This could be a number of things. Is the square stationary or does it move with the camera?Hi!
I just came across for the 1st time with a weird track bug.
I haven't seen these anywhere else and I have no ideawhat could be causing this "square of light". Is it CSP related or the track?
View attachment 499178
Yep. That was it. It was a mixture of the normals and the ground surfaces casting shadows. Thanks!This could be a number of things. Is the square stationary or does it move with the camera?
If stationary: most likely a normals issue.
Its documented in the pipeline pdf, in your sdk folderhi ... could someone please tell me if there is any starter tutorial on how to add blur to rims that don't have them ??
better luck asking on their discord channelHi guys,
do anyone know if the newest Patreon CSP preview build (1.76?) has normaly working exhaust flames (new flames) again ?
I am on 1.73 now, because it was the last version without buggy exhaust flames.
And while i love the new flames i can`t no more drive without em´
I would like to become patreon because i like to see the rain function finally, but i just can`t give up the flames
thx for the advice, but i can`t stand discord Never found something there what i was looking for. its just chaotic for mebetter luck asking on their discord channel
everything does look a bit transparent in the editor alreadyView attachment 505755
My track looks fine in Blender but when I import it in Assetto Corsa it becomes transparent. Not quite sure what the problem could be. Happy to hear suggestions!
try with ksPerPixelAT (and keep blendmode as opaque)That is indeed set to False, I've now also tried the standard Monza asphalt material, I figured something was wrong with my own DDS export from GIMP, but that hasn't changed a thing. I even copied all the material settings 1:1 over but it still looks half transparent.
EDIT: Just changed the material to KSPerPixelMultiMap and it instantly worked! No idea why the PerPixel looks half transparent though. I suspect it has something to do with masks but I have no clue how or why just yet.
try with ksPerPixelAT (and keep blendmode as opaque)
there's some things between AT or not AT.
Clever people will be able to explain why. For me, i test both, and sometimes one work better, even for opaque materials
That is interesting to know, I hadn't actually successfully exported to the game at that point though.ksPerPixel for some reason incorrectly shows transparency in the editor but not in game, must be a cached version of the shader or something.
When you have arrayed objects conforming to a curve, you have to remember that the actual mesh, without the curve modifier, is essentially a straight line. The first and last segments aren't next to eachother. If you want to merge them together you have to collapse (apply) the modifiers. I wouldn't do that until much later, though.