Hello folks,
More BTB problems I'm afraid; it seems never ending. I'm having problems with shadows in Rfactor being blotchy and patchy and casting in very odd directions and an issue with walls being transparent. Now, the transparency issue might be of my own doing, but the shadow issue is mind boggling.
Shadows: This seems to happen with every conceivable shape and type of wall laid in almost every direction; as well as being very patchy and ugly, it appears that the light that said wall is blocking is emitting from the ground, because shadows cast on cars are cast all over from only sunlight and the shadows that the cars cast onto the wall go all over the wall too, it's quite bizarre. If I use a wall as a drivable surface and set it to cast shadows, when I drive on it, the whole car goes dark. The same thing applies for string objects like kerbs too. I built a dirt embankment with the wall tool and set it to cast onto cars and not only is it really patchy, but it does the same thing when driven over with the casting on the cars. Some walls actually appear almost pitch black in places too.
Transparencies: I've created an armco material in a step-by-step fashion with the tutorial on YouTube with the dog. This takes you through the three steps of getting an object with alpha material into BTB. I'm wondering if I've messed something up to make them transparent? Maybe someone would be able to edit my current material so that it works properly, please?
I'm also facing issues with collisions on walls randomly unchecking themselves, even though I've made sure to check every single wall at my venue. Is there anything common that causes this?
Might it be easier for me to create one shape and material wall, with no shadows or collisions, one collision wall, not rendered, no shadows but has collision settings and one shadow wall, no mats or collisions and rendered as shadow only; having each of these over the same area to create one wall? Just an idea, but I wanted to check and see if anyone else had done it before.
Also, a final thing: When using string objects, how do I stop the objects from stretching along the length of the string? Say I've got a foam bale (I finally got it working in BTB), and I want to create a foam bale wall. How do I make it keep all those bales at the exact same scale along the length, instead of stretching them like it does? Unchecking 'can stretch' doesn't help, I've tried that.
I hope someone can help or advise, or I might be tempted to export it through to a 3DS file and pay someone else to finish it in Max for me because it's getting a bit too stressful and time consuming; for a program that's meant to be so user friendly. My trial is almost up too and I'm not willing to pay so much money for something which seems to have so many bugs and no customer support from the creator.
Many thanks for reading.
Glen.
More BTB problems I'm afraid; it seems never ending. I'm having problems with shadows in Rfactor being blotchy and patchy and casting in very odd directions and an issue with walls being transparent. Now, the transparency issue might be of my own doing, but the shadow issue is mind boggling.
Shadows: This seems to happen with every conceivable shape and type of wall laid in almost every direction; as well as being very patchy and ugly, it appears that the light that said wall is blocking is emitting from the ground, because shadows cast on cars are cast all over from only sunlight and the shadows that the cars cast onto the wall go all over the wall too, it's quite bizarre. If I use a wall as a drivable surface and set it to cast shadows, when I drive on it, the whole car goes dark. The same thing applies for string objects like kerbs too. I built a dirt embankment with the wall tool and set it to cast onto cars and not only is it really patchy, but it does the same thing when driven over with the casting on the cars. Some walls actually appear almost pitch black in places too.
Transparencies: I've created an armco material in a step-by-step fashion with the tutorial on YouTube with the dog. This takes you through the three steps of getting an object with alpha material into BTB. I'm wondering if I've messed something up to make them transparent? Maybe someone would be able to edit my current material so that it works properly, please?
I'm also facing issues with collisions on walls randomly unchecking themselves, even though I've made sure to check every single wall at my venue. Is there anything common that causes this?
Might it be easier for me to create one shape and material wall, with no shadows or collisions, one collision wall, not rendered, no shadows but has collision settings and one shadow wall, no mats or collisions and rendered as shadow only; having each of these over the same area to create one wall? Just an idea, but I wanted to check and see if anyone else had done it before.
Also, a final thing: When using string objects, how do I stop the objects from stretching along the length of the string? Say I've got a foam bale (I finally got it working in BTB), and I want to create a foam bale wall. How do I make it keep all those bales at the exact same scale along the length, instead of stretching them like it does? Unchecking 'can stretch' doesn't help, I've tried that.
I hope someone can help or advise, or I might be tempted to export it through to a 3DS file and pay someone else to finish it in Max for me because it's getting a bit too stressful and time consuming; for a program that's meant to be so user friendly. My trial is almost up too and I'm not willing to pay so much money for something which seems to have so many bugs and no customer support from the creator.
Many thanks for reading.
Glen.