Author Topic: VW Polo WRC  (Read 2778 times)

Dani_s13

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VW Polo WRC
« on: June 04, 2015, 06:49:36 PM »
Hi I 'm trying to insert a car in WRS , so far as I have , but the problem I have in crystals . Pictured is no glass , but glass and texture with alpha channel transparency does well and everything looks black . Excuse my English , I'm Spanish


Alby46

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Re: VW Polo WRC
« Reply #1 on: June 05, 2015, 06:37:40 AM »
cool car! unfortunately i can't help you, i know nothing about these things
Still riding a 50cc, but enjoying it :)

PiBoSo

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Re: VW Polo WRC
« Reply #2 on: June 06, 2015, 07:15:02 PM »
Hi I 'm trying to insert a car in WRS , so far as I have , but the problem I have in crystals . Pictured is no glass , but glass and texture with alpha channel transparency does well and everything looks black . Excuse my English , I'm Spanish

Could you please post the alpha channel of the glass texture?
« Last Edit: June 07, 2015, 08:58:56 AM by PiBoSo »

Cory_Hayes.11

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Re: VW Polo WRC
« Reply #3 on: June 23, 2015, 03:39:38 PM »
Can you please post an example TGA of a glass texture please?
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PiBoSo

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Re: VW Polo WRC
« Reply #4 on: June 23, 2015, 04:13:25 PM »
Can you please post an example TGA of a glass texture please?

A starting point is a flat grey alpha channel.
Black = transparent; white = opaque

Cory_Hayes.11

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Re: VW Polo WRC
« Reply #5 on: June 23, 2015, 05:15:45 PM »
...Then what....
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Steven

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Re: VW Polo WRC
« Reply #6 on: June 23, 2015, 06:23:51 PM »
...Then what....

Could you be a bit more specific about where you are stuck?
Creating a glass texture knowing you have to use the alpha channel shouldn't be the problem.

Cory_Hayes.11

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Re: VW Polo WRC
« Reply #7 on: June 24, 2015, 01:33:39 AM »
... I am stuck with the whole alpha channel thing, I know where its located, I made it grey, but its not working in game
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Cory_Hayes.11

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Re: VW Polo WRC
« Reply #8 on: June 24, 2015, 01:02:35 PM »
Lads, just figured out glass, basically, you need to use Shader Map Pro, and turn your TGA into a "specular" and then in 3ds, where you put your diffuse, under it is a specular section, and just load in the bmp, that will be your spec version of the texture, then, you have to make a new text document, call it the same as your texture ( the spec, texture, and new file all have to have the exact same name), and copy paste this into your file.

specular
{
   shininess = 30
}

reflection
{
   factormin = 0.1
   factormax = 1
   factorexp = 1.5
}

After doing so, save the document as all file types, and call it (whatever your texture name is).SHD, and it will produce a .SHD file, and you will then have glass, be sure to have all your textures in the same folder, otherwise it will not work.

Peace.  8)
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