LockeNessMotorsports
Active Member
So It's still not spawning me in the pits
, a friend had this issue aswell and couldn't fix it. Might have to re do the dummies
Try a year and a half xD well learning it's took ages but I feel better now I've learnt the knowledge. No it was fine before I think it happened after an updateYour track is a few months in the making, is this something that just started happening?
I tried all that but it's no use, it's a modeling error I presume.The difference between your 3D modelling application, 3DsimEd and KsEditor is that the editor uses shaders. So they won’t look the same unless you correctly optimize the shaders in the editor. From a quick glance, maybe I’d play with the SpecularEXP value and see if you get a better result, or using a different shader all together.
That's what I'm thinking after some trial and error. But we both don't know how to correctly do that, we just learned how to setup a normal map and are experimenting with that since a week. If you can tell me where to look into I'll buy you a beer, my word!It also looks like the textures are missing UV coordinates ?
(..aaand pleaaase, stop using 3dsimed. You have all you need between Rihno and KsEditor).
What modeling software are you using?I tried all that but it's no use, it's a modeling error I presume.
That's what I'm thinking after some trial and error. But we both don't know how to correctly do that, we just learned how to setup a normal map and are experimenting with that since a week. If you can tell me where to look into I'll buy you a beer, my word!
I was using 3dsimed only to rotate, scale and convert textures but they're kind of not working so I'll have to learn how to properly do that in ps and stop running around the problem.
my friend (a designer) Rhino and Photoshop, while I'm using sketchup and 3ds (but I'm still unable to model in 3ds, I can do everything else though if I follow tutorials)What modeling software are you using?
I have no idea what you are talking about... texture? 3d? The picture is more puzzling that what you are askingOk so as I'm getting closer to finishing the questions keep coming aha how do you achieve this. On the Kunos tracks the land underneath the track you model off is cut out I'll show what I mean this is Kunos brands hatch.
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xD the land underneath is cut out hard to explain under where they modeled the road it's the same with the pits, curbs etcI have no idea what you are talking about... texture? 3d? The picture is more puzzling that what you are asking![]()
Oh ok that does make sense, I've seen it on other mod tracks aswell just made me wonder. I'll leave mine then the google map is still underneath but it should still be decent there's one turn that does sit a little bit off the ground but it's not a huge issue.It wasn’t “cut”... they probably started with a spline, lofted a road. Then they built out from the edges of road. There was no “land” underneath. Only reference material.
I'm having a go right now. For the time being I adjusted the fresnel values and I reached a satisfactory result. In the next days I'll concentrate on this for the new track and the next versions of this one.The textures should have an alpha channel, which will control specular correctly.
Read up on that tutorial, that’s pretty much the only way to go about a correct road shader
I meant in the folder of the track it's called outline.png next to the preview imagespline
I need to look into that no i don't at the minute, it's gone into overwhelming again nowDelete the ouline.png, start the game, load your track, the game should create a new one. (assuming you have and AI line)