Released Released New Material Editor! (Car Paints)


Looking great! I think that is going to be the best compromise for what can be done with the system. Here is a couple pics showing that the green is actually Chrome green. Really looking forward to it!

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@Christopher Elliott: is there a way to know the correspondence between part of the body in the template and in the car? i can not understand how to make sure that the red strip also touches the areas i indicated in the image

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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.
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 better :)
 
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!
 
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!

So I need to move the bits I want metallic to the bit with the RGB Black White bit?
 
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?
 
So I need to move the bits I want metallic to the bit with the RGB Black White bit?
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.
  • You start with selecting the region 1 layer, then rightclick on it and click on "Add Layer Mask", then click on "Black" and confirm.
  • Now scroll to the layer with the grey design parts of your skin, do a rightclick on it and click on "Alpha to Selection". Now you should see a mask around your design.
  • Go back to the region 1 layer, click on the black layer mask. Make sure the layer mask is selected (white frame around that mask shows it's the current active editing layer).
  • Select the "Bucket Fill" tool, set primary color to white, enable "fill whole selection" in the tool options.
  • Now fill the mask with white by clicking somewhere within the selected mask.
  • Last step would be to remove the selection with "Select" > "None".
  • Continue with the next regions.
  • When finished with all regions, make sure all are visible (the small eye symbol). Then rightclick on any layer and click on "New from Visible" to get a flattened layer from your regions. This is the layer you want to export to DDS in DXT1 format without any alpha.
Hope that helps! ;)
 
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.
I really hope this system works for all cars and tracks, could get content to look more consistent this way.
They do need to improve tho, their own content is not yet using all their engine can do.
 
Read before you download a CS2 product
Adobe has disabled the activation server for CS2 products, including Acrobat 7, because of a technical issue. These products were released more than seven years ago and do not run on many modern operating systems; Adobe no longer supports them.

Adobe strongly advises against running unsupported and outdated software. Only customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products may use the serial numbers provided during the download.

Doesn't sound free to me!
 
Read before you download a CS2 product
Adobe has disabled the activation server for CS2 products, including Acrobat 7, because of a technical issue. These products were released more than seven years ago and do not run on many modern operating systems; Adobe no longer supports them.

Adobe strongly advises against running unsupported and outdated software. Only customers who legitimately purchased CS2 or Acrobat 7 and need to maintain their current use of these products may use the serial numbers provided during the download.

Doesn't sound free to me!

Exactly. Just get GIMP, it does exactly the same thing and opens .psd files.
 
Basically, make your changes to the Audi window template.
Create a mas file with your window and car templates.
 
So when I created a new skin for myself via create car. How can I share this with friends? Which files or folders do they need?
Thanks
 
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?
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.

As for the modding resources, are you referring to this page - https://www.studio-397.com/modding-resources/ . A lot of it isn't really used anymore but there is still some good info.
 
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