HI I'm working on a track for a "private" F1 Championship in my league, and I have a mistake. When I use only REFMAP0 only I have good reflect on my F1. like this : . When I put REFLECDENV in my SCN, I lose all reflect on F1, In 3dsimed it work fine. like here : When I goes to test in game, I have the wet effect on the track, too much Sky reflection, no building (pit, gstand etc...) and lose all reflect on F1 Body. Can you help me please. Kind regards. Julien.
Try the version 1.0m or 1.0l. Since i use the version 3.0p i have the same problem. I would back in the 3.0m or 3.0l next week to test ... Regards
The road. Is it something like ROADA? If it's going to have wet reflections, it has to have _WET on the end. So it would be ROADA_WET.
REFMAP0 is for dynamic car reflections near the camera, real time ones, REFLECDENV is for static reflections they switch when the car goes far from the camera, you must have both in .scn, you have a value that switch those reflections. Is different issue from road reflections, check your main road map and its alpha channel, or the specular map, try regulate the intensity from there. edit: i wonder is this information is in some part of the site in a official maner.
For REFMAP0, it looks pretty straight forward BUT For REFLECTEDENV, the example in the PDF is only for a global REFLECTEDENV Reflection Mapper for a VERY FLAT track (as stated in the pdf). I don't understand how the local reflectedenv works for elevated tracks (my tracks are NOT FLAT AT ALL TRACKS ), does it needs an local Reflection Mapper for every object with altitude variation and for every object ??? Perhaps your issue is linked ???? No clue. ISI we need your help
I believe REFLECTEDENV now uses parallax corrected cubemaps for reflection, so it should work with a track with changing elevations (i.e. bumps, camber, elevation changes, etc.). This may only work with the new 'Real Road Shader', though; which I believe 3DSimEd doesn't support yet--according to another thread in the Track Modding sub-forum. At least, it works properly for me using the new RealRoad Shader. Also, I could be mistaken, but I think you only need to add the _wet to the material name if you're using the new 'Real Road Shader'.
I'm using max + realroadshader + _wet The pdf should be updated I think. Thanks Blackboks for the informations you provided. Any confirmation from ISI about REFLECTEDENV being enough with new real road shader???? thanks in advance.
That pdf sure is outdated, i been using REFMAP0, REFLECTEDENV among real road shader and everything works fine.