Unfortunately, all thoise beautiful reflections exported from max 2010 after the update 68 in dev mode aren't visible anymore... what's wrong?
Unfortunately, all thoise beautiful reflections exported from max 2010 after the update 68 in dev mode aren't visible anymore... what's wrong?
Seems to be like that for me too. Also fixed cubemap shader looks different.
edit1: Just checked and noticed that everything works fine for ISI cars, so our own cars are faulty.
edit2: After checking very carefully, I noticed that there actually is environmental reflections. But the scale of the reflection "image" is so huge you barely see anything happen. But still doesn't explain why my cube map reflections are way too bright. Maybe I need to darken alpha channels?
Last edited by Johannes Rojola; 03-15-12 at 06:02 PM.
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
and now?.... is there any solution to fix that?![]()
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
Off topic:
No kidding, I asked a question about hlglo objects. 160+ views no replys lol. All I find on google is the stuff I already know, and still cant make my hlglo work
On topic:
Is this problem only in devmode? I found things in devmode drasticly different than in the game. Not sure if I was doing anything wrong tho, more or less matched in-game display settings except I dont know what the shader level selector is for, just left it on auto.
DevMode has always acted a little different, but the update did change somethings. I am having similar problems with reflections. I am also seeing many textures that use transparency acting strange as well. Haven't had the time to look into it yet.
Luckily I had some screenshot from build 60, so I can compare the change:
In this new build the car seems to be completely bleached out. I know it can be tamed down via alpha layer, but it still doesn't explain why rTrainer looks same as in build 60. I carefully made sure everything is made like suggested in car tutorial, but obviously we don't know everything there is. Same goes to the windows material where no help is available.
If this is only problem in ModDev, that is very frustrating because I just don't have energy to test out stuff in actual game because it is so complicated procedure.
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
so the second screenshot is from build 60?
The second image is from the new build.
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
Okay, now I've noticed that environmental reflections do work at Belgium track in Dev Mode, but not in Joesville.
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
IIRC Joesville has no RefMap0 set up in the SCN, which could/should explain the missing reflections. At some point during the beta, Joesville will get an overhaul with all the latest stuff.
rF2 Chase USA mod WIP progress: Finns on track
|| I speak serious subject, and you make the idiots. ||
I noticed my vehicle looked wrong, it looked as though the sun was shining from below (sort of orangy glow).
I noticed one time, when I started, the windows were not even drawn at all (car looked normal but with no glass and no reflections), but when I pulled away, the windows appeared and with it came back the orange glow.
Now I have a car which handles badly and looks terrible, not so inspiring.
Last edited by websta; 03-18-12 at 03:04 PM.
I noticed coreshaders.mas has changed since build 60. Maybe this has something to do with these issues? Maybe try updating shaders in 3dsmax and re-exporting?
I have noticed a few changes with the shaders, particularly with regards to windows and reflections.