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SHADER setting-up trees

TheNuvolari

New Member
Hey guys, I wonder if is there any way to get these ugly pitch black shadows off (or at least make them less dark) of the trees? I'd rather make shadows for it inside the texture itself, I know some prefer it the other way but I would like to experiment with something.
 

Johnr777

Moderator
Hey guys, I wonder if is there any way to get these ugly pitch black shadows off (or at least make them less dark) of the trees? I'd rather make shadows for it inside the texture itself, I know some prefer it the other way but I would like to experiment with something.
That’s the mesh normals baked into the mesh. You can alter them with CSP: https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Meshes-manipulation#normals-alteration
 

DasTschuTschu

New Member
Hey guys, how do I manage large amounts of trees? I'm working on a track which goes mostly through forest so there are a lot of trees. I currently have about 31k trees. I read here that each tree should be separate objects but that slows down my Blender considerably (I get about 3 FPS). But I could theoretically work around that but I can't even open the imported FBX without it crashing KsEditor. What's the proper way to do this?
 

Johnr777

Moderator
Info on the first / second pages explain how they should be named to ensure they are grouped.

And ensure there are enough groups to chop blocktransform objects down, using multiple KSTREE_GROUP_X_ groups.

Like KSTREE_GROUP_TYPEA_OBJECT.000
Like KSTREE_GROUP_TYPEA_OBJECT.001
Like KSTREE_GROUP_TYPEA_OBJECT.002
Like KSTREE_GROUP_TYPEB_OBJECT.000
Like KSTREE_GROUP_TYPEB_OBJECT.001
Like KSTREE_GROUP_TYPEB_OBJECT.002

Also, theres rarely a need to have that many Y tree meshes, its recommended you created a long wall type object with repeating texture to cover areas further out. Also explained in the first few pages.
 
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