Hard to tell without seeing your damage mapHi. can someone help me ..?
I want to create damage mask for my mod, I do it with photoshop but I would need a step by step guide because I can't.
I put the three colors as the pipeline says, and I put the white on the alpha channel, but when I save I get results that are not like what I see in kunos cars. consequently the damage is not generated correctly. maybe I'm doing all right and I'm wrong the export or maybe I'm wrong with the type of alpha channel, not loso, I need help.
is there a way to have a custom helmet dds texture
and a suit/gloves defined in the ini
At the moment, it works in the Showroom CM, but not ingame,the default white helmet shows.
If i remove the skin.ini or leave it blank, it shows the helmet properly, but then default the rest obviously
this sure would work yesCould you create a new folder in the driver helmet folder and then point to it in skin.ini?
this sure would work yes
i'm trying to avoid that, to keep things simple, and prevent any installation question
[QUOTE = "Ben O'Bro, post: 3193252, membro: 245829"]
Difficile dirlo senza vedere la tua mappa dei danni
Devi salvare come DXT5 per avere un alfa interpolata (per mantenere la rampa di gradiente creata sul canale alfa)
poi di nuovo, ricorda che il danno è disordinato in CA.
[/ CITAZIONE]
grazie per la risposta .. Ho bisogno di maggiori dettagli su come esportare, perché non sono molto bravo con Photoshop ...
Ho RGB con i colori rosso, verde e blu, i canali rosso, verde e blu sono visti in bianco e nero e canale alfa nero con frontale bianco, ma come posso salvarli per ottenere il risultato giusto? ho salvato dxt5 ma vedo solo la parte anteriore
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is there a way to have a custom helmet dds texture
and a suit/gloves defined in the ini
At the moment, it works in the Showroom CM, but not ingame,the default white helmet shows.
If i remove the skin.ini or leave it blank, it shows the helmet properly, but then default the rest obviously
View attachment 377680
not minemaybe I ask you too much and I would not want to disturb you ... so only if you can, can you upload a short video of the whole procedure up to alpha embedding and export, so I have a good understanding ... only if you can of course
Could be a number of things, from the wrong mask.dds, wrong detail textures in the wrong slots, even wrong UV-coordinates. Any chance on some screenshots of what you're mimicking, how your textures, UV and detail channels look like?Hi guys! I'm pretty new to modding, and I'm trying to do my first track. I've read a lot, and learned a lot by doing. I however am running into one slight problem. I've created borders between asphalt, sand and grass to be able to make a smooth transition from one to another. I saw that's how it's done on the Kunos tracks, so I figured that would work. I made the UV mapping similar as Kunos', and this is the result I keep getting. Instead of a smooth transition from asphalt to grass to sand I'm getting this weird mix. I've used Kunos textures just to test this stuff, I will soon make my own. Does anyone know what could be the problem here, or how I could make it so this transition will become smooth? You can see the shader settings I've used, their the same as Kunos'. Thanks a lot in advance!
Can confirm this, thanks. With everything being single user there are hardly any problems.Multi user objects have always been hit and miss with blender fbx exporter. I often save, make single user, export, undo single user function.