Again big problems with Alpha and Chroma :/

NuNiTo

25RPM
May 2, 2009
30
1
Hello, i need again some professinal help :smile:

GRAB_502..jpgGRAB_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
 

FerrariMan96

1000RPM
Nov 15, 2009
1,072
134
This is just a guess but maybe it's something to do with randomness?

Sorry i could not help more.

FM96
 

chub_pearson

250RPM
Mar 16, 2009
312
2
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.
 

NuNiTo

25RPM
May 2, 2009
30
1
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
 

doser

25RPM
Nov 10, 2009
44
0
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.
 

NuNiTo

25RPM
May 2, 2009
30
1
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:
 

Sub

50RPM
Mar 29, 2009
57
5
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?
 

R Soul

500RPM
Apr 19, 2009
987
202
37
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.
 

doser

25RPM
Nov 10, 2009
44
0
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.
 

Steven Walker

Slowly getting better!
Jul 20, 2009
482
355
54
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.

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.
 

gstaraz

25RPM
Jun 15, 2009
40
0
48
Name the material to rmbl
set as collision
and set Can drive on this surface

...that should be all...
 

banger

500RPM
Mar 24, 2009
661
33
54
what cause the black strip on the textures,i erased the 3 strip lines on top, but it still appears.
 

Attachments

chub_pearson

250RPM
Mar 16, 2009
312
2
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.
 

ed_jza80

100RPM
Dec 27, 2009
176
2
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
 

ed_jza80

100RPM
Dec 27, 2009
176
2
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?
 

Kris Vickers

1000RPM
May 9, 2009
1,221
14
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.