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Post by Ian.H on Jul 28, 2005 7:49:58 GMT -5
I dunno what's caused the darkness on the mirror there.. but they look fine in the viewports and smoothing groups appear ok (unlike the FXR mirrors which I did have to fix up).. same kinda story with the roof I think.. the part furthest in the distance has some dark noise... weird though as I don't seem to get these effects when I add a skin lol. The rims are the same chrome material I've used throughout.. taken from materials guide I found someone on the net a while ago.. might work on another one though to give a more alloy painted look than chrome I have a large(ish) LFS.mat file containing just about all the LFS textures and preset materials I use.. makes things loads quicker to create scenes and saves me figting with values each time Regards, Ian
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Post by eddieturner2002 on Jul 28, 2005 9:02:55 GMT -5
Mucking around with Linsen's LX6 scene and in the 3dsMax model the white patches weren't apparent. They were the correct images but when Brazil rendered it, the patches appeared in various places. Any ideas? Could it be that the .dds files are being recognised by Brazil?
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Linsen
Grand Master
Posts: 190
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Post by Linsen on Jul 28, 2005 9:19:56 GMT -5
Uhm, not quite sure what you mean by "They were the correct images but when Brazil rendered it, the patches appeared in various places", but to me it sure looks like the interior file is missing (and maybe the LX_grill, if there is one, can't remember, though)... Ar you sure you set the right path to your lfs-directory? (Well, you probably did since other files are showing). Is the dds-plugin installed? (Can't be it either, since the other files are dds also) I have no idea, what happened there Maybe check the material id's? Also check, if both interiors are there. At least one file, interior1, I think (can't check right now), must show up in two different material-slots. Does anyone else have problems with the LX6 scene?
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Post by Ian.H on Jul 28, 2005 9:42:09 GMT -5
I'll try it later Linsen and let you know but does look like a missing interior texture to me at first glance too Regards, Ian
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Post by ThunderX86 on Jul 28, 2005 9:49:28 GMT -5
Ian.H: I mean the inner mirror, it's light gray, but I think it should be darker.. Don't like the color.. And I'm also using mat files, easier to handle... but I still have to correct some values for each car... some things doesn't look good with the same values... That's why my updates aren't still posted... -.-
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Post by Ian.H on Jul 28, 2005 9:57:23 GMT -5
ahhhhhhhh lol damn, now I see what you mean.. like the colour map output adjustment for the steeringwheel grip I know some of this is caused by the lighting I picked.. but I also know I haven't changed the colourmap settings for the mirror / interior. I have some updates to post for some of the scenes that I've already done (like creating the polys to give the rear lights a glass texture).. looks like I might need to do some extra adjustments too Thanks for pointing out these small issues.. all helps Regards, Ian
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Post by ThunderX86 on Jul 28, 2005 17:04:52 GMT -5
Hehe... ^^ Hmn... what about some threads for scenes like the skin garages? oO I think that will help to prevent some confusion...
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Post by eddieturner2002 on Jul 28, 2005 17:12:58 GMT -5
I was missing a file called LX6_interior1_max.dds but the file was not supplied with the scene.
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Post by Ian.H on Jul 28, 2005 19:13:46 GMT -5
eddie.. load the normal LFS LX6_Interior1.dds file into photoshop / psp etc. You'll see in the texture, there's a small white square area with a dark stroke outline. Use the marquee tool or whatever takes your fancy and cover over that white square with an almost black grey shade. Save the file out as LX6_interior1_max.dds in the dir where the other textures are for the LX6.. that should fix your problem The reason for painting that white square (almost) black is some areas this is done automatically in the game, but not when rendered.. as an example, without this on the likes of the XR_interior1 texture, all the frame around the windows will come out white rather than the dark grey / black in all the renders we see here HTH sir Regards, Ian
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Post by 9ra55h0ppaH on Jul 28, 2005 19:54:37 GMT -5
Linsen, i was tooling around with your FOX scene, and i couldnt get the underpan/interior of the sidepods to go grey, like in the viewport windows, they are just rendered white...
what am i doing wrong :S
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Post by ThunderX86 on Jul 28, 2005 20:04:37 GMT -5
I don't like the "white square problem"... My new scenes don't need modified files, because I assigned a black material to those "white sqared" parts. Lot of work, but easier to use and smaller file size... But I don't want to update my XRR, FXR and FZR that way, only XFR, UF1 and FO8 are that way.. and the ones I'll do after them...
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Linsen
Grand Master
Posts: 190
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Post by Linsen on Jul 29, 2005 11:56:32 GMT -5
Oh [where's the smilie that smacks itself on the forehead?], of course, stupid me! I always correct the interior files in photoshop and than save them under a different name (LX6_interior_max.dds or example) and load that one into 3dsmax... That is definitely not the perfect way, when trying to share max-scenes. I just didn't think about it. Sorry to have caused this confusion . I will update the scenes as soon as I find time. In the meantime, please take Ian's advice, that corrects it - maybe I'll try the Thunder-way next time, though.
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Post by finnerss on Aug 1, 2005 3:26:49 GMT -5
Really thanks everyone these are definitely the best contribution to the racing community that I've ever seen. Sergio
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Alex V
Advanced Skinner
Posts: 126
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Post by Alex V on Aug 1, 2005 16:11:20 GMT -5
do the .max files from 3D Max 6 work normally with the Max 7? I'm almost sure they do, but i want to be sure
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Post by Ian.H on Aug 1, 2005 17:06:05 GMT -5
Yup, haven't found any problems there Alex.. it prompts you to resave the file when you load it in v7 format.. which you can specify a new file IIRC.. so you don't even have to lose the original formatting if you wish to keep the v6 version Regards, Ian
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