.

I think the reason for that light difference is the invisible hull light.
 
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