Release dx11 tools to public

Discussion in 'Technical & Support' started by cbunsold, Apr 27, 2017.

  1. cbunsold

    cbunsold Registered

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    Please give everyone a chance to learn new formats. I have several rfactor conversions that I have done and would like to start on dx11. Please don't ask for links as I have not asked for permission and will not post illegal conversions.
    Thanks 397 team, Steve
     
  2. WiZPER

    WiZPER Member

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    Info have been posted already, "new standards" are basicly to obey albedo map textures and refrain from using custom shaders.
     
  3. cbunsold

    cbunsold Registered

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    Thanks WiZPER just saw it in dev corner.
     
  4. Drathuu

    Drathuu Registered

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    If you use custom shaders you will also need to adhere to DX11 conventions.. custom shaders not adhering to these standards wont work
     
  5. WiZPER

    WiZPER Member

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    To those not having found the guidelines HERE you go...
     
  6. WiZPER

    WiZPER Member

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    And it wouldn't really make sense to use custom shaders, which you don't know how will be handled or which result is given in DX11, so basicly just don't untill you do.
     
  7. Drathuu

    Drathuu Registered

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    For the modders that applied to test - We have been given structure formats and how they work a few weeks back and some are testing custom shaders.
     
    WiZPER likes this.

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