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Sepang International Kart Circuit

Started by dhedhe, September 04, 2013, 05:25:59 AM

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MuniX

CRG - Rotax DD2

Snappe

Quote from: dhedhe on November 16, 2013, 09:09:11 AM
need help anybody  :-[
why the alpha didn't work properly on a "WLLCONC" object

Try using CK_ as a prefix in the texture name. CK_fence.tga for example. This will make the alpha edges sharp but should solve the sorting issue.

dhedhe

Quote from: Snapper on November 19, 2013, 12:04:42 AM
Quote from: dhedhe on November 16, 2013, 09:09:11 AM
need help anybody  :-[
why the alpha didn't work properly on a "WLLCONC" object

Try using CK_ as a prefix in the texture name. CK_fence.tga for example. This will make the alpha edges sharp but should solve the sorting issue.

Nope it didnt work  :-\

Snappe

That's really weird, I don't understand why the wires are showing in front of the roofing.
If you want to send the model and textures I can take a look at it?
BTW you shouldn't make the whole object WLLCONC... Just the pillar should be collidable.

dhedhe

Quote from: Snapper on November 19, 2013, 10:53:23 PM
That's really weird, I don't understand why the wires are showing in front of the roofing.
If you want to send the model and textures I can take a look at it?
BTW you shouldn't make the whole object WLLCONC... Just the pillar should be collidable.

Fixed. i was using "CK_" on the object name not the texture name *facepalm
Thanks Snapper

dhedhe

object with alpha texture didnt receive any shadow even with "SHAD_" prefix


PiBoSo

Quote from: dhedhe on November 21, 2013, 06:01:06 PM
object with alpha texture didnt receive any shadow even with "SHAD_" prefix

This is an engine limitation: surfaces mapped with a texture with alpha do not receive shadows.

dhedhe

Quote from: PiBoSo on November 21, 2013, 07:00:57 PM
Quote from: dhedhe on November 21, 2013, 06:01:06 PM
object with alpha texture didnt receive any shadow even with "SHAD_" prefix

This is an engine limitation: surfaces mapped with a texture with alpha do not receive shadows.

ow i see. i'll just have to find a way around it then. Thank you PiBoSo


dhedhe

december 2013 ,curently still beta testing for performance

dhedhe

now that visual stuff r done, i need some more help

1. how to create camera set? is it in max or in editor?

2. how to add marshall n how to position them?

3. to create best line does it need just one fast lap? i did 10 laps the editor still wont import from replay

thanks before :)

PiBoSo

November 29, 2013, 01:20:59 PM #26 Last Edit: November 29, 2013, 01:54:03 PM by PiBoSo
Quote from: dhedhe on November 28, 2013, 05:46:00 PM
now that visual stuff r done, i need some more help

1. how to create camera set? is it in max or in editor?

2. how to add marshall n how to position them?

3. to create best line does it need just one fast lap? i did 10 laps the editor still wont import from replay

thanks before :)

1. Track Editor -> View -> Cameras Control

2. Track Editor -> View -> Marshals

http://tools.piboso.com/index.php?topic=7

3. Track Editor still needs to be updated to import the latest replay format.

dhedhe

aaah I get it now...thank you again PiBoSo :)

dhedhe

track released, download link on page 1

Matthijs050

Just drove a couple of laps arround it!
You did a great job, the track itself its not a fast layout, so its not my favorite, but thats only my opinion. But he, besides that, you did a awesome job, very nice detailed creation !!

:D