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PostPosted: Sat Feb 11, 2017 1:46 pm 
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Jackman
Jackman

Joined: Thu Apr 30, 2009 6:08 pm
Posts: 14
Yes, i know, WCCARBODY had to be modified using the new shader (carpaint with damage), but the problem I am encountering, involves 90% of the car, including interior.
Almost all parts of the car, are practically white, highly reflective i suppose, and I can not figure out why.

Image

The curious thing is that this happens on all tracks except the the Virtua_LM tracks, where the car appears normal.
Not being a part in particular to show the problem, but almost all the components, I do not know where to start.
Some idea?


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PostPosted: Sun Feb 12, 2017 11:50 am 
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US Pits Crew
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Location: Barnet, London
It might be possible to help if you can show us a screen grab of the 3DSimED Material Edit window for this WCCARBODY, but there are many reasons this could happen.

Cheers

Dave N.


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PostPosted: Mon Feb 13, 2017 8:07 am 
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Jackman
Jackman

Joined: Thu Apr 30, 2009 6:08 pm
Posts: 14
I fixed the issue with the carbody, using the rF2 dedicated shader.
But all the materials that uses the "cube map specular map add greyscale reflect t0" shader, looks white.

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PostPosted: Mon Feb 13, 2017 11:47 am 
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US Pits Crew
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Joined: Thu Sep 01, 2005 9:58 am
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Location: Barnet, London
Have you set the shader to "cube map specular map Fresnel t1"? because it looks like that to me and it wouldn't work in rF2 as it's a Race shader (there should be a column showing the game), although that doesn't explain why you're sure it works with Virtua_LM tracks.

Cheers

Dave N.


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PostPosted: Mon Feb 13, 2017 3:44 pm 
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Jackman
Jackman

Joined: Thu Apr 30, 2009 6:08 pm
Posts: 14
Dave Noonan wrote:
Have you set the shader to "cube map specular map Fresnel t1"?


As wrote in the previous post, the shader is "cube map specular map add greyscale reflect t0", and, yes, (only) in all Virtua_LM tracks work fine.


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PostPosted: Tue Feb 14, 2017 4:37 am 
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US Pits Crew
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Joined: Thu Sep 01, 2005 9:58 am
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Location: Barnet, London
I have just noticed it's not called WCCARBODY which it will need to be for some of the special handling of reflections.

What you will need to do is start by setting the shader to t1 (simple diffuse) and then specular map t1, and then cube specular map t1, this way you'll find out which stage is going wrong.

Cheers!

Dave N.


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PostPosted: Tue Feb 14, 2017 7:07 am 
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Jackman
Jackman

Joined: Thu Apr 30, 2009 6:08 pm
Posts: 14
Dave Noonan wrote:
I have just noticed it's not called WCCARBODY


It's not called WCCARBODY beacause it's not the carbody, but part of the cockpit! :)
However, I am solving redoing from scratch all materials with different shaders. It 's not a good solution because I have a lot of cars to be converted and the process is extremely slow.


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