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Post by cooknl on Nov 8, 2008 12:25:50 GMT 2
Hi Guys long time since I been messing with heat.
I am Helping Humty putting the Elise in heat and just wondered if anyone ever has figured out a way to get a very Shiny car in heat without all the weird gloss effects.
Any help or ref url's will be helpfull thanks.
Rob
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Post by Administrator on Nov 8, 2008 12:48:35 GMT 2
Hi Rob
the intensity of gloss/shine is defined by
a) environmental map b) normals length
NHeat only uses one environmental map (envmap.tex) on everything that is defined to have gloss (in zmod: blend/high blend - no difference on that on export to Heat !)
So there's your options:
- you can try working out a envmap.tex that works for high gloss without that nasty "white" streak - You can try/experiment on scaling normals on those parts of the car that you want to have MORE gloss. - Reportedly 3dsmax MOD export filter allows for addtional adjustments on gloss. No clue about that; you'd have to ask over there at ModSquad
My suggestion would be to work on an individual envmap.tex, as that has proved to be the most promising way. Best play around with gamma curve, intensity, contrast
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Post by cooknl on Nov 8, 2008 14:08:48 GMT 2
;DThx Karl,
Gonna have to look for the envmap.tex and see what can be done with it.
Other question is the environment map part of the .car file or a seperate instance in the mod somewhere? Where ?? which file would be the environment file I would be needing for the car.?
I remember that Goresh did a lot of experimenting with this fenomena, if he ever suceeded i dont know. Thx
Rob
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Post by cooknl on Nov 8, 2008 14:50:24 GMT 2
Here are some samples of gloss as they are now, could I get you guys's opinion on this, I know its not perfect but do you think its acceptable? Rob
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Deleted
Deleted Member
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Post by Deleted on Nov 8, 2008 15:37:03 GMT 2
pretty white but not the worst.
NICE CAR THOUGH
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Post by Administrator on Nov 8, 2008 15:41:47 GMT 2
Gonna have to look for the envmap.tex and see what can be done with it. Other question is the environment map part of the .car file or a seperate instance in the mod somewhere? Where ?? which file would be the environment file I would be needing for the car.? I remember that Goresh did a lot of experimenting with this fenomena, if he ever suceeded i dont know. Goresh did play with shine, and we had quite some discussion on the matter. Finally we both agreed that adjusting envmap is the important step ahead - adjusting normals won't help if envmap isn't right. And default envmap isn't right for cars, it adds too much white. It's great for glass, unless you have to look through . For anything else it's pretty bad envmap.tex is in common.res, as it's not only used for the cars, but on the tracks as well (buildings' windows for example). www.speedsims.net/tutorials/modding/envmap.zip Here's some example envmap.tga to play around with. Use it on some existing mod to check it's effects
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Post by DaveO on Nov 8, 2008 15:43:08 GMT 2
Heck, thats the car I've been testing??? I don't know much about painting, but it looks great to me... and the physics on that car are sweet. Don't change a thing to the physics drives smooth as silk.
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Post by Mustangman on Nov 8, 2008 16:01:17 GMT 2
sick is this for SCGTS Group C or WGTC? or other?
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Post by cooknl on Nov 8, 2008 18:35:10 GMT 2
Other question is the environment map part of the .car file or a seperate instance in the mod somewhere? Where ?? which file would be the environment file I would be needing for the car.? Goresh did play with shine, and we had quite some discussion on the matter. Finally we both agreed that adjusting envmap is the important step ahead - adjusting normals won't help if envmap isn't right. And default envmap isn't right for cars, it adds too much white. It's great for glass, unless you have to look through . For anything else it's pretty bad envmap.tex is in common.res, as it's not only used for the cars, but on the tracks as well (buildings' windows for example). www.speedsims.net/tutorials/modding/envmap.zip Here's some example envmap.tga to play around with. Use it on some existing mod to check it's effects [/quote] Wow thanks a lot Karl, gonna apply that on a mod or two and see. Will give a report on observed results. Rob
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Post by cooknl on Nov 8, 2008 18:41:13 GMT 2
sick is this for SCGTS Group C or WGTC? or other? definition of noob- newbie newcomer rookie and petty rookie defines YOU and ME (here) Nope not for any existing mod, although on second thought might add it to my Enzo mod Or as a mod by itself you never know lol. BTW for those of you who did not recognise the car above its the SHELVED Chrysler ME-412, ME standing for Mid Engine and 412 stands for 4 turbo;s 12cylinder. Rob
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Post by DaveO on Nov 8, 2008 18:59:09 GMT 2
yea thought that pic was a different car. Rob you know what I'm talking about!! ;D
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Post by cooknl on Nov 8, 2008 19:04:05 GMT 2
yea thought that pic was a different car. Rob you know what I'm talking about!! ;D Heheheheh ;D yes I do!! Rob
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Post by cooknl on Nov 9, 2008 1:22:17 GMT 2
Hey Karl,
I noticed something weird, when I added the common.res to some mods by some of them the sound gets goofed up. So I did the following, I changed the commen.res in the main heat folder and removed the common.res in the mod folder. That cleared up the sound and now all my mods have much more vivid colors in them and the cars all look alot better too.
Had you noticed this too??
Rob
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Post by Administrator on Nov 9, 2008 2:36:45 GMT 2
Nope, never encountered something alike
Weird indeed, as sound files should be in race.res only AFAIK. So sound shouldn't be affected by common.res in any way
What sounds acted strange ? All, even engines ? Or just environmental sounds like mod tunes, button clicks and such ?
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Post by cooknl on Nov 10, 2008 1:00:47 GMT 2
Hi karl, It were the engine sounds, but after your suggestion on aim today, I put the standard common.res back in the main dir and put the new common.res in the mod \s dir and all is fine now.
Yhanks for the suggestion it works fine.
Rob
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