Hmmm,
It still doesn't seem to look/work elegantly. I wonder if the smooth group is kinda distorting the normal map and making it just not look right.
Is there any chance anyone can take the bump speca map and just make it speca (using the diffuse alpha channel, NOT the normal map alpha channel)?
Ie, a dyn_standard_v.cg, but with CSM added (this one doesn't appear to have had CSM added into it), but with specular support on the alpha channel (Ks)
The normal maps have never really worked nicely in Racer, they always seem to fuzz up really badly somehow... my tyres look 'ok' at say 5-10m, but as soon as you get close they get all crispy looking and they appear to just become wrong (ie, the tyre tread blocks that were nicely lit with a shine, suddenly go dark and have a crispy shiny edge)!?
More testing to do. Would be nice to have most of these shaders written with small examples in each one (of the code we use in car.shd), and some example values and comments, and also maybe have all the combinations, so I can use spec.a with or without bump... right now there is only one spec.a map and it is using bump (and I have no idea how to take it out
)
Cheers
Dave