The recommendation is to make all road lines and painted strips as they own poly objects, preferably with Real Road material so they too can be rubbered as the track evolves. I'm having difficulties to produce a completely white (well almost) material. I mean the type of strips that are not painted but rather "molded" or laid down. These do not have the cracks and details like the road surface has. They really are very smooth, up to 10 mm thick, looks like vanilla cream =) Anyone got a good setup for Real Road white strips?
First of all, paint stripes should be single - side polys. Not a box. And they should be placed only 1 mm above asphalt, tagged as "decal" in exporter. Paint diffuse texture is easy to make from your asphalt diffuse texture. (In Photoshop) Cut suitable piece from your "asphalt", paint white color on 2nd layer top of if, setup 2nd layer to multiply and play around opacity and fill parameters for wanted result. Final touch might be contrast/brightness/exposure adjustment. Then you have painted line with asphalt details on it. Material itself should be setup exactly like real road shader. You can use same textures on other stages (than main diffuse) as you used in asphalt. Cheers!
Thanks for the answer, but you are not reading carefully =) The strips are not painted but rather "molded". They do not have inherited normals or details of the roadsurface below. Your profile says you are from Finland. You have propably seen those thick molded lines, often used as rumblestrips on high speed motorways to make sure drivers dont fall asleep. However, that is really not a problem. The problem is that Real Road Shader messes up the diffuse colors giving all kinds of results depending on road conditions. I have seen materials turn into red, green, black and transparent. I can post some screenshots later... It is very difficult or impossible to get any material to maintain the right color if using Real Road Shader OR if a "regular" material is applied to an object which is setup for Real Road. It seems that no one else is having these problems which makes me believe I'm doing something wrong, but hey, have you really tested carefully. I could reproduce many of these issues in JoesVille without any modification to the original track...
I haven't seen realroad mess up white lines in my track, and they are just copies of the normal road shader with different textures. If you are experiencing those problems, I think you are placing textures in the wrong inputs.
No, the naming is correct. Or it depends... =) I think the issues where related to transparency problem in extreme wet conditions and then those white lines were blended with other stuff or becoming too shiny/transparent/reflective/black/etc... In normal conditions they look as I expect, pretty good!! All yellow/green/blue stuff turned out to be regular materials (kerbs) on Real Road enabled object (track). It is just that I have been playing with so many setups and probably forgot sometimes to separate these polys before exporting. Also, I have had checkered alphas to study how and where different setups affect the road. However, I am still a bit critical to the way ISI has implemented Real Road. Objects are not materials. Regular materials should not be affected the way they do if applied to RaceSurface_XX objects. The name of the object should definitely not affect materials. If rF2 is a complete rewrite then it is a bit alarming that they are already implementing "hacks" and workarounds =)