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  1. You do not need a vertex at world zero, just the...

    You do not need a vertex at world zero, just the root bone.
  2. Indeed, so it's probably just a good idea to...

    Indeed, so it's probably just a good idea to assign this weight at the beginning to make sure that all vertices, and all bones, have 'a' weight somewhere, before you start rigging? Better safe than...
  3. 2. Weight, may no longer be a requirement. Anims...

    2. Weight, may no longer be a requirement. Anims can sometimes be a bit unexpected if you've missed something: it either works or something somewhere went wrong. Having a root bone (this is not the...
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    A mix of both. We do a lot of baking these days,...

    A mix of both. We do a lot of baking these days, but sometimes it still makes sense to start from a photo source, tweak it and generate normals that are more than good enough.
    For the duck, we used...
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    Hmmm, all tracks use this shader for see-through...

    Hmmm, all tracks use this shader for see-through glass ...
    Try playing with the Fresnel Reflect values (0.004; 0.5; 5.0 for instance)? This particular shader expects lower values by design.
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    OK, now your question makes sense :) . You could...

    OK, now your question makes sense :) .
    You could split that behaviour by using the "Bump Cube Specular Map Add Specular Reflect T1" shader. Reflections will be modulated by spec alpha; diffuse alpha...
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    Any shader that doesn't have 'Add Alpha Reflect'...

    Any shader that doesn't have 'Add Alpha Reflect' will work. Just set the source and destination blends to 'Src Alpha' and 'Inv Src Alpha' respectively.
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    I'm not fully awake yet so this may be a silly...

    I'm not fully awake yet so this may be a silly question: why would you even want to model a mesh for the ideal racing line?
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    Track issue -- XSector1 probably doesn't extend...

    Track issue -- XSector1 probably doesn't extend all the way to the wall and you managed to miss it.
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    [WIP] Perfect conditions for texture shooting -- fill...

    Perfect conditions for texture shooting -- fill those memory cards :) !
  11. This has indeed been discussed plenty of times...

    This has indeed been discussed plenty of times already. Here's my personal view:

    While I understand the appeal for this predominantly hotlap circuit (again, IMO), I can't see this happening....
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    http://isiforums.net/f/showthread.php/28778-Tracks...

    http://isiforums.net/f/showthread.php/28778-Tracks-3DSMAX-2016-to-rFactor-2-workflow?p=422162&viewfull=1#post422162 -- table 1 in post 13 might be of help?
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    Looks like your timing lines (XSector) are...

    Looks like your timing lines (XSector) are calling the swheel_trackmap texture. You can either change the material of the timing lines to use another, existing texture, or you could create a dummy...
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    Our Brianza has been fixed. I exchanged PMs with...

    Our Brianza has been fixed. I exchanged PMs with feels3 half a year ago, but he's obviously too busy with his job ... and living a life. Can't say I blame him :) .
  15. [REL] Check if this line is set in the GDB? ...

    Check if this line is set in the GDB?

    HeadlightsRequired = true // whether headlights are required at night
  16. The difference between both tables is stage 3...

    The difference between both tables is stage 3 (Normal Map). That stage uses its own UV set, but typically people will simply assign either Channel 1 or 2 so it matches with either the Albedo or the...
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    The keyword here is 'particle', like smoke,...

    The keyword here is 'particle', like smoke, skidmarks and fire.
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    If the material uses the Bump Specular Map T1...

    If the material uses the Bump Specular Map T1 Stamp Vertex shader (probably already the case), then those billboard quads technically shouldn't receive shadows.
  19. That's the temp car which gets pre-loaded into...

    That's the temp car which gets pre-loaded into memory so that when a new player joins, it doesn't have to load the meshes and textures (and result in a big stutter).

    The correct car will be loaded...
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    Quoting Joe:

    Quoting Joe:
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    =>

    =>
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    Yes, it does appear to be darker and dull now, as...

    Yes, it does appear to be darker and dull now, as if it's overcast. Possibly a side-effect of the improvements made to the sun occlusion ...

    Well, AI cars have to drive it ... and LesiU beat me to...
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    Yes.

    Yes.
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    Game is HDR mode by default simply because we do...

    Game is HDR mode by default simply because we do not support LDR as a feature and it therefore doesn't belong in the menu. Content is made for HDR and doesn't get much LDR testing, if any.
    Imagine a...
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    Yes for rF2 track modding :) . Would be nice if...

    Yes for rF2 track modding :) .
    Would be nice if you kept a list of where you got each object from, but I don't expect you to do that.
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    Reverse Face? Hmm, when you model in Max, right...

    Reverse Face? Hmm, when you model in Max, right click the object, Properties, enable Backface Cull?
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    That vertex colour thing is only relevant if you...

    That vertex colour thing is only relevant if you use the gMotor Exporter plugin (in x86 Max) :) .
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    - Set the fence to Chroma to avoid alpha soting...

    - Set the fence to Chroma to avoid alpha soting issues.
    - Glass does need UVs like any normal material does.
    - If you copied the material from Portugal, then it uses Vertex Alpha to modulate the...
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    Flag colours are texture based, and they have no...

    Flag colours are texture based, and they have no OFF state.
    Flag animation (still, flashing, blank) is done in the .ANM file, yes, with a plane (containing the texture anim sequence) moving in...
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    The light colour sequence is simply a texture...

    The light colour sequence is simply a texture animation, just like the marshal flags.
    => http://wiki.rfactor.net/index.php?title=CornerWorker (article isn't quite complete at the moment)
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    Hmmm ... I wonder how your DigiFlags work when...

    Hmmm ... I wonder how your DigiFlags work when they call the CW animation files? Struggling to understand what is happening the way you've set it up.
    DF_FLAGDOWN.ANM is the one it should call when...
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    Show a snippet of your SCN?

    Show a snippet of your SCN?
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    CG renders vs photosourced cardboards, different...

    CG renders vs photosourced cardboards, different pros and cons. Hopefully, in time, there will be fewer cons.
  34. Sticky: For Track Modders: Track Creation 'Cheat' Sheet

    We've added a new PDF to the Developer's Corner called 'Cheat' Sheet. It is a single (double-sided), printable page that knowledgeable track modders can glance at if and when they occasionally run...
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    Something with ski jump ramps, upside down...

    Something with ski jump ramps, upside down tunnels and other craziness :cool: ?! No, not really :) . Personally, I've always liked short club tracks that provide both a bit of a challenge to get the...
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    That wasn't inside their budget :) !

    That wasn't inside their budget :) !
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    A lot of older tracks also came with multibb '3D'...

    A lot of older tracks also came with multibb '3D' trees. They just looked worse than these.
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    My example above was incorrect and needed an...

    My example above was incorrect and needed an extra 0 at the end; otherwise the green stays on. Just checked the sequences for Joesville (1 red, 1 green):
    Red: (0,1,0,0)
    Grn: (0,0,1,0)
    with...
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    For 3 reds and 1 green, set NumStartingLights to...

    For 3 reds and 1 green, set NumStartingLights to 4.
    Materials with anim data (don't forget the brackets):
    Texture name: RDLT.DDS and GRLT.DDS
    Texture frames: 2 (i.e. it will use RD/GRLT00 and...
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    It's simply the vertex colour that needs to be...

    It's simply the vertex colour that needs to be set.
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    In Poly submode, select all, rotate 180 in Local...

    In Poly submode, select all, rotate 180 in Local mode -- this will make them appear upside down in Max as well, and should look consistent with that you see in the Viewer.
    Then apply an UVW Unwrap...
  42. Each TDF entry has a line "Materials= ";...

    Each TDF entry has a line "Materials=<prefix>"; e.g.: road, asph, gras, grvl, rmbl, rdcp, ...
    That's what the material name should start with.
  43. Hmmm ... double-check that the road material name...

    Hmmm ... double-check that the road material name uses a TDF-listed prefix?
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    Can you monitor or log GPU temps when this...

    Can you monitor or log GPU temps when this occurs, and compare those temps with a track like AtlantaMP or Silverstone?
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    There's absolutely nothing special about Monte...

    There's absolutely nothing special about Monte Carlo compared to other tracks, except maybe the amount of large textures and shadow casting objects. Maybe. That would point to memory ...
    How many...
  46. Soon, but no planned release date for it yet.

    Soon, but no planned release date for it yet.
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    Just because there's plenty of green doesn't mean...

    Just because there's plenty of green doesn't mean there can't be (or used to be) an occasional drought.

    BTW ...
    ...
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    Try loading the track with default settings in...

    Try loading the track with default settings in the Viewer, then press C to cycle through the various filtering levels. If it looks correct there at Aniso 16, all is good.
    What you're doing here is...
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    2016 Track Section Example (Max2010+) has been...

    2016 Track Section Example (Max2010+) has been added to Dev Corner.
    FBX ... I'll think about it when I have some time :) .
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    A new Track Section example should be added to...

    A new Track Section example should be added to Dev Corner soon, in Max 2010+ format.
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