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Shadows

Started by malny, May 02, 2013, 06:21:42 PM

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malny

What is missing in the track to get the shade of the starting lights?
with puddles, shadow and reflections receives no problems ...

my track uses only a specular map in the alpha channel (SHD)
no bump map.

thanks

PiBoSo

Quote from: malny on May 02, 2013, 06:21:42 PM
What is missing in the track to get the shade of the starting lights?
with puddles, shadow and reflections receives no problems ...

my track uses only a specular map in the alpha channel (SHD)
no bump map.

thanks

Please make sure that there is no alpha channel in the diffuse map.
The specular map must be in a separate texture.

P.S.
3d-shaped kerbs should work correctly in Beta9. The tire radial damping was too high.

malny

Quote from: PiBoSo on May 02, 2013, 10:30:48 PM

P.S.
3d-shaped kerbs should work correctly in Beta9. The tire radial damping was too high.

fantastic news ... ;D I have not yet designed for just that.  ;)
I know that you solve the problem after seeing your kebs of zuera

Now I check my texture

LauZzZn

thats nice so for beta 9 ill make 3d kerbs on sarno ;)
Retired, studied 3D Artist
Professional racing driver
2021 ELMS Champion LMP3
2022 3rd 24h Le Mans LMP2
Teammanager of Dutt Motorsport

nmpcs


malny

I had an alpha channel in the texture, but that did not solve the problem ...
I noticed that, if I go back to the file .SHD with bumb I see the shadow on the track ..
but I want to use only specular map ... I do not like bumb on the asphalt, too distorts the texture

I probably did not understand how it must be on file:

specular
{
map = xxx.tga
shininess = 6
}

my xxx.tga is mounted so:
RBG = all white
alpha = specular map of my asphalt

everything else works. reflections, rubber, etc.

not even see the shadow of the kart

PiBoSo

Quote from: malny on May 03, 2013, 03:47:07 PM
I had an alpha channel in the texture, but that did not solve the problem ...
I noticed that, if I go back to the file .SHD with bumb I see the shadow on the track ..
but I want to use only specular map ... I do not like bumb on the asphalt, too distorts the texture

I probably did not understand how it must be on file:

specular
{
map = xxx.tga
shininess = 6
}

my xxx.tga is mounted so:
RBG = all white
alpha = specular map of my asphalt

everything else works. reflections, rubber, etc.

not even see the shadow of the kart

If you have a shader with specular map only then shadows are not supported.
Maybe you can add a flat normal map, with the specular map in the alpha channel.