[REL] Released New Material Editor! (Car Paints)

Discussion in 'News & Notifications' started by Christopher Elliott, Jan 31, 2019.

  1. Audere est facere

    Audere est facere Registered

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    Hmm, I really think this is not hard to do. For myself I started painting cars 4 weeks ago, never ever touched Photoshop before...and I already finished a Aston Skin today within 1 hour. But for sure it is more complicated than before...never understand such things. Making things easier is the way it should be. But hey, I also think rf2 has other more important stuff to take care than how good the cars are looking .... what is just important for replays or photos.

    SO !

    When I enter the game with my skin and want the grid to be filled with AI using my skin to see it in action, it is not in use by the AI. I can just see the original standard skin on AI cars even I fill up the grid with my car which has the new skin. Whats wrong ?

    This is buggy ...

    After creating a second copy of my skin and entering the game it showed me again the original skin EVEN in the showroom there was the new skin. JUST the new skin. So I copied the first mas created with the first try to the second car and voila..skin in the game. Sorry but full of bugs. Where did he get the original ski from even there waws no file of it anymore ?

    I am out for couple of days until things are sorted out.
     
    Last edited: Feb 2, 2019
  2. MBS

    MBS Registered

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    I'm Loving it. stunning paint looks !! [​IMG]
    That said, its not really easier than it was ;)

    [​IMG]
     
    Last edited: Feb 2, 2019
  3. MBS

    MBS Registered

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    not sure if its bug but stroke around lines/logos disappears when over chrome ?

    [​IMG]
     
  4. AMillward

    AMillward Registered

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    Move that Heusinkveld logo layer right to the top? That’s the only thing I can think of
     
  5. d0nd33

    d0nd33 Registered

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    It may be because when you CTRL-click a layer in Photoshop, it does not select the stroke or any other effect. You have to rasterize the text with its stroke to be able to select all.
     
    Ernie likes this.
  6. Paulfield

    Paulfield Registered

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  7. D.Painter

    D.Painter Registered

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    No. It's a option. Skins will work as Car Paint if you don't add the regions map to your skins. You don't "have" to use the map.

    A note to those making the Tutorial; We don't all use Photoshop. It's a very expensive program to buy/lease so you need to stop assuming we're all rich another to own a program like that just for a hobby like painting liveries.
     
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  8. D.Painter

    D.Painter Registered

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    upload_2019-2-3_16-27-6.png
    upload_2019-2-3_16-23-50.png upload_2019-2-3_16-24-24.png upload_2019-2-3_16-24-48.png upload_2019-2-3_16-25-14.png
     
  9. Paulfield

    Paulfield Registered

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    Thanks D.Painter for the answer. cheers
     
  10. MBS

    MBS Registered

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    fixed it, the stripes were black in photoshop, then of course you dont see the black stroke :eek:)
    when you make it then chrome , you dont realize it was black in first place
     
  11. Audere est facere

    Audere est facere Registered

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    Hmmm...you can get free copies of Photoshop from Adobe. The Version of 2005 is available for free with all functions and key.
    Check the website.

    And for sure no one in this forum is using illegal copies cause we are all angels.

    Question... Am I the only idiot not getting the AI using my new skin ?

    Am I the only idiot getting the old skin ingame instead the new one even the mas was created for vitual ride? After reloading again it worked.

    Am I the only idiot which gets every f..ing time a new mas when reloading any kind of skin. So for every car now I press reload in the showroom a mas is going to be created no matter if I want or not.

    Sorry... Am I doing something wrong ?
     
  12. Christopher Elliott

    Christopher Elliott Administrator Staff Member

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    If you press CREATE DIR + reload, then yes every time you reload that skin from then on it will auto-generate a mas file, it will then add any new files related to that skin to that mas file...and it's for good reason. We want to avoid people forgetting important files as the new system relies on extra files :)
    Another upside to a mas file, even for older skins, sharing a mas file (vs a loose .dds) on a server will speed up the transfer time considerably. Your server admin will thank you! ;)
    It should not affect anything having a mas file in the folder, so just carry on as always.
     
  13. Audere est facere

    Audere est facere Registered

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    Sorry no.
    I was reloading a skin for an existing car (free Mod, old skinning) not creating a dir and a mas was generated. I use the showroom for checking my skins. So every time I reload cause I changed something a mas is created. No need to create a dir.
    And what about the AI not using my skin ?
    When I add AI to the grid by choosing my car with my skin (with I am already on track with new skin) it never shows up. Its always using default. Why?

    I will make a video.
     
  14. Balazs Magyar

    Balazs Magyar Registered

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    How can you get more out of something without more complexity?

    The new material system is not more complex for its own sake, but to achieve better results.

    And because it has built-in materials, the look of all cars can be improved in the future at once, without reskinning all of them.
    I think It's the only solution for improving graphics without constantly redoing old stuff.

    It was my long time dream. To have a system like this for tracks and cars. So you can't have tracks with i.e. lame grass and tracks with great grass or cars with bad glass material or a good one. If grass material improved, every track has it instantly.
     
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  15. filippu

    filippu Registered

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    That's a good story. A very good one indeed. There are two problems you're overlooking.

    First, for this to be a good idea, the dev team has to be very good, do such a good job that even modders can't surpass them. Except it's not the case. Far from it. You took the example of grass, the latest track Sebring is awful, no variation, no effort, it's not even resembling the actual grass. And you want that crap on all tracks ?
    Second, one fits all doesn't work. What happens when you want to do something that hasn't been hardcoded by the devs ?

    As S397 is reducing each time the possibility to edit things, ultimately, you might get your wish of a non moddable game.
     
  16. ADSTA

    ADSTA Registered

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  17. Ned52

    Ned52 Registered

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    There is no free copy of Adobe Photoshop it's all crack and you need to buy a license to use all versions .The new system to paint the cars is fantastic but too much complicated for amateur painters and you need to be graduate in informatics to do anything.Old amateur painters will fade away gently.You can't skin ACC and now rFactor2 so we'll play the games on PS4 it's cheaper and you've got it on TV.
     
  18. hitm4k3r

    hitm4k3r Registered

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    You are talking complete nonesense. In fact S397 added another layer of freedom for people to create their own skins while still making it possible to use the old way of painting cars. If that is a limitation, you should first of all read the instructions before making such statements. Next to the fact that you missed the point mentioned by Malasz wich has nothing to do with texture variations but how different materials are rendered in the engine. PBR is a nice way of adding a standard, same as it was a good move to disable the HDR profiles.

    @Ned52 I think you can get PS CS2 for free if I am not completely wrong. Next to the fact that you can aquire student lisences for different products, GIMP is your way if everything else fails. And you can still paint cars as you did before, so stop claiming that it isn't possible to create skins in rF2 and you clearly don't need a graduate in informatics. Maybe a video tutorial would help to visualize the process a bit more. Anyway, people need to see that this is a big chance to enahnce the artistic freedom and not an obstacle.
     
  19. ayrtonforever

    ayrtonforever Registered

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    i had no particular difficulty in creating skins following the guide, and i had never done it before. only i struggle a bit to understand where are placed certain details of the car on the template. maybe there is a map somewhere?
    i would also like to know if on the windows templates i can work as on those of cars. for example, how can you change the text on the windshield of the Aston or Porsche?
     
  20. D.Painter

    D.Painter Registered

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    Looks like it. So the car has a hole underneath it for the refection to come through.

    What we need to understand is for this new painting system to work well the model needs to have a higher tri (poly) count. If it didn't you would see the model frame work through the paint, by the light moving over it. So to keep the models total count down to a workable level on your PC some things have to be admitted from it. Things that you wouldn't normally see. It's only because the chrome reflection is picking up on it that you've even noticed it at all.

    I know there's a lot off models that have holes (Missing parts) all through out the cars. It's the best way to maximizes the visual off what you see and keep the PC performance. We are now using 4K textures, texture are a big performance drain on a PC this is why I don't understand the way some of the ISI cars are using up to 6 textures "Per" rim," just" rim, not including the tyre walls or tread just to get the rim blur. It is a ridiculous waist off PC power (performance) for such a small result. The S397 method that we could access the textures where slightly better, only slightly I might add so even the latest cars are more than likely wasting possible performance for little result.

    I agree with what Filippu said! The cars and tracks Dev could learn a lot from "Free" modders about checking their work for better quality control.
     
    mr.Sw1tchblade and TheGame316 like this.

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