Real Road Shader

Discussion in 'Track Modding' started by Kaiser, Nov 4, 2019.

  1. Kaiser

    Kaiser Registered

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    I'm looking at some scn already created, that some creators do this:

    ReflectionMapper=REFMAP0
    {
    Type=Cubic
    TextureSize=(1024)
    UpdateRate=(100.000)
    StaticSwitch=(100.000)


    and mine is:

    ReflectionMapper=REFLECTEDENV
    {
    Type=Planar
    TextureSize=(1024)
    UpdateRate=(1.000)
    StaticSwitch=(100.00)

    Will this be the mistake?
     
  2. Kaiser

    Kaiser Registered

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    I made some changes in scn, copying joasville, but I'm still the same ...


    CUBEASF

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

    SearchPath=.
    SearchPath=KVC
    SearchPath=KVC\***
    SearchPath=KVC\ASSETS\ANIMS
    SearchPath=KVC\ASSETS\GMT
    SearchPath=KVC\ASSETS\MAPS

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

    MASFile=COMMONMAPS.MAS

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

    View=mainview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.5, 0.5)
    FOV=(77.75, 62.50)
    ClipPlanes=(0.50, 1500.00)
    View=rearview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.50, 0.50)
    FOV=(62.5, 62.5)
    ClipPlanes=(0.50, 500.00)
    }
    }

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

    GroupMethod=Dynamic
    MaxShadowRange=(450.00)
    AmbientColor=(126, 126, 126)
    ReflectPlane=(0.000, 1.000, 0.000, 0.550)

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

    View=C
    {
    Color=(100, 100, 100)
    Size=(1.0, 1.0) Center=(0.5, 0.5)
    Pos=(-17.395, 1.488, -103.988)
    Dir=(0.479, 0.000, 0.878)
    FOV=(65.470, 49.103)
    ClipPlanes=(0.100, 1500.000)
    }

    Light=Direct00
    {
    Type=Directional Color=(220, 220, 220) Dir=(0.5, -0.9, 0.5)
    }

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

    Instance=RaceSurface_01
    {
    MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_03
    {
    MeshFile=RaceSurface_03.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_02
    {
    MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=Grass01
    {
    MeshFile=Grass01.gmt CollTarget=True HATTarget=True
    }

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

    ReflectionMapper=REFLECTEDENV
    {
    Type=Planar
    TextureSize=(1024)
    UpdateRate=(100.000)
    StaticSwitch=(150.000)
    TrackingIns=NULL
    IncludeINS=RaceSurface_01
    IncludeINS=RaceSurface_02
    IncludeINS=RaceSurface_03
    }

    ReflectionMapper=STATIC01
    {
    Type=Cubic
    TextureSize=(512)
    UpdateRate=(0.100)
    StaticSwitch=(100.000)
    Pos=(-40.777466,0.000000,-46.012)
    IncludeINS=RaceSurface_01
    IncludeINS=RaceSurface_02
    IncludeINS=RaceSurface_03
    }

    ReflectionMapper=REFMAP0
    {
    Type=Cubic
    TextureSize=(1024)
    UpdateRate=(100.000)
    StaticSwitch=(100.000)
    TrackingIns=True
    IncludeINS=RaceSurface_01
    IncludeINS=RaceSurface_02
    IncludeINS=RaceSurface_03
    }
     
  3. Coutie

    Coutie Moderator

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    You can also leave it blank and it'll reflect everything. I.e,
    ReflectionMapper=REFLECTEDENV
    {
    Type=Planar
    TextureSize=(1024)
    UpdateRate=(100.000)
    StaticSwitch=(150.000)
    TrackingIns=NULL
    IncludeINS=
    }
     
    Leonardo Nogueira likes this.
  4. Kaiser

    Kaiser Registered

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    Nothing ... it doesn't come out, I don't know what the mistake is ... the water drops still can't be seen on the ground ... it looks like a mirror.
     

    Attached Files:

  5. Coutie

    Coutie Moderator

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    Water drops only show in puddles. So you have to create a puddle map.
     

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