Discussion in 'Track Modding' started by SPASKIS, Nov 9, 2012.
Can you explain what you mean a bit more than that? Please.
Dont want to use texture animations.
The idea is to put a bink video on a converted track.
Rf1 track plays them ;
Howncan i put the drivers view like you say?
Nibiru, do you know how to add the drivers view?
You need to use a fake (do not put one in your files) texture called framebuffer.tga (the game finds it in it's own files)
Then tick the render target and export.
Get error cant find material.
Call the material video
Lets see if i got this right.
I open in 3dsimed the object(video screen), in texture map put framebuffer.tga
Correct but direct it to your maps folder and frame buffer yes
Thank you very much.
It was not working at first because i had
animation set to movie.
I personally use a t1mult2 for this and use a LED effect as the t2 and map it on channel 2 so I can scale as pleased
Overall looks too bright .
Is not my settings because other tracks look fine.
Found it in other post.
Partially solved the issue.
hi guys, im struggleing with the real road for a few days already. maybe someone can help me out. i used the material from joesville in 3dsimed and renamed the road-parts in "racesurface_xx". deformable is set to true aswell.
any idea what i might have missed?
El racesurface se implementa a los t0_s0.gmt , t0_s1.gmt etc...que son los gmt de la carretera.
Ell scn lo tienes mal editado.
Mirate otra vez el video con paciencia.
Si no te sale , vuelve a preguntar y vemos algo más.
Does it mean, they have to be named exactly as shown in the video (racesurface_t0_s0.gmt etc.) or just in an ascending order like racesurface_turn1.gmt, racesurface_turn2.gmt etc? i speak no word spanish, so maybe you point to smth whole different and i've translated it just badly. anyways, thanks for the answer.
The way i do it, i rename the t0_s0.gmt etc...
To racesurface_s0.gmt , racesurface_s1.gmt etc...
I dont know if renaming it differently would work.
IMO it should work. How are you sure it doesn't work? Can you be more specific?
Does it work in 3dsimed? There is a slider in the material tab where you can check for groove, rain and marble effects.
Sometimes UV coordinates are not properly stablished in secondary channels being used for real road graphical representation. Copying UV coordinates from channel 0 to other channels should help here. You can scale them later within the same menu. This is a bit confusing. Mess with it until you understand it.
in 3dsimed everything is fine.
I have also copied the UV coordinates from channel 0 to the others. Could you think of anything different i could have forgotten that might cause the missing realroad?
Are racesurface objects made out of faces using only real road based materials?
Is the road width split into several elements?
Again. Why are you sure it is not working? Due to graphics? Or grip is not changed?
I tried it several times by using the joesville textures only, now ive changed the road-texture back to the previous one. here are they, if you want to take a look at them: http://www.mediafire.com/file/vgj1blqaw3chcqj/textures.zip
No, except for the pit in/out maybe
Due to graphics
Then it is probably working.
Real road affect nodes so unless you divide the width into several polys as it is in Joesville you won't see anything.
Separate names with a comma.