I am lighting a track for night race use and the textures are looking weird. Looks fine during the day. Attached screen shot, compare corner texture (looks fine) to texture on road at the bottom of the screen (the oil slick/blackhole). The other issue is the realroad/marbles are not showing even though I have a texture associated. When I use the rr preview slider in 3dsimed the rr/marbles show up, but not in Devmode. I think these are related. View attachment 15889
Do you put the suffix _wet at road materials and put the correct .tdf file? and name the objects "racesurface"?
Actual track object would need to racesurface_name. Then the material would be called trackmaterial_wet.
Example in .scn //------------------------------------ Track parts ------------------------------------ Instance=Racesurface_01 { MeshFile=Racesurface_01.gmt Deformable=True CollTarget=True HATTarget=True } Instance=Racesurface_02 { MeshFile=Racesurface_02.gmt Deformable=True CollTarget=True HATTarget=True } Instance=Racesurface_03 { MeshFile=Racesurface_03.gmt Deformable=True CollTarget=True HATTarget=True } Material name for that objects is, "Roadmain_wet" If you don't use the prefix track will look always wet
It doesn't look wet during the day just at night. Not really wet just no reflections. Track is just pitch black.
you MUST have _wet at the end of the road material name as said above and racesurface_ at the start of each track object name otherwise you get your issue. You will also need to use 3dsmax to spline map the racegroove or it wont work properly. 3dsimed CANNOT do this for you
I have renamed all objects as above and no change. The only thing I could not do is spline map as I do not know how and do not have 3DSMax. I have linked the file: http://avidchronicracing.com/ACRMedia/rF2 Mods/Losail2.zip
The lighting looks weird because you have the track mesh (Instance=RaceSurface_t0_s5) as one large object and 200 omnilights trying to illuminate it at same time. That's not possible. If you don't want to reduce the amount of omni's you have to split the road mesh into smaller pieces. The realroad/marbles are scaled to small and there are some settings missing in the scn file. For a racesurface it should look like this.
I was thinking that was it. Can I split an object with 3DSimEd? I know i can split per material, but as it is one material and no object underneath the track that option won't work. Thanks for the input.
Open the gmt file in 3dSimEd. Select the faces (Ctrl + left mouse). Select "cut" in the context menu. Create a new file. Go to "Edit" - "Paste" - "Paste Faces" and "Paste Materials" Save the file under a new name. Repeat the above steps and split the large piece of the road mesh until you have around 15 pieces. Open the scn file in Notepad. Remove the entry for the old gmt file and create new Instances for the new files. I have played a bit around with the track, modified some materials, changed the geo location in gdb, added reflection mappers (at the end of the scn), modified the road texture alpha for mirage/wet reflection and adjusted some textures. Here is a modified version of the track. Should give you an idea what is possible with 3dSimEd, Notepad and Photoshop. http://www.mediafire.com/download/vwvscrxmm3rr6j5/Losail.zip