Mine's not 3D at all, only a 1024x512 texture like what Kunos uses, except it has a different treatment and shader work.looks great, but similar effect could be achieved with textures too, but it won't look as good though
Mine's not 3D at all, only a 1024x512 texture like what Kunos uses, except it has a different treatment and shader work.looks great, but similar effect could be achieved with textures too, but it won't look as good though
Mine is 90% texture now , turned out after all the baking my texture work was that nice I was looking and thought why bother with the extra triangles ,looks great, but similar effect could be achieved with textures too, but it won't look as good though
Thanks man I will try it now , I was saving over the previous and my 1st one was something like 1024 or something , Ill check nowI'm getting all my overkill motivation solely from this thread. I really like the off-characters in the background though.
@chargingcar make sure you set a large font size when setting up a new font, and also save in the highest resolution (4096) but do not overwrite an already saved png when saving from the tool, delete it first and then save again. If you need a lower resolution font for smaller characters, resize in PS rather than the tool and save as a second version to save memory.
Hi Gergo ,There is a bug with the overwrite, it'll come out all blurry and messed up, so delete and resave in 4096 to get a sharp image.
Thats awesome thanks man I will try it nowIt's probably because even the 64 pixels are too low for such a big character. Alternatively you can create single textures for each gear character in any resolution you want (with alpha channel to define opacity), put them in the car's texture folder, name them gear_n, gear_r, gear_1 etc. and use the following script to call them:
[ITEM_2]
PARENT=parent dummy name
POSITION=0.058,-0.0305,0.000
TYPE=GEAR_TX
WIDTH=0.12
HEIGHT=0.06
TEXTURE_BASE=gear_n.dds
COLOR=255,255,255,255
INTENSITY=2.4
TRIGGER=1
ITEM_REF=0
ITEM_REF=0 means that it's taking the actual value from the [ITEM_0], this is important because this script also needs a simple GEAR entry to work, make sure you specify the original gear item# here.
TRIGGER: 0=Reverse, 1=Neutral, 2=1st etc.
I tried yesterday adding position for the car using the display panel lol then found the settings on the forums so used that instead but have the fonts readyIt's probably because even the 64 pixels are too low for such a big character. Alternatively you can create single textures for each gear character in any resolution you want (with alpha channel to define opacity), put them in the car's texture folder, name them gear_n, gear_r, gear_1 etc. and use the following script to call them:
[ITEM_2]
PARENT=parent dummy name
POSITION=0.058,-0.0305,0.000
TYPE=GEAR_TX
WIDTH=0.12
HEIGHT=0.06
TEXTURE_BASE=gear_n.dds
COLOR=255,255,255,255
INTENSITY=2.4
TRIGGER=1
ITEM_REF=0
ITEM_REF=0 means that it's taking the actual value from the [ITEM_0], this is important because this script also needs a simple GEAR entry to work, make sure you specify the original gear item# here.
TRIGGER: 0=Reverse, 1=Neutral, 2=1st etc.
rightbound needed
and again, how do you fit textures with those detail in a kn5 below 50 MB
Wow thats cool how it gathers the information from the main gear data in which mine was ITEM_0 also must be something we all add 1st and get excited is the gears lol ,It's probably because even the 64 pixels are too low for such a big character. Alternatively you can create single textures for each gear character in any resolution you want (with alpha channel to define opacity), put them in the car's texture folder, name them gear_n, gear_r, gear_1 etc. and use the following script to call them:
[ITEM_2]
PARENT=parent dummy name
POSITION=0.058,-0.0305,0.000
TYPE=GEAR_TX
WIDTH=0.12
HEIGHT=0.06
TEXTURE_BASE=gear_n.dds
COLOR=255,255,255,255
INTENSITY=2.4
TRIGGER=1
ITEM_REF=0
ITEM_REF=0 means that it's taking the actual value from the [ITEM_0], this is important because this script also needs a simple GEAR entry to work, make sure you specify the original gear item# here.
TRIGGER: 0=Reverse, 1=Neutral, 2=1st etc.
Yeah amazing now thanks man looks just like it did in 3D cut your finger on these fontsIt's probably because even the 64 pixels are too low for such a big character. Alternatively you can create single textures for each gear character in any resolution you want (with alpha channel to define opacity), put them in the car's texture folder, name them gear_n, gear_r, gear_1 etc. and use the following script to call them:
[ITEM_2]
PARENT=parent dummy name
POSITION=0.058,-0.0305,0.000
TYPE=GEAR_TX
WIDTH=0.12
HEIGHT=0.06
TEXTURE_BASE=gear_n.dds
COLOR=255,255,255,255
INTENSITY=2.4
TRIGGER=1
ITEM_REF=0
ITEM_REF=0 means that it's taking the actual value from the [ITEM_0], this is important because this script also needs a simple GEAR entry to work, make sure you specify the original gear item# here.
TRIGGER: 0=Reverse, 1=Neutral, 2=1st etc.