Reloaded Shaders for Race 07 (same as Race Remaster)

Reloaded Shaders for Race 07 (same as Race Remaster) 1.8.95

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RELOADED SHADERS FOR RACE 07
-----------------------------

This is a continuation on the shader improvements of Bjarne Hansen.
These were part of the starting point for the project, and the idea is also similar.
The standard shaders use the material settings differently from each others, depending on type, which can result in inconsistent light and reflections.
Different lights and strengths are possible in the same scene.

These shaders work after the principle of "SIMULATED physics based rendering".
They are not real PBR of course, but they use the available light from the track, and then reflect different amount back.

This is my first ever shader work, so I am no shader expert. Different cars and tracks may benefit differently from these shader updates.
Generally most Simbin tracks looks better (in my opinion) with these shaders and some minor tweaks.
I plan to release some track updates myself, and to update my car mods to work as good as possible with these shaders.

I just made what I was missing in the game, and I hope that this can improve the game for others as well.

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Installation
-------------
Please remember to back up your shaders (..race 07\Shaders) before installing this mod.

Unzip the contents into your Race 07 folder.

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ALSO INCLUDED: Blinding sun mod
-------------------------------

To install, unzip BlindingSun.zip into your ...\race 07\Gamedata folder

Updates
--------------------------

V1.8.92
* Fixed a few more errors i shader combinations tat are not used much.

* Shadow casters doesn't cast shadows in two directions anymore.
This also causes some artifacts in some circumstances, but I think that it is more important to have this feature.

* A lot of tweaking to many shaders.

V1.8.91
* The bumpmap unbias from standard shaders didn't work well combined with normals. Reverted back to better method.

V1.8.9
* Minor bug fixes (one bump and one water shader).

V1.8.8
* Minor fine-tuning to diffuse light and cubemaps.

V1.8.7
* More tweakt to shadows, should work more consistent now - less flickering and disappearing shadows.
* Intruducing "PBR" shaders. These are not REAL pbr-shaders, but they work in a more similar way now.
Car paint can now be tweaked solid <--> metallic by just using refmap, usefull for chrome trim pieces on cars.
But there are also shaders included for backwards compatibility. These use the same shader core, but accepts the "old" input values.
* Code overhaul, DX8 shader versions should look more like DX9 versions.
* Some minor bug fixes.
A lot of changes "under the hood". Should look in most ways like before, but should hopefully work better with some Simbin non-remaster tracks.
- Consider this a beta version, available before "Race Remaster" is updated.

V1.8.6
* Tweaks to shadows shaders:
Textured shadows reenabled
Shadow darkness more connected to direct/ambient light

V1.8.5
* More minor tweaks, added first version of tyre shader.
* Diffuse light should be more nuanced.
* Simple specular shaders should look better.
* Attempt to fix a textured shadow error.

V1.8
* Slightly tweaked a few shaders, shadows should be a little bit smoother, tree sun shine trough slightly reduced.

V1.7
* Updated trees, sky, people shaders and a few more minor updates. Included brighter sky textures (central).

V1.6
* Sometimes the game could freeze when previewing car after exiting race.
Fixed some code logic and details, seems to be more solid now.

V1.5 FULL
* Same shaders as in Race Remaster, needed for the latest versions of my mods if Race Remaster is not used.

BETAS:
V1.5
* A lot of fixes and adjustments
* Should handle brighter light better
* Added materials to be used in Race Remaster tracks
* This should probably be the final visual style, but more improvements and fixes are needed

V1.4
* Fixed car undershadow issue and changed shadow amount calculation
* Prepared skybox materials (no lighting) to not conflict with other diffuse materials
* Included North HD sky textures for demonstration. Credits: GTR233
More to be added later.
* Fixed a few inconsistency simplified shader issues.
* Fixed bump map materials.
* Changed car reflections slightly (more to come, still beta)
* Various updates and fixes.

* Still some material alpha problems. Brands Hatch has very black skid marks.
I think the easiest fix for now is to (after making a backup) edit the skid mark textures and decrease their opacity.


V1.3
* Tidied up and simplified a lot of code
* Shadow color (slightly bluish now) are now dependent on lights color, and shadow decreases with less light
* New more consistent normals calculations. dx7 and 8 looks more like dx9
* More shadow depth
* A lot of tweaks and fixes
* New "special" materials that will be used more later

V1.2
* Fixed new materials transparency issue related to horizons
* Added reflection based specular in a few more places
* Adjusted some bumpmap materials to work better
* Various minor tweaks
* Probably broken something else, these are really fragile things...

V1.1
* Fixed error when some materials with transparency were completely transparent
* Added more diffuse 3 texture downgrades
* Hopefully not broken new things...

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What this shader mod does:
---------------------------


* More consistent lights
* Reflection oriented specular light
* A little bit deeper colors
* More types of lights are calculated
* Track lights are the base for materials lights

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What it doesn't do:
---------------------------


* No antialiasing improvement - post process related, and can't access that for now
* No transparency or z-buffer improvements - most likely not shader related at this point
* Transform the game - this is a little boost, but tracks and cars quality are the most important things.
* No mipmaping improvements - sadly the methods to calculate the best mipmaping is not available in the DirecX9 version used in Race 07.
* Some shaders were deliberatly left as they were or just updated slightly, because a track would look too strange (bumpmap water in Gothenburg...) if updated.



Known issues:
---------------------------


* Generally tracks and cars should work with the new shaders without any changes, but differences in light calculations may tint everything slightly yellow.
* Alt + Tab may result in CTD

* Changing in the track .gdb file to those settings should help (if you only race daytime, only "Day..." settings are necessary):

SunriseAmbientColour = (110,107,94)
SunriseDirectionalColour = (213,189,143)
...
DayAmbientColour = (110,110,120)
DayDirectionalColour = (255,245,240)
...
SunsetAmbientColour = (110,107,94)
SunsetDirectionalColour = (213,189,143)
...
NightAmbientColour = (25,27,30)
NightDirectionalColour = (19,20,24)

These recomendations may be updated later

* In some cases minor imperfections that have been there all the time will be more visible.
There seems to be a tiny gap between polygons in some skyboxes, resulting in some darker pixels in the sky near the horizon at some tracks.
* Most materials are ported over to the new shaders and most of them are tested, but there is always a small chance that a track uses an old not ported version or that some new material behaves differently than the original one (not setup properly in the new shaders).
* There are still many things I want to do to improve graphics, but it is not possible, at least not for the moment.



Credits:
-------------

* Bjarne Hansen for helping me to get started and making the shader updates that I have started with.

This mod is made to be uploaded on Racedepartment and/or on sites approved by Bjarne Hansen/AndreasFSC.
It should not be uploaded on other sites.

Regards,

AndreasFSC



ReadMe from earlier work by Bjarne Hansen:
------------------------------------------



version 1.81
Changes from 1.6
Sky changes. Made SKY01 shader, stronger light but better scattering of lights into the shadows.

Removed all Specular, Bump and Cmap dx7 and dx9 shaders forcing to run DX9 shaders.
Changed the calculation for diffuse light in some of the shaders as they where to strong with dx9.

Fault in the conditional branch of 3 textures.
Diffuser shaders 3 textures swapped DX9 T0+T1XT2 with T0XT1+T2 and the other way around so it behave like the correct dx9 and dx8

Also fault in the 4 textures but also in DX8 so left it in.
Still something going on that isn't right! Need some more testing

Cubemap shaders, none of the shadows optimizing (Race 07) was used. Changed in GFX file

RReflect. Checking GMT it expexts T0+T1XT2XT3 while the GFX lined up T0+T1+T2+T3
Corrected according to the GMT but not a huge visual change. Had hoped for better defined Drying line.
Not sure which one is best?

Easy to change.
Open REFLECT.GFX
Find ShaderName=L2DiffuseT0T1Reflect
In Define=(MULTEX, 6), you can use values from 0 to 7.
Save file again.

0 was original value in the gfx while 6 was the expected value in the GMT!
Need to end program to make a change and restart in rain again to see changes.

Date Nov 28. 2017
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Latest updates

  1. Fixes and tweaks

    V1.8.92 * Fixed a few more errors i shader combinations tat are not used much. * Shadow casters...
  2. Bumpmap material fix

    V1.8.91 * The bumpmap unbias from standard shaders didn't work well combined with normals...
  3. Minor bug fixes

    V1.8.9 * Minor bug fixes (one bump and one water shader).

Latest reviews

great work!thx!but can you somehow make more shadows and a little lighter in the cockpit?
Excelent!!

Latest News

Author
AndreasFSC
Downloads
919
File size
112.2 MB
Views
13,244
First release
Last update
User rating
5.00 star(s) 2 ratings

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