Post Pictures thread (Part 3)

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Hey guys, backing to racer, and what about doing a new section for screenshots? Everybody may agree with me, 160 pages are a bit too hard to find anything.

Well, about game, backing with 2.7L V6 DOHC TwinTurbo 265hp@5800rpm Quattro 01'

screenshot124copy.jpg

screenshot125copy-1.jpg

screenshot126copy-1.jpg


Bonus: Raphael's MR-S

screenshot119copy.jpg
 
There are tons of Gallardo sound sets out there. I have some very good ones from TDU1 which I have just dropped in (edited to improve a bit more)

Car.ini needs loads of work from that old version too. I have it here and it's driving pretty well now, the awd still isn't perfect but I'm waiting on scripting stuff from Ruud/Mitch so we can alter the awd bias depending on driving style :D

Dave
 
Hope I don´t have to explain how to use this code :)

; Citroen
;
; Vertex/fragment shader templates
;

vf_bump
{
tangents=1
vertex_shader
{
file=dyn_standard_bump_v.cg
}
fragment_shader
{
file=dyn_standard_bump_f.cg
}
}

vf_reflect
{
vertex_shader
{
file=dyn_standard_reflect_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_f.cg
}
}

vf_reflect_window
{
vertex_shader
{
file=dyn_standard_reflect_window_v.cg
}
fragment_shader
{
file=dyn_standard_reflect_window_f.cg
}
}

vf_standard
{
vertex_shader
{
file=dyn_standard_v.cg
}
fragment_shader
{
file=standard_f.cg
}
}

; materials ______________________________________________________

; Material body gloss
shader_body_gloss~vf_reflect
{
cull=none
compression=0
reflect=0.6
shininess=0
specular=0.00 0.00 0.00 1.00
fresnel
{
bias=0.1
power=2.0
scale=0.9
}
layer0
{
map=remap.tga
}
layer1
{
map=$trackenvmap
}
}

shader_shadowmap~vf_standard
{
layer0
{
map=shadow.tga
texenv=replace
}
}


; Material accessories
shader_access~vf_standard
{
compression=0
layer0
{
map=access.bmp
}
}

; Material chromes
shader_chromes~vf_reflect
{
compression=0
reflect=1.0
shininess=32
specular=1.00 1.00 1.00 0.00
layer0
{
map=access.bmp
}
layer1
{
map=$trackenvmap
}
}

; Material lights
shader_lights~vf_standard
{
compression=0
shininess=0
layer0
{
map=access.bmp
}
}

; Material windows
shader_glass~vf_reflect_window
{
cast_shadow=0
compression=0
reflect=1.0
shininess=0
sort_offset=1
specular=0.00 0.00 0.00 1.00
fresnel
{
bias=0.1
power=2.0
scale=1.0
}
layer0
{
map=glass.tga
blendfunc=blend
}
layer1
{
map=$trackenvmap
}
}

; Material body matte
shader_body_matte~vf_standard
{
compression=0
layer0
{
map=remap.tga
}
}

; Material ruber
shader_ruber~vf_standard
{
compression=0
layer0
{
map=access.bmp
}
}
; Material wheel thread
shader_thread~vf_standard
{
compression=0
layer0
{
map=thread.tga
}
}

; Material dashboard instr
shader_consol~vf_standard
{
compression=0
layer0
{
map=consol.tga
}
}

; Material gears numbers
shader_gears~vf_standard
{
compression=0
layer0
{
map=consola.bmp
}
}

; Material interior carpet
shader_carpet_interior~vf_standard
{
compression=0
layer0
{
map=moquettesec.bmp
}
}

; Material 11 interior
shader_interior~vf_standard
{
cull=none
compression=0
layer0
{
map=access.bmp
shininess=32
specular=0.16 0.16 0.16
}
}


; Material trunck carpet
shader_carpet_trunk~vf_standard
{
compression=0
layer0
{
map=moquette.bmp
}
}

; Material mirror
shader_mirror~vf_standard
{
diffuse=0.20 0.20 0.20 1.00
layer0
{
map=$mirror
texscale_s=1
texscale_r=1
texscale_t=1
}
}


; Material licence plate
shader_licenceplate~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=licence.tga
}
}

shader_lights_brake~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}

shader_lights_reverse~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}

shader_lights_on~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=lights_on.tga
emission=4 4 4 1
}
}
shader_lights_licence~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=licence_on.tga
emission=4 4 4 1
}
}


shader_lights_consol~vf_standard
{
sort_offset=1
compression=0
layer0
{
map=consol.tga
emission=4 4 4 1
}
}
; Old materials still in use

;shader_rpm~vf_standard
{
compression=0
layer0
{
map=rpm.tga
}
}
;shader_kmh~vf_standard
{
compression=0
layer0
{
map=kmh.tga
}
}

;shader_maledriver~vf_standard
{
compression=0
layer0
{
map=maledriver.tga
}
}
 
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