Hello everyone, I am making race circuits for RF2 with BTB. On my last circuit, i dont know why but when i create real road, rain spray, tire smoke or gravel dust doesnt appear. Before this project there was no error. Do anybody know what might cause this problem?
Do you have integrated the below shown (from S397 Imola but without IncludeIns= Entries) Reflection Section Entries into the Tracks SCN File? ReflectionMapper=Static01 { Type=Cubic TextureSize=(256) UpdateRate=(0.200) StaticSwitch=(50.000) FarPlane=(6500.00) MaxElementsCap=(84) TrackingIns=NULL Pos=(-751.27,4.188,-450.325) } ReflectionMapper=REFLECTEDENV { Type=Planar TextureSize=(1024) UpdateRate=(100.000) StaticSwitch=(350.000) FarPlane=(860.00) MaxElementsCap=(64) TrackingIns=NULL } ReflectionMapper=REFMAP0 { Type=Cubic TextureSize=(512) UpdateRate=(100.000) StaticSwitch=(100.000) FarPlane=(350.00) MaxElementsCap=(64) TrackingIns=True }
Thank you everyone for your replies, this fixed the problem. I thought after the RF2 upgrade for reflections, i dont need to select reflect for an object. I did one of them and it fixed the problem. But if i copy and paste the lines you send me is it also okey without choosing an object to reflect?
I would recommend to at least add 1 Object into the REFLECTEDENV and REFMAP0 Sections. But due to Changes in the Games Codes, Things can change again in the Future.
But only one Object in these 2 Sections is just a Minimum. REFMAP0 gets normally used for the Reflections on the Cars and REFLECTEDENV for the Reflections on the wet Track Surfaces. So check how it looks (Car and Track Surface Reflections) in Rain and dry Conditions and add more Instances, to get it looking better maybe. And i have not checked it yet, but it can be, that it is hardcoded now that everything gets reflected by default, because some Time ago, there have been Entries with ExcludeIns= besides of IncludeIns=. If it is the Case, that everything gets reflected by default, you can exactly define which Objects shall be reflected. That can help to make your Track more FPS friendly, i guess.