rF1 to rF2 conversion, graphical issue

Discussion in 'Car Modding' started by 2slow4u, Feb 11, 2017.

  1. 2slow4u

    2slow4u Registered

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    Ok, i know, WCCARBODY had to be modified using the new shader (carpaint with damage), but the problem I am encountering, involves 90% of the car, including interior.
    Almost all parts of the car, are practically white, highly reflective i suppose, and I can not figure out why.
    [​IMG]
    The curious thing is that this happens on all tracks except the Virtua_LM tracks, where the car appears normally.
    Not being a part in particular to show the problem, but almost all the components, I do not know where to start.
    Some idea?
     
    Last edited: Feb 11, 2017
  2. Gijs van Elderen

    Gijs van Elderen Registered

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    Turn off environment reflections in rF2 and see if it makes a difference?

    If it does you'll need to adjust the alpha channel and the reflection fresnell to your liking.

    Testing specular and reflection fresnell can be done in dev mode in the "mat props" (material properties) window.

    Then fill in those numbers into the shader with the 3dsmax plugins or gJED.

     
  3. 2slow4u

    2slow4u Registered

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    No difference at all, i'm going crazy!
     
  4. Woodee

    Woodee Registered

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    Your alpha channel for the car paint texture may need to be very dark.
     
  5. 2slow4u

    2slow4u Registered

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    I'm noticing that the parts that give problems uses the shader "cube map specular map add greyscale reflect t0". :confused:
     
    Last edited: Feb 11, 2017
  6. T1specialist

    T1specialist Registered

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    What kind of cubemap are you using? Maybe try making your specular map darker. Or try making the fresnel min and max values really low.
     
  7. Nibiru

    Nibiru Registered

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    Anything with a cube map needs a reflection map assigned in this case it should be refmap0. And live mapper ticked. This can't be done in simed and needs the 3dsmax plugins for rf2 or gJED
     
  8. 2slow4u

    2slow4u Registered

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    Thank you! I do not use 3dsmax, but I can try gJed (which I have never used before).
    This is my material, what should I do?

    [​IMG]
     
  9. Nibiru

    Nibiru Registered

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    I don't use gJED so someone else might chime in to help. But looks like click on reflection mapper create a refmap0 map and assign it
     
  10. 2slow4u

    2slow4u Registered

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    Nope, if i click on reflection mapper i can't add anything! :-/
    Are you sure this can not be done in 3dsimed?
     
  11. Nibiru

    Nibiru Registered

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    There must be a way of creating a reflection mapper in there somewhere. Not that I know of in simed
     
  12. D.Painter

    D.Painter Registered

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    Are you sure you need to create it? As such. It's a part of rF2 code and in 3DsimEd you mealy turn it on. Well that's how I see it. I have got it working on a car now but it's not a texture as such. You use a cube map but when you have HDR on it basically over rides the cube map and adds in the rfmap0 which is a sphere, not a cube. The result is the environment surrounding the car is reelected off it. Cause you use the alpha channel on the wcbody template to alter the reflection, as you do...;)
     
  13. UnitedRacingDesign

    UnitedRacingDesign Registered

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    hmm, why are you using this shader overall? "greyscale reflect t0" is probably the worst thing posibile.
    Im not even sure this one works properly as i cant remember its actually used somewhere. Use the carbody shader where you can control the reflection on the livery skin with alpha channel or something else known but for sure not this one. And try some lowe numbers on fresnel settins for reflection, like 0.1min.
     
  14. 2slow4u

    2slow4u Registered

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    I did not choose the shader. I'm working on a conversion from a mod for rfactor 1, and the car uses this shader in many components.
    All this is extremely frustrating, I thought I had problems on the physics side, not on the graphics!
    In reality, the opposite is happening
     
  15. UnitedRacingDesign

    UnitedRacingDesign Registered

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    Make all shaders T1 first, than go material by material rather, setups yourself few materials with specific shaders than you have a base. Do remember that conversion from rf1 to rf2 needs more work and shaders are one of those important things.
    Are you using 3dsimed? Forget the gJed, its troubling, i have along ago let it behind. 3dsimed is working great and you can easy copy/paste material settings, save/open material/shaders setups.
    I did this with 3dsimed completly ingame with my method, setuping basics, than you can copy/paste your settings to all the cars https://forum.studio-397.com/index....dited-screens-only.40609/page-179#post-877584
     
    Last edited: Feb 12, 2017
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  16. T1specialist

    T1specialist Registered

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    First of all none of those three textures is a cube map. Or is the third one a cube map? If it is then click it and you get to a new page. From there turn on the "Live reflection mapper". Probably needs a restart to take effect. Also everytime you change any of the settings on that page you probably need a restart...

    As far as I know for cars you don't need to do any reflection map stuff in gjed except add the cubemap texture and turn the live reflection mapper on.

    Also be careful with the track you use for testing. Some tracks don't seem to work with cubemaps so you won't see any difference. I'd not use the default oval for anything at all for example. Instead take one of the recent official tracks like mores and use that.
     
    Last edited: Feb 12, 2017
  17. UnitedRacingDesign

    UnitedRacingDesign Registered

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    You can actually assing everything you want, the emap he has is actually cube map just called different. The game overrides the cube map no mather what when you use real reflections.
     
  18. T1specialist

    T1specialist Registered

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    Yea, the slots in gjed accept everything. I was just wondering based on the file name whether it is indeed a cubemap he has there or something else.

    After reading it now it kinda makes sense though. EMAP = environmental map. I just missed that text. :p
     
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  19. 2slow4u

    2slow4u Registered

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    So, I have to redo all materials from scratch?
    What a disaster...:(
     
  20. UnitedRacingDesign

    UnitedRacingDesign Registered

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    basicly yes. you can go one by one and edit them thought but clean resave rf1 to rf2 will not give you good results as you can see. You might want to open yourself some car inside rf2 to see how things are setuped there and reuse those settings.
    With 3dsimed you can save yourself some other WCCARBODY material and copy it to your model, check thought how textures are done there and make yours like that.
     

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