RealRoad on a converted rf1 track problem

Discussion in 'Track Modding' started by cosm1, Jul 1, 2015.

  1. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    Hi guys, I have an annoiyng problem on adding realroad to a converted rf1 track, I have done everything need to make the rr working but it won't work, no visual effect at all...below the list of the things done so far:

    - Renamed the track road gmts in racesurface_01, 02 etc.. (53 in total) and scn too
    - Material set to road shader two diffuse maps
    - Added Deformable=True HATTarget=True in the .scn
    - Deleted the Reaction=groove in the tdf

    I miss something?
     
    Last edited by a moderator: Jul 1, 2015
  2. Lazza

    Lazza Registered

    Joined:
    Oct 5, 2010
    Messages:
    12,386
    Likes Received:
    6,602
    If you look at other tracks, including Joesville, I'm pretty sure you won't find any GMTs whose names start with RealRoad. You will find RaceSurface though :)
     
  3. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    sry my mistake...the gmts have the correct racesurface prefix
     
  4. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    Long shot ... when you edited the SCN, did you also change the Instance names?
     
  5. jpalesi

    jpalesi Registered

    Joined:
    Sep 15, 2011
    Messages:
    366
    Likes Received:
    231
    _wet suffix in the material name too ?
     
  6. Nibiru

    Nibiru Registered

    Joined:
    Dec 24, 2011
    Messages:
    1,200
    Likes Received:
    1,295
    have you mapped the racegroove texture to the fast path? 3dsimed can't do that for you. Has to be done in 3dmax.
     
  7. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    yes, instance names are the same as the object names, and yes added the _wet suffix to te material name
     
  8. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    no, there is any reference coming from joesville to look at?
     
  9. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    sorry guys, totally missing the Appendix A...would be great to have a video of that tutorial, reading it looks more harder than it is!
     
  10. Nibiru

    Nibiru Registered

    Joined:
    Dec 24, 2011
    Messages:
    1,200
    Likes Received:
    1,295
    when I map the racegroove I use a racegroove texture with a stripe going down the middle in red and a stripe going along the top thats blue, so when I'm mapping I get an easy view of how the texture is repeating. You could make a texture up and put it in Joesville and see how its mapped to get a guide.

    here is a tutorial on just that mapping the racegroove. in 3dsmax https://www.youtube.com/watch?v=foydgOcFstY
     
  11. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    tried but my little experience with 3ds max stopped me...will try again for sure! Thanks a lot btw
     
  12. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
    When you change the instance and gmt to "racesurface_xxxx" and don't change material you must see the road yellowish. You can confirm?

    If you change the material to realroad.. will see a normal road.. but need to change textures to see the effects. Need to add alpha channels to DDS files.. look in example tracks..
     
  13. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    Hi guys, after many attempts I thing I'm on the right way, but unfortunately I'm stuck when appling the spline mapping, I get weird mapping...see the video below:



    What is wrong?
     
  14. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    Spline mapping will map it to 0-1 in UV space. You'll have to perform an UVW XForm to get a better output.
     
  15. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    Thanks Luc, sorry for the lack of knowledge...when I have to perform an UVW XForm?
     
  16. Luc Van Camp

    Luc Van Camp Track Team Staff Member

    Joined:
    Oct 4, 2010
    Messages:
    1,030
    Likes Received:
    15
    After spline mapping. Just enter a large number (30 or so?) in the U scale and see what happens. You'll get the hang of it very quickly ;) .
    Once that's done, you'll notice messed up UVs on access roads or connections between two parts of the track. That's where you'll need edit the UVs manually. Cars typically won't drive there, so the mapping on those sections doesn't have to be perfect.
     
  17. MikeeCZ

    MikeeCZ Registered

    Joined:
    Sep 29, 2012
    Messages:
    1,544
    Likes Received:
    180
    i just finish the spline mapping, than open the UVW edit again an manually scale it up untill i like the texture, or if i really need the UVW to be in 1:1 ratio, i use a checker map
     
  18. Drathuu

    Drathuu Registered

    Joined:
    Oct 14, 2010
    Messages:
    349
    Likes Received:
    97
    Out of interest.. did you add the ALPHA channel to the road texture ?
    If not it wont show the realroad aswell.
     
  19. cosm1

    cosm1 Registered

    Joined:
    Oct 5, 2010
    Messages:
    129
    Likes Received:
    3
    yes :)
     
  20. Kristoff Rand

    Kristoff Rand Registered

    Joined:
    Dec 23, 2011
    Messages:
    1,055
    Likes Received:
    10
    Have you opened one of ISI's tracks to look at their texture settings and shader settings?
     

Share This Page