The "What Are You Working On?" Thread

Started a Chip Ganassi skin for the Escort. GIMP is now playing up so finishing up for the evening.
ouNsS83.jpg
 
Hey lads, would you happen to know how to make a material in a car transparent? I am customizing a car for personal use, and given a modelled object, I am trying to make it "disappear" without actually removing the object (because I don't know how to do it). Any suggestions please?
 
The best way to do it in ksEditor is to set isActive from True to False for that object (clicking it in the tree might be easiest if you know where the object is, otherwise you can right click it in the 3d view to select it)
jonEhfM.png


If you use the custom shaders patch you can also add an ext-config for the car that hides the object without needing the fbx, but you still need to figure out its name and you can't split it out of whatever other objects happen to be in the same mesh.
 
The best way to do it in ksEditor is to set isActive from True to False for that object (clicking it in the tree might be easiest if you know where the object is, otherwise you can right click it in the 3d view to select it)
jonEhfM.png


If you use the custom shaders patch you can also add an ext-config for the car that hides the object without needing the fbx, but you still need to figure out its name and you can't split it out of whatever other objects happen to be in the same mesh.

Ok using the KsEditor works great! However, when I save the kn5 (normal option), it seems like it loses all of the textures, because the model becomes basically blank when loaded in game or custom showroom.. why??
 
Ok using the KsEditor works great! However, when I save the kn5 (normal option), it seems like it loses all of the textures, because the model becomes basically blank when loaded in game or custom showroom.. why??
look for persistence file (ini file) that contains all map and materials
if you're using 3dsimED, when you export your fbx you can create that ini file
load your model in ksEditor, then load persistence file to recover all the materials
you also need all the dds files in a 'texture' folder next door to your model :)
 
Been working on the camber on summit road and put a pacific ocean texture in, screenshots of shameless self-promotion ahead:
Screenshot_ucm_2016_summit_road_27-6-119-1-54-42.png

Screenshot_ucm_2016_summit_road_27-6-119-2-5-33.png

unknown.png

Screenshot_dw_toyota_mark_ii_jzx90_street_summit_road_15-6-119-19-57-32.jpg

Screenshot_dw_toyota_mark_ii_jzx90_street_summit_road_15-6-119-18-25-7.jpg


plenty of work to do still, manually setting the camber using a nurbs path's tilt parameters to follow the LiDAR DEM. my shrink-wrap-road-to-DEM-and-hope-for-the-best method didn't quite work out, ~21km of camber to set now, and then the rest.. Also for some reason it feels like this process follows the road's engineering methodology (ie; using a center-line as opposed to edges), and I keep arriving at whole round numbers like 3°, 6° and 12°
 
Spent a couple of very enjoyable days off work, having fun modelling the buildings for my next scratch track project....the track is layed down and pretty much final (i say;)) in game....now everything else...these are some shots of the buildings as a teazer....any body guess the track..its super fast?

View attachment 312551 View attachment 312553 View attachment 312554 View attachment 312555 View attachment 312556
wtf? That's some good normalmaps there. But no idea what city that could represent...something Mediterranean
 

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