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New Gfx file
|Size||168 kB ( 172511 bytes )
|Added||3:18pm, 14th August 2017
Update to 1.60
There are 3 files in the zip folder.
gfx.gtr which is the new gfx updated to version 1.6
Org_gfx.gtr which is the original gfx so you can go back to original gfx.
And a readme of the changes to the original gfx.
Thanks to the guys that helped testing.
Please report any faults/ issues so they can be corrected
See readme how to install.
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No screenshots have been added for this file.
This is an update from previous ver 1.2!
It is now called 1.6 due to a lot of changes not published execpt to some people that helpe ironing out the faults.
Changes to gfx/shaders:
The induvidual shaders have been changed so 'diffusecolor' is now calculated the same way across all shaders.
The fog calculation got a minor change for a more uniform look of Fog/rain.
In a lot of shaders the 'eyevecnorm' was not inplemented correctly. This has made the sun reflection of buildings and terrain uniform regardless of shaders used.
Added all the extra shaders from the Race 07 series. This is only to make it easier to convert tracks/mods from Race 07 to GTR 2. You should still convert to GTR2 standard shaders as not all will have this update.
There are still a fault with 4 textures in Diffuser, but since a lot of very nice addon tracks make use of the fault it is better to keep the fault.
A few shaders have been upgraded to Dx9 but since it is beyound my skills to upgrade all the shadows shaders to Dx9 it is not making a huge difference in FPS.
MIssing upgrade/downgrade option added. It is still mainly Dx7/Dx8.
But at least it can now upgrade to Dx8
StageState=(1, DiffuseMap, Modulate) used . where it should have been ,
Added ShaderName=L2BumpSpecMapT0Shadow // Dx9
ShaderConstants=(Default, BumpMap, OmniLight) Used "." where it should have been ","
Added dx9 version of No_shade.vsh
Changed diffusecolorso it is calculated same was across all shaders.
Add EyeVecNorm wher it was missing and/or inplemented wrong
Was named incorrectly L2SpecularT0T1. so SpecularT0xT1 would downgrade to dx8
Smaller corrections to the individual shaders. Mainly format and define errors.
One extra shader function added is a feature from Race 07 with the ambient shadow making use of a Zbuffer. Saves a few fps but again you do not need to use it and no harm if you do even with orginal gfx.gtr. The zbuffer will just get igonered
To make use of it the following changes is needed in the .cas file(s)
MESHFILE=ABARTH_1000TC_SHADOW.GMT COLLTARGET=FALSE HATTARGET=FALSE SHADOWOBJECT=(STATIC, SOLID, 256, 256, AMBIENTSHADA.DDS) LODIN=(0.0) LODOUT=(160.0)
MESHFILE=ABARTH_1000TC_SHADOW.GMT COLLTARGET=FALSE HATTARGET=FALSE SHADOWOBJECT=(STATIC, SOLID, 256, 256, AMBIENTSHADA.DDS, ZBuffer) LODIN=(0.0) LODOUT=(160.0)
With Textcrawler, look in the team folder you want to change, filter .cas. Find 'AMBIENTSHADA.DDS' Then replace with 'AMBIENTSHADA.DDS, ZBuffer'
It is all small changes that will make GTR 2 looks a little better and more consisten colors and reflections. And it will make it easier to get consistent looks with post processing like SweetFx, ReShade and ENB injection.
Unzip the folder Shader_Upgrade160'
Copy the gfx.gtr into the root folder of GTR2
The Org_gfx.gtr is the roginal gfx.gtr. If you are not happy with the new gfx just delete it and rename Org_gfx.gtr to gfx.gtr and overwrite the new gfx file
Thanks to the guys that helped test the shaders.
Please report any isseus so they can be fixed.
Version History [hide]
||3:18pm, 14th August 2017
||9:46pm, 18th November 2016
||7:23pm, 8th July 2016
||12:09am, 16th March 2016
||12:14pm, 25th February 2016
||8:38pm, 16th February 2016
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