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Again big problems with Alpha and Chroma :/

Discussion in 'Bob's Track Builder' started by NuNiTo, Mar 9, 2010.

  1. Hello, i need again some professinal help :smile:

    GRAB_502..jpg GRAB_503..jpg

    With textures in alpha i get some amazing trees but i see background treewalls through them, with chroma they become opaque but very ugly like in photos.

    Thank you
     
  2. This is just a guess but maybe it's something to do with randomness?

    Sorry i could not help more.

    FM96
     
  3. Try checking them as double-sided objects..
     
  4. I think you always get that see through effect in rFactor with Alpha transparencies.

    With Chroma, try setting the mip bias to -4 for the trees - I used to have that black outline effect with my trees and I seem to remember that was what solved it.
     
  5. After a couple of hours i get something better than i had but with 3dsimed.

    GRAB_506 orange..jpg
    GRAB_508 red..jpg

    With btb the texture always stays with chroma light blue but after editing with 3dsimed for orange or yelow for exemple it becames very nice. I edit xpack and venue materials but stay always blue i don´t know why.

    trees settings..jpg
     
  6. That doesn't sound like a problem with your track, or BTB - it's just a lack of shaders in BTB.

    In reality if you want to make a "FINAL" track version you need to use 3DSimEd aswell.

    BTB does:

    Diffuse Only
    Diffuse+Bump
    Diffuse+Specular
    Diffuse+Bump+Specular
    Diffuse+Multiply+Add

    /

    However if you look in 3DSimEd, there are PAGES more shaders to use.

    If you open Brianza ISI in 3DSimEd, you will see it makes use of many many more types of shader - like:

    "specular map t1 lerp t2 vertex alpha"

    I have absolutely no idea what any of this means, but I know that BTB doesn't let you add things with "normals".

    /

    When I tried to add my wall in BTB, and tested my track - I had the same problem.

    It's because you need to use 3DSimEd to add the "Normal" surface aswell - and sort out the shaders.

    /

    01 - BTB to make and design the track surface
    02 - 3DSimEd to do all of the finishing touches and graphics.
     
  7. I think your´re right Doser. I´m finishing the track in BTB but after that i need to optimize some details in 3DSimEd:smile:
     
  8. Sub

    Sub

    This has me curious about what people do when finishing tracks in 3DSimEd. Does anyone know of any tutorials that deal with the BTB to 3DSimEd finishing process?
     
  9. If you have any tracks that are joined together, you can get rid of the overlapping polygons. I make my kerbs from walls, and have noticed flickering where they meet the ground. If the terrain is split correctly in BTB, 3dsimed can be used to remove the terrain polygons that are underneath the kerbs, and the vertices can be merged to prevent holes.

    I'm sure there are many other things, but those are the two that are most important to me.
     
  10. How R Soul?

    I tried to make a rumblestrip using a wall but when I drove over it the car didn't react as if anything was there.

    I was using the side of the wall as the top - but it just reacted very strangely when the wheel went over it.

    Collide was on.
     
  11. Steven Walker

    Steven Walker
    Slowly getting better!


    It sounds like you needed to set the "Material Name" to "Rmbl" and/or set its properties to be "Driveable", but don't take my word for it as I'm kind of new to BTB myself. I too have made my kerbs/rumblestrips from walls and initially had the same problems but after setting these properties up everything worked great.
     
  12. You don't need collide (as far as I'm aware) but you do need driveable ticked.
     
  13. Name the material to rmbl
    set as collision
    and set Can drive on this surface

    ...that should be all...
     
  14. what cause the black strip on the textures,i erased the 3 strip lines on top, but it still appears.
     

    Attached Files:

  15. Try making 2 or 3 pixel lines on the bottom transparent. That's what worked for me. I think it's a kind of overlap thing with the mips.
     
  16. thanks chub_p, Sorted it...
     
  17. Antialiasing on in your paint programs when creating textures/selections will produce artifacts such as that.
     
  18. ok, im into similar territory now with my track. made entirely with BTB and photoshop, with some help from folks donating some models.

    however, the 'finishing touches' just arent there, the tree textures are dodgy as per the OP's problem, and theres little 'sins' with overlapping terrain at road junctions etc etc.

    obviously 3dsimed can fix these? i hate learning new software, so can someone break it down for an idiot like me? is 3dsimed easy enough to use? can you import the project back and forth between btb and 3d sim ed, or is it a 'one way' process only?

    to the OP, how did you get your tress looking like that in 3dsimed? tips and hints?

    cheers
    ed
     
  19. uhuh... so i randomly tried clicking on stuff in 3dsimed....

    im SURE i didnt select anything related to my actual track surface, yet managed to make it disappear in sections...

    and ok, call me an idiot, but what are all the different shader types youve got there? and where do you get/how to make other maps/textures to use with what youve got? ie... wtf does it all mean?

    and as an aside, how do you actually edit the terrain and track mesh in there?
     
  20. Kris Vickers

    Kris Vickers
    Hardware Staff

    If parts of your track have disappeared, it sounds like you`ve either fluffed up the texture, or saved it with a different LOD setting.