• Welcome to Kart Racing Pro Official Forum. Please login or sign up.
 
April 18, 2024, 11:29:57 PM

News:

Please read the FORUM RULES


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - rainey06au

16
Hmmm yes your effect is really good. The track surface and the grass terrain are all combined into a single .EDF model in my track. Do you know if this could be a problem? Do all of the TRKGRAS_ surfaces need to exist exclusively in their own .EDF?
17
Still no 3D grass. There's nothing special about the infield meshes in 3DS Max or the texture map (pic attached)
18
Hmm good observation!  I had used the original grassfx.tga but made some colour adjustments. I think maybe I've lost something when I did that. I have just put the original grassfx.tga from the example map back instead. Currently compiling so I'll let you know how it goes in 10 mins!  The resolution of my grass006e6 is 2048x2048 and same with the mask '_g' version.
19
Pretty keen to finish off the look of my environment and it's driving me bonkers. You can see I've got working bump, and specular maps etc. With the wet surface I've tried a variety of dropping the RGB to white and just having an alpha etc.









20
I just can't get it to work. As far as I can tell I have everything required in place.  In the attached screenshot you can see I don't have a line in the .grs file to call for the mask map (just trying to get the compiler to draw the 3d blades in ANY form to begin with!) but it should be drawing the grass blades across the entire texture and DOESN'T! Cannot figure this one out!
21
For the past week I've been struggling with the process to render 3D grass blades (.grs file) and wet track reflections (alpha map on second UVW Map channel).  My workflow is to have built my mesh and assigned standard materials in 3DS Max 2013, exported to FBX and then using the 'fbxtoedf' tool I convert my 3D objects (track mesh, terrain, and buildings), and the compile using Terrained etc.  I am now wondering if these two particular issues are even possible to support without having a 3DS Max 2013 x64 compatible plugin for exporting?  Ingame I don't have any 3D grass, and my track surface just gets darker with the wetness slider but I don't see my puddles. Can someone please tell me if I'm doing something wrong of if I'm wasting my time without a 2013 plugin.