I often convert tracks from GTR2 to Evo in 3DSimEd.
and I have problems with incorrect display of a few shaders.
1. T1 mul T2 add T3 (and Specular too).
This shader is used mainly for grass. The "add" and "multi" textures are swapped
and the grass is white.
This is not a problem of game shaders, because 3DSimeEd also displays white grass.
I have to rename these textures of change shader to T1 add T2 mul T3.
2. Bump specular T1.
This shader works correctly until I open the track in the editor and export all files again. The diffuse texture is swapped with bump, what displays blue objects.
After opening the exported track in 3DSimED, the textures are also swapped.
If I change the shader to Bump specular map T1, using a black texture as specular map,
and export again, the display is correct.
This shader is used mainly for fences, armco and banners.
3. Lerp (any variant supported by RFactor). It doesn't work both in GTR Evo and GTR2. The texture is white or loading the track crashes the game.
This shader is used for track borders (grass overlay).
So I have a few questions. I think the problems 1 and 2 are caused by 3DSimEd that replaces the textures. Is there any switch in the editor not to swap these textures when exporting?
What are the filenames of these two shaders? That I could test how it looks with modified shaders?
Where to get the shaders files for Lerp? Such as
T1 Lerp T2 mul T3 add T4 vertex alpha ?
In RFactor the shaders are packed in one file and I don't know how to extract them.
T1 mul T2 add T3 is displayed as T1 ADD T2 MUL T3 = the grass is white.
and I have problems with incorrect display of a few shaders.
1. T1 mul T2 add T3 (and Specular too).
This shader is used mainly for grass. The "add" and "multi" textures are swapped
and the grass is white.
This is not a problem of game shaders, because 3DSimeEd also displays white grass.
I have to rename these textures of change shader to T1 add T2 mul T3.
2. Bump specular T1.
This shader works correctly until I open the track in the editor and export all files again. The diffuse texture is swapped with bump, what displays blue objects.
After opening the exported track in 3DSimED, the textures are also swapped.
If I change the shader to Bump specular map T1, using a black texture as specular map,
and export again, the display is correct.
This shader is used mainly for fences, armco and banners.
3. Lerp (any variant supported by RFactor). It doesn't work both in GTR Evo and GTR2. The texture is white or loading the track crashes the game.
This shader is used for track borders (grass overlay).
So I have a few questions. I think the problems 1 and 2 are caused by 3DSimEd that replaces the textures. Is there any switch in the editor not to swap these textures when exporting?
What are the filenames of these two shaders? That I could test how it looks with modified shaders?
Where to get the shaders files for Lerp? Such as
T1 Lerp T2 mul T3 add T4 vertex alpha ?
In RFactor the shaders are packed in one file and I don't know how to extract them.
T1 mul T2 add T3 is displayed as T1 ADD T2 MUL T3 = the grass is white.
Last edited: