Ok. maxym, can you paste the link please? the link of your explanation
Another thing I still didn't understood well. How can I have two models with wccarbody in the .MAS but with different spec-masks? Is this possible or no? (I guess no...)
It's modding related question rather than shader pack but I will answer.
wccarbody is a special material name. Even it is named the same, any car has it's own wccarbody material (may have various textures including specular, normal map etc). Moreover, the T0 texture (color one, diffuse whatever you call it) will be replaced by default skin or custom skins if existing.
Of course this answer is valid in case you are asking for 'how to make a few different cars using the same material name'.
Note again, that specular texture in material definition cannot be replaced by skins. That's why it is good idea to use overall specular modifiers as specular texture then custom parts of painting like labels/stickers make put into alpha channel of T0 texture and use T0 Alpha mode: specular.
BTW: If possible, define new materials for car body elements which are not painted, like car logos, clasps, grills etc. It makes possible to set another material properties to it (for example steel-like) and allows to be independent from specular texture resolution (issue we talked about in previous posts)
I have still trouble to get the shaders on the car.
I use material tool 2 now and import the body gmt file of the car
next I press create and after taking out some bump .dds (old config not becessary I guess) I press apply.
Now I export the file and copy it from exported into the car folder where all body gmts are.
But when I run no car in the showroom
What must I change in gen file + spinner genfile + what else?
Must the shading.tga be copied as well?
THX for help
Last edited by boern69; 03-27-12 at 03:53 AM.
You don't need to change anything in .gen file, except for search pathes that is
It's like with anything else - your new GMT files must be in search patch specified in .scn or .gen file. Shading texture must be copied aswell - it's generated by material tool for a reason
I find it most convenient to have one folder with all source GMT files and textures and export folders placed within car's or track's main folder.
In .gen file add: SearchPath=......./MyCar/MAS
In .scn file add: SearchPath=......./MyTrack/MAS
In .scn file add: SearchPath=......./MyTrack/MAS_Sky
In .scn file add: SearchPath=......./MyTrack/MAS_Grass
And of course set all these folders in project options (also set /SrcFiles as texture path).
The only change you'll ever need is in .scn file when you export sky - you need to replace standard sky section in .scn file with the one given in manual.
1000THX I got it now running -you made my day
My car was looking dull because I had an old specular.dds (very dark) map in it - so after some searching
I deleted the old specular in material tool 2 and the program made a new blank_specular.dds itself
which I copied with the body.gmt and the shading_wccarbody.tga to my car folder ->everything running fine now
Did you know something about my trouble??
I realy dont know.... I just using the dx9 carcube t0 cube on the body geometry, and the texture on it takes all other objects in game...... I realy dont know what is it. Other mods with the same shaders runs fine, and when i'll made my own, causes that issue! WHY?
I had similar problems only once - when I attached 8 textures to a material. Material itself worked fine, but everything else, including showroom, was messed up. Looks like rFactor had some bug and could only support 7 textures properly.
I don't know how you worked on that model, but just to make sure - you should not work on GMT files exported from MaterialTool2. Any editing should be done on source GMT files because other programs are unaware of my shaders.
You can also use my GMDDebugger tool to see if your materials don't look suspicious.
Can somebody give me a good setting for rims? I can't find a goog configuration. Thanks
Look at sample projects - meybe they will give you some hints as where to start from.
Usually it's best to start with selecting a cubemap with good level of blur, adding some detail normal and specular maps, then setting up reflectivity using fresnel parameters and finally setting up specular reflections.
Hi, I try these awesome shaders !
But i have a problem with the track surface editing: when I double click on the track the texture become black and i can't apply new texture (skidmarks, normal maps, specular etc..) I have read the pdf but i'm stuck here
I try to upgrading the NETframework version or DirectX
Thanks in advance !
i have no chance to run the tools within Win7. MSVRC71D.dll is missing. download the dll, put it into the tool folder and the system32 folder, registering the dll with regsvr32 msvrc71d.dll.. it will not work for me. any suggestions?
Did you installed NETframework?
BTW, the .dll file goes to the system folder, not system32.
I have try to install the last version of Microsoft Visual C++ but nothing happens maybe a previous version ?
The Shader v0.79 works good with the Material Tool but the v0.91 the grass map capture, special material, track surface editing don't work for me. With the v0.79 i have arrow, bulb but with this version i have just a colored rectangle
There will be 0.92 release today and these missing dll files will be included. They can be found on internet, but I should have included them, as well as a few editor UI textures. You can copy these from previous version of editor if you still have it.
Grass capture editor had some bug and I've also found some in track surface editor. It's all fixed now.
As for getting black road surface in editor - this may be caused by shader failing to compile - please send me log.txt file that can be found in editor's main folder. If there is any problem with shader I'll fix it aswell before today's release.
By the way - updating DirectX is not necessary - this tool uses OpenGL
Yup, it was the shader. Thanks for your help. Version 0.92 is available now.