The red is where the main road detail image is shown and the purple is where the main red channel detail is mixed with the blue channel crack texture. Mine looks like this and is in DXT3 format with 4 mipmaps. It does not need to be as large as the diffuse. ![]() You may ask "how do I get color variations and such?" The answer is in the detail textures which I will get to that in a later post. In general you only want to use one single diffuse for your entire road. The format of the diffuse should be DXT5 and with about 4 mipmaps. What I simply do is make the alpha channel a copy of the diffuse and adjust the levels how I want them to be. Basically, the alpha channel here is your specular level. Shown below is the diffuse with the alpha channel next to it. You want as long a texture as possible to limit the amount of times it repeats. Let's go through all those textures and how to set them up to produce what you see above. Here are the settings from the SDK Editor. ![]() The shader to use (the that Kunos also uses in official tracks) is ksMultilayer_fresnel_nm ahm no, what we WILL obtain by following the indications below. Bridgehampton Race Circuit) are one of the best modded tracks out there.īack to our guide, this is what we aim to. If you are not familiar with him, his tracks (e.g. Before anything, all credits for this guide go to, who took the time to share (<<thank you).
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