New Forum Software: https://forum.piboso.com/index.php?topic=6568
Started by pleclair, May 04, 2015, 11:02:47 PM
Quote from: RiccoChicco on May 04, 2015, 11:35:41 PM.shd files are in textures folder before export but you don't need them once your scene has been exported (the shader data is "boxed" in the .edf/.map).More informations on how to do a .shd file :http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders
Quote from: Hawk UK on May 04, 2015, 11:44:03 PMQuote from: RiccoChicco on May 04, 2015, 11:35:41 PM.shd files are in textures folder before export but you don't need them once your scene has been exported (the shader data is "boxed" in the .edf/.map).More informations on how to do a .shd file :http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#ShadersSo the exporter totally ignores any normal/spec maps applied in the Maya or 3ds Max? If so then that is very poor.Hawk.
Quote from: pleclair on May 04, 2015, 11:02:47 PMSo I'm grasping a bit how it works... if I understood properly, I must create a .shd file named as my diffuse texture, and it must be in the same directory. But... where is that? I mean, the textures are in the .map file, right? So, do I really need to export the map file from Max everytime I want to change a shader? Cause figuring out how it works and how to get the results I want, I will have to make many tries, and this whole workflow seems very unproductive.. so I doubt it is the way it works. I'm looking at victoria, and I cannot find any shd file, so they must be as I think in the map file. Any way to crack open a map file? I could look at the shd of victoria and pick it up very quickly.So basically, it woud be really nice if piboso could details everything that can go into the shd file. I mean, from the simple example in that thread, to the track creation rules... I see no way of doing some basic detail mapping.. having a low res diffuse + an high res detail on a different uv channel + normal + spec. Any way of having two normal maps? One for the diffuse, and one for the detail? Any way of doing some blending? Using masks, vertex blending, or?
Quote from: pleclair on May 08, 2015, 02:03:03 PMIt pains me to see this thread still unanswered after all these days... I tried my best to come in here with a positive attitude, given the fact that it clearly doesn't look good from a new customer standpoint. pCars is out now, and it turns out a lot better than I would have ever hoped. It is actually a simulator, and a very nice one indeed. In a month from now, we'll be in the process of moving to a new place, so we'll be in a lot of turmoils, and I won't be able to do much, regarding working on tracks and conversions. If this thread would have been answered, I would have put pCars on hold, and continued my learning process here with WRS until the move happens.So, I'll wish you guys the best, I'm out to play pCars for a while. I'll drop back when I'm ready to resume, and see if things have improved/changed. I would appreciate if this thread was answered when I drop back, I could start work right away. Sincerely disappointed.PS: I will still finish the textures upload, feel free to use them. I put it on hold since the uploading make pCars choppy at times. I'll try to do it at night.