So basically that means that each time I change a shader value, I must re-export the whole scene .map file everytime?
If Piboso is to keep this .shd definition, then at least, taking them out of the map file, putting it in one xml file, would make a lot more sense to me.
Cause I can't see modders that need to learn the proper values to use for spec, etc, having to export the whole scene to change the road spec value. That is not very efficient.
The only way to get a good looking grass or road, is by using a diffuse+detail textures. If you use detail quality diffuse and tile that, you will get some nasty textures in the distance, as a detail map fades away after a certain distance, so you only see it close to you... and it is much easier on the resources as well, since for the most part, it is a low res diffuse like 512x512 that is used instead of a 2k texture)... so I would really like to know how its handled in this sim, does it support multiple uv channels? Or does it do a planar mapping ala AC for the detail maps, and adjust the tiling value.
If Piboso is to keep this .shd definition, then at least, taking them out of the map file, putting it in one xml file, would make a lot more sense to me.
Cause I can't see modders that need to learn the proper values to use for spec, etc, having to export the whole scene to change the road spec value. That is not very efficient.
The only way to get a good looking grass or road, is by using a diffuse+detail textures. If you use detail quality diffuse and tile that, you will get some nasty textures in the distance, as a detail map fades away after a certain distance, so you only see it close to you... and it is much easier on the resources as well, since for the most part, it is a low res diffuse like 512x512 that is used instead of a 2k texture)... so I would really like to know how its handled in this sim, does it support multiple uv channels? Or does it do a planar mapping ala AC for the detail maps, and adjust the tiling value.