attempt @ Modding racer and help needed

ok guys, after a long discussion with you, in my other thread, i thought i'd show you something what i've began working on,

now here's the problem i've posted screens, one is CG, one is nonCG what am i doing wrong, i could really use some feedback here, i'd like to begin to move to racer, as world racing 2 is old now and i need something else to bring my models to,

and racer is emerging from the mire of car modding, failing this, i may just retire permanently from game modeling and thats not something i'd like to do..so if anyone can help me out then i'd be greatly indebted to you,

i've used the dof exporter for 3dsmax, i guess i've got alot to learn any info please, on what i need to do, once i've got my model to dof format,
 

Attachments

  • racer 2010-11-20 14-44-04-16.jpg
    racer 2010-11-20 14-44-04-16.jpg
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  • racer_nocg 2010-11-20 14-44-18-87.jpg
    racer_nocg 2010-11-20 14-44-18-87.jpg
    105.5 KB · Views: 304
ok...an example...for a basic shader...

vf_reflect_bump
{
; Texture+bumpmap+reflection map
vertex_shader
{
;file=dyn_standard_reflect_v.cg
;file=dyn_standard_bump_speca_v.cg
file=dyn_standard_bump_reflect_v.cg
}
fragment_shader
{
;file=dyn_standard_reflect_f.cg
;file=dyn_standard_bump_speca_f.cg
file=dyn_standard_bump_reflect_f.cg
}
}
;
; Racer shaders
;
shader_gloss~vf_reflect_bump
{
compression=0
reflect=0.3
specular=1 1 1
shininess=50
; Need tangents passed while rendering
tangents=1
layer0
{
map=lambobody.tga
;blend=src_alpha one_minus_src_alpha
}
layer1
{
; Bumpmap
map=lambobody_normal.tga
; Don't convert from SRGB to linear
mode=linear
}
layer2
{
; Reflection cubemap
map=$trackenvmap
mode=linear
}
}

...this is from the actual lambo...put for the red colored names your Material- and textur- name....
then it should work...
 
attached is the Qlog,

if anyone is willing to help me, sort this out, send a pm, i've done everything that i'm supposed to do, at least i thought,

the nocg isnt working at all now, i'm not sure why

dof export shows the textures, as does modeler, just not working ingame
 

Attachments

  • QLOG.txt
    6.1 KB · Views: 413
Well, the QLOG is self explanatory - you haven't defined the shaders for your materials!

For example:
Code:
Sat Nov 20 18:32:09 (WARN): [racer/4680] No shader found for material 'wccarbody' in 'data/cars/ve2010/body.dof' (default 'hrt_fade_base.tga')
means that you haven't defined a shader named 'shader_wccarbody'.

So something like this must be in your car.shd:
Code:
vf_standard
{
   vertex_shader
   {
       file=dyn_standard_v.cg
   }
   fragment_shader
   {
       file=dyn_standard_f.cg
   }
}

shader_wccarbody~vf_standard
{
    layer0
    {
        map=hrt_fade_base.tga
    }
}
 
haha, was that supposed to be a joke lol

anyways here it is, i guess i have to do the same for the missing "black" as well, ie missing textures?

thanks guys sorry but i really want to work this out cheers
 


ok here's an update on what i've managed to achieve so far, think i've got the shader things sorted for the most part, just not sure how to set transparency for windows? suggestions welcome
 
...

vf_glass
{
vertex_shader
{
file=dyn_standard_reflect_window_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_window_f.cg
}
fresnel
{
bias=0.2
scale=0.8
power=3.0
}
}


shader_glass~vf_glass
{
sort_offset=1
layer0
{
map=windows.tga
alpha_to_coverage=1
depthwrite=0
blendfunc=blend
}
layer1
{
map=$trackenvmap
}
}

i control the transparence with the alpha cannel...not sure if there are a other way too...
 
ok so where do i insert that, and dont be rude lol

cheers

this is what i've got so far, i've saved as a text file because i cant upload shd files here just need to know where to insert the text, you've given me
 

Attachments

  • car.txt
    4.9 KB · Views: 655

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