Discussion in 'Track Modding' started by SPASKIS, Nov 9, 2012.
Yeah but I don't have a texture called track_main.dds
You can get a sample at Joesville
Have you check in materials "roadunused" maps, specular maps and bump maps?
You will have a track_main.dds associated
P. S. In 3dsimed search material roadunused
Then check .dds associated
So I managed to get it working by stealing the Track_main.dds and the Asphalt_NORM.dds from Joesville
but now my track is yellow?!
I've seen that too when I was making a track but didn't bother to correctly set up the materials (I was just trying to get a new track in game but didn't take things further).
I haven't watched the video (or if I have it was ages ago and I cannot remember) nor read in detail any documentation, so do forgive me if you've already done the below:
The first step is to ensure your track's material uses the same shader as the one you copied from. Next is to check each texture channel uses the correct texture (easiest thing is to use the copy and paste buttons for the material). The final thing is to check the object has UV coordinates. Each vertex has 4 UV channels. The shader might not use all of them but it probably will for a track. If your object has any empty UV channels you need to fill, you can copy one channel to another from the edit material panel. One of the UV channels will be for the RealRoad so there are no shortcuts there.
First make sure that your material name starts with "Road" prefix and ends to "_wet" suffix. For example "Road_Main_Wet".
Second make sure your track surface gmt's is named as "RaceSurfaceXXX". For example "RaceSurface_01".
Separate names with a comma.