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Pixelchaser

Well-Known Member
depends what shader you use and the default texture brightening that up and less shader the better , , ill be having 3types, full 3d for pits areas, other will be 2d, or with 3d one on top. also depends on the cameras and what is viewable.
 

LilSKi

Well-Known Member
Shader doesn't matter. I was using ksperpixel and no NM so it doesn't get any simpler than that. It also isn't just an AC thing as it happens in rF2 and AMS.

Just trying to save you the headache so you don't end up with this using 3D rails.
upload_2017-5-4_19-42-47.jpeg
 

Pixelchaser

Well-Known Member
yeah I remember the effect from ascari. well i guess its a rounded top then and that`ll do. :lol: ill model the back side though for the pits area. its a major visual feature imo. and the posts every 0.5 metres or so.
 

Pixelchaser

Well-Known Member
armco barriers, they`re vertically aligned objects in general. I'm 60% sure ive done this and my 3d barriers work really well visually. anyway test that tomorrow.

edit: just noticed it in far distance. hmm.
 
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Pixelchaser

Well-Known Member
not much to see here other than, an idea of what the grass in under the 3d stuff might be like. I hate 3d grass to be honest. ruins the whole affair. they should be using parallax shaders for it.

 
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Pixelchaser

Well-Known Member
bit more work involved blending but I think I prefer this style. grass mask from satellite image this time. any opinions on the overall variation (not the detail textures)?

 

Pixelchaser

Well-Known Member
bit cartoony still on this scenery mask system , its also bit of a pita to set this mask and diffuse up. but am getting this today, still more tuning on the sandy texture. but with this and some meticulous attention. a more dank autumn style track is appealing to me. can trace tyre tracks off road with this style as none of it is repeated. cant pull any more solution sharpness out of it though too.

 

LilSKi

Well-Known Member
For NJMP the sat image is the diffuse. The mask is mainly the simple RGB colors. I think it is easiest this way.

For RIR I did it the way you are doing it now but that was only because I didn't have a color sat image. I only had black and white.
 

Pixelchaser

Well-Known Member
well I am using a brightened sat diffuse, colour, , ive re painted all roads out and left grass and suitable transition to the road sides part. and built a mask hence the natural detail left. 8192 is controlling everything, diff and sat. kunos mainly use white, or some ambient occlusion on the white diffuse for multilayer Fresnel I just find it all very flat.
 

Pixelchaser

Well-Known Member
an example of how to do atlas textures. for your border side textures, atlas texture are multiple textures on 1 file. so here we have a small portion of what i will use. 8 in total. ranging from simple grass road side to sand and grass and whatever ill need.

 
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movo.

New Member
Nice work Pixel! May I ask how you control the shader on those road edges? Are you using the same shader for the road aswell as the road edges? The edge is not straight obviously. Thanks!
 
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