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#1 |
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Banned
Join Date: Jan 2007
Location: Wales
Age: 33
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Is there some way of getting the lights from this mod working an other cars??. I'm sure I saw some a tutorial on how to do it but cant find it. I have seen it on another mod mod so i'm assuming it can be done.
Many thanks Jon. |
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#2 |
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Join Date: Jan 2010
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Well, I posted the tutorial to http://rfactorcentral.com/detail.cfm...are%20Tutorial, but I'm not sure, what happened to the download links.
![]() If anybody still has the download archive for the tutorial, it would be great, if it could be added to the download links in RFC. |
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#3 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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i'm wondering if this can also be applied to tracks... just imagine Monaco by night, with those lights
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#4 |
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Join Date: Jan 2010
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Theoretically, it should be possible to apply the light flare shader to tracks as well. I haven't tested it yet though...
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#5 |
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Join Date: Feb 2007
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it is possible, i have converted some nfs shift cars and put the car paint shader and lights to them, they look really nice jeje...
in fact, I think this shaders have to be used in all mods (with author permision), they make rfactor to look much better, in my opinion it is the best graphical improvement made ever for this game Last edited by frigopie; 4 February 10 at 11:51. |
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#6 |
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Join Date: Jan 2010
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I've always wondered, why rFactor didn't include this effect/shader in the first place. Its quite an old technique, used in NFS3 for example.
The way rFactor default cars and tracks did the static flares always looked so fake and unrealistic, that's why I decided to put effort into developing the shader. As the download links are gone from RSC, and I currently don't have the tutorial archives at hand, I would be very glad if somebody could upload and add links to the tutorial at RSC. Thanks!
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#7 |
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Join Date: May 2008
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I'd be very gratefull aswell, i'd be happy to have it.
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#8 |
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Join Date: Jan 2010
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#9 |
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Join Date: Feb 2005
Location: lost in somewher in the world.
Age: 30
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nicee
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#10 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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Thanks a lot!
i'll try to implement it to some cars and a track aswell ![]() so, it works only in dx9 mode. But it won't export if not to set the dx7 and dx8 aswell. Is it possible to create "usual" static flares using the same texture, for dx7 and dx8 settings? |
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#11 |
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Join Date: Jan 2010
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Yes, only works in DX9 mode (c'mon, it's 2010, and even DX9 is getting old
). For the DX7 and DX8 just use T1 or similar shaders.
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#12 | |
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Banned
Join Date: Jan 2007
Location: Wales
Age: 33
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Quote:
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#13 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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offtopic question: in your tutorial i see the "post-shadow" option checked.
what does it do?
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#14 |
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Join Date: Jan 2010
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#15 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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which kind of shadows? do you mean vertex shading, or shadows casted from car/another object?
if the second one, i thought it's enough to not to check "shadow receiver" and there won't be shadows casted on that object aah. seems i undestood - if you have object which you want to be shadow receiver, it's also possible for some part of the object (which has post-shadow option checked) not to receive the shadows, am i right?
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#16 |
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Join Date: Feb 2005
Location: lost in somewher in the world.
Age: 30
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#17 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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hehe, works almost great with tracks!
the problem is the "turning circle" of these "billboard" objects is around 180 degrees (which is great for cars tho). I've tried to clone the flare squares and to flip their normals, but they're still invisible in the "other side". However, cheking "two-sided" in the mat. properties (without needing to clone the objects) increases the "turning circle" to 200-something degrees, which is better. Anyway, here's the screen of very quick creation of those things ![]() http://www.nogripracing.com/gallery/...hp?photo=84122 nonono, i use only dx9 myself aswell, just wanted to ensure everything will be working properly (and still ok-looking) in dx7 and dx8 modes
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#18 | |
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Join Date: Jan 2010
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Quote:
The light flare shader has some values hard coded and some functionality aimed more for car lights, where the flare is visible only when looking into the lights directly (with a small angle) - that's where the 180 degrees comes from. The angle of visibility is determined according to the viewer's eye vs. the flare normal. To get full 360 degrees, one would just need to eliminate these parts of the shader code. Too bad, I'm too busy with other things currently... Anyway, I'm glad that other modders are interested in implementing the flares for their mods!
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#19 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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thank you for your efforts!
i'm wondering, does your rule about rotating axis work with tracks as well? as i think now it's better to "face" the square top-down (as the streetlamp points the light from top to down as well). Gonna play with that when i'll have some time, i hope the flare will still be visible from the sides. |
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#20 |
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Join Date: Jul 2003
Location: Australia
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Some1, Thanx for the great tutorial. I got it to work first time on the Bathurst 72 cars, replacing the old type that shipped with the mod, and they work great.
However.... I've tried getting them to work on the Historix Mod (on the 911's) and have not been able to get them to work. ie. they dont show ingame. I've set them up exactly as I did with the 72's (attaching them to the HLGLO_PS and HLGLO_PS) the original glows still work but the new polys with the flares do not show. I've also made sure the new shaders are in the same directory as the coreshaders.mas in my Historix install.(I have seperate installs for all my mods) Any ideas would be truly appreciated Cheers, Neil
Last edited by Buk_Nekkid; 22 April 10 at 04:58. |
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#21 |
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Join Date: Jul 2003
Location: Australia
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Ok sorted
![]() Turns out the hlglo_ds and hlglo_ps I needed to attach the new flares to are not the ones in the 911.mas folder. The ones the game uses are in the "luces" folder. I attached the new flares to these and all works fine ![]() Cheers, Neil
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#22 |
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Join Date: Jan 2010
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Ok, good to know. A screenie perhaps of the outcome?
![]() By the way, I've noticed that those who use the flares are also using the flare textures that probably came with the tutorial. It is not required to use those particular textures, if one can come up with better ones... ![]() One more thing, be sure to use TGA textures for the flares and disable compression (detail reduction) in the shader settings for best results. |
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#23 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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i'm using your shaders, and a bit colour-tweaked your flare texture in my wip track. maybe the texture will be different, tho i'm pretty pleased with this one
![]() http://www.nogripracing.com/gallery/...hp?photo=89127 |
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#24 |
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Join Date: Jul 2006
Location: Waterville Maine USA
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bad@$$
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#25 |
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Join Date: Sep 2008
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Well, I think I really need help here. I've managed to put the flares shaders ingame, but something weird happens. I think it's better explained with some pictures:
From a certain distance, it looks fine ![]() As we approach the camera move from the perpendicular of the plane... ![]() and finally the flares are totally screwed ![]() Anyone knows why is this happening?
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#26 |
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Join Date: Jan 2010
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Probably the flare models are incorrectly aligned or the size is incorrect.
Can you perhaps describe how you placed the flare models? |
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#27 |
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Join Date: Sep 2008
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Thanks for your quick response, Some1
![]() I've tried to follow your tutorial to the letter, but I'll try to explain the process. First of all, I imported the Hammer GMT models to MAX, and checked the materials to verify they were ok. After that, I created two planes, one for each light. Each one 1x1 meter with 1x1 segments. Then I converted them to Editable Poly. Then I placed them in front of the lights objects and attached them. No rotations or any other transformations were made. Well, I've also tried to put them behind the lights but the results were the same. In the material editor, I added a new submaterial, HAM_FLRGLOWA. Here are some screenshots to see the material properties: ![]() ![]() And of course, I assigned the material to the planes. After that, I exported the GMTs as usual, and tested in rFactor. Well, I think that pretty much covers all the process. Hope this helps |
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#28 |
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Join Date: Apr 2010
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I have the same problem, from certain angle of view, looks good, but suddenly goes crazy!
I follow the tutorial letter by letter, try use the plane included in it, try to make a new plane with the specific data in the pdf, try to reset the pivots, try attach the file in a new object, and all without succes. I await for any idea ![]() ![]()
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#29 |
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Join Date: Jan 2010
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I think the problem might be in the "plane creating process". If the vertices in the plane aren't in correct order, things can be messed up.
I think I included sample planes in the Light Flare Tutorial? .. Can you perhaps try to use those? |
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#30 |
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Join Date: Sep 2008
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Well, I've tried with your MAX sample. Just raised the plane 1.5 m in the Z axis so it was visible over the car, and no luck. The artifacts are still there. There are even more noticeable because it's the HeadLight Flare shader and when you point the camera directly in front of the plane, the texture moves more.
I'm beginning to think it could be caused by the exporter plugin. Is there any special config I need to put in the ISI panel? Would you like that I attach my MAX project so you can check what am I doing wrong? Thanks in advance, Some1 |
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#31 |
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Join Date: Jan 2010
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Sorry for bumping this old topic, but I've found a bug in the Light Flare Tutorial that really makes the flares behave wrongly.
Namely, the size of the flare quad must be 0.5 units, not 1 unit. Hope this fixes your problems! |
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#32 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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This topic is very useful, so don't feel sorry to bump it.
I have the same problem with flares... well, I work in Max, but I guess there's my misunderstanding, or sort of language barrier-stuff. What do you mean by "0.5 ans 1 units" If the basic unit is 1 meter, the size of the planes should be 0.5 meters? |
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#33 |
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Join Date: Jan 2010
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Hehe, looks like I still failed to "fix" the bug.
![]() So, here's another attempt: For the flares to work correctly, the size of the quad must be 0.5 x 0.5 generic units. This means, that if your scene in Max is set to use mm, you need to change this to the Max generic units. I hope this clarifies the topic. |
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