the whole french population thank you for the service to the countryI'll gladly release the beta version but I still need custom sounds for the 2L NA diesel. Other than that it's pretty much finished.
sincerely,
France
the whole french population thank you for the service to the countryI'll gladly release the beta version but I still need custom sounds for the 2L NA diesel. Other than that it's pretty much finished.
Don't use content from other people.Hi everyone, been following this thread for a while now and I absolutely love it! Today I got my hands 3ds Max for the first and started making a car by merging 2 cars together, the interior from the ks huracan and the exterior from a Super trofeo mod I downloaded, I got the car working in the game but there is a problem with the windscreen and windows when being viewed from inside where they just freeze to one image when I switch to that camera, If anyone could help me that would be greatly appreciated View attachment 510203
View attachment 510204
Not even for my own use?Don't use content from other people.
Most content creators would be rather unhappy. If you have to, make sure not to share/upload it.Not even for my own use?
yes!! for your own and to learn how stuff is done, but dont load it and says "i did this", we all modders start learning from other people work, nobody was born with absolute knowlodge!!Not even for my own use?
Not even for my own use?
Do I have some news for you...If only Assetto supported PBR texturing.
Tell me ? I've been using the CSP PBR Car paint sparingly but I can't input a roughness map, can I ? Any link ?Do I have some news for you...
Roughness is stored in alpha channel of TxDetail normal map IIRC. (CSP uses smoothness because **** you, invert your roughness map). For ""optimization"" x4fab opted to store different maps as channels inside other textures (TxMap, TxDetailNM) which in turn makes it a cluster**** to work with but hey, it's old news that he can't do anything right and/or in a sane, logical way.Tell me ? I've been using the CSP PBR Car paint sparingly but I can't input a roughness map, can I ? Any link ?
And with such an attitude you're going into my ignore list as well.Roughness is stored in alpha channel of TxDetail normal map IIRC. (CSP uses smoothness because **** you, invert your roughness map). For ""optimization"" x4fab opted to store different maps as channels inside other textures (TxMap, TxDetailNM) which in turn makes it a cluster**** to work with but hey, it's old news that he can't do anything right and/or in a sane, logical way.
And it's not documented anywhere because why would it be?
Ignore list is for users who harass you, not for users who trigger you, but you do you. RD people are a bit sensitive.And with such an attitude you're going into my ignore list as well.
Things like that are done for saving drawcalls and tex memory, you may say it's better to have each texture separate in 4K, no difference if it's just grayscale, and if you got alpha of another tex coincidently empty, so you can fill it up with something useful. But nope, let's just think of how it's easy to work with, and ignore that user may want to fill the grid with some big number of cars.
That's crazy but I don't remember asking.And with such an attitude you're going into my ignore list as well.
But nope, let's just make a feature that's implemented different from any other industry standard, not document it at all and ignore anyone wanting to actually use it.But nope, let's just think of how it's easy to work with, and ignore that user may want to fill the grid with some big number of cars.
well we do haveI wonder if we should have a thread on modding methodology and tools, there's obviously an interesting debate to be had.
The last few posts would be a good place to start.