In that case yes, if a folder already exists and you press reload, it will generate a mas file. That is the intended behavior.I was reloading a skin for an existing car (free Mod, old skinning) not creating a dir and a mas was generated
You're right for now. But if they let you make your own grass, and let you choose it in the editor, or even let you share your grass (grass1, grass2...) with other modders, that would be even betterThat'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.
You have think different with GIMP. To solve such problems move your desired layers into one group. Now selecting the group will will select all layers in that group. Also you can rightclick on the layer group and make alpha to selection. Very useful for the region stuff.Struggling with this in gimp, since there's no ctrl+click option to select multiple layers.
You have think different with GIMP. To solve such problems move your desired layers into one group. Now selecting the group will will select all layers in that group. Also you can rightclick on the layer group and make alpha to selection. Very useful for the region stuff.
@all Please don't give up too quick when using GIMP. There is nothing PS can do but GIMP not. Most of the time it's only a different way of doing things. Feel free to ask!
EDIT: I've not played through the workflow with a sample skin yet. But I read the whole instruction and there is NOTHING that you cannot do with GIMP! I'll gladly help and answer any question if you ask!
Guess you mean how you can change the region maps to suit your design, right? But let me know which step exactly if I'm wrong with my guess. Let's assume you start with black layer like in the official docs, so I can use the same colors/names.So I need to move the bits I want metallic to the bit with the RGB Black White bit?
I really hope this system works for all cars and tracks, could get content to look more consistent this way.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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Doesn't sound free to me!
I have asked in the first reply in this thread about what is required for this to work on the car, but there has been no response. I would assume that it more likely to be somewhat universal considering that it uses an additional map to generate the effects, but until we get clarification from @Christopher Elliott or someone else from S397 we won't know for sure. I have a feeling that it may be restricted based on where the object is loaded in the .GEN file and only work on objects in the main instance and not work for debris objects (just like damage). Hopefully they will clear this up for us soon, or even provide an example car or parts of one if there are specific requirements.I didn't see it posted (maybe I overlooked) but does this work in Dev mode as well? Also, I saw someone say it works with newer vehicles only, is this due to a newer shader than the paint+damage+rain shader or that the other vehicles are not using that shader?
One more question probably not related to this post but is the car shader page of the modding documentation on s397 no longer up? Has anyone else noticed this and is this due to the paint+damage+shader no longer the shader being used?