Looking great! This will help with the grass and gravel tiling by the way: Code: [SHADER_REPLACEMENT_...] MATERIALS = PROP_...= ksAlphaRef, -193
Hmm... I don't get it. Can you explain a bit more please? Do you mean for a transition effect between gravel and grass or for CM Grass FX?
In your grass and gravel shaders, the main ones, theres a tiling effect from the repetition of the detail textures, its very common. The code above is some CSP trickery that does something to the textures mip maps to reduce the repetition
I could get rid of this texture tiling effect with: Code: [MATERIAL_ADJUSTMENT_5] MATERIALS = Grass, grassmap0? KEY_0 = ksAlphaRef VALUE_0 = -193 OFF_VALUE_0 = -193 ACTIVE = 1 DESCRIPTION = tiling fix I couldn't find any info (CSP GitHub Wiki) for this "ksPerPixel_tilingfix" Shader. Any hints?
As the name suggests, its a shader created to reduce tiling for materials without a detail texture. so anything that originally uses ksPerPixel. In your case, the code you've been using is probably what you need Also, you dont need to number material_adjustment entries, or any other config entries. This format allows them to work as well: [MATERIAL_ADJUSTMENT_...] [MESH_ADJUSTMENT_...] [CONDITION_...] [SHADER_REPLACEMENT_...] that way you dont need to worry about keeping track of numbers
No, not yet. Okay thanks. My materials are ksMultilayer so I think I'm better off with ksAlphaRef method. Thanks for the info with numbering, didn't know that. Make things easier.
Hey, maybe a bit late but i read that you are learning substance painter for your track project. Feel free to ask me anything you want to know, I use it everyday at work and maybe i can help you with some things and give you some workflow tips. Also Substance Designer in case you are using that too. Nice work so far!
It would be cool if you can do a short tutorial on how to integrate substance painter in your AC Modding workflow. And maybe how to do a proper multimaterial for AC with all the advantages (AO, NM, etc...) of substance painter.
Well because of AC's super weird and somewhat ancient shader setup, it is not possible to integrate SP and SD into a workflow that is comparable to working with Unreal or even CryEngine, which was notoriously difficult in this regard. But, when I get around to it I can show how I set up a project template with layers, anchor points and masks to paint splat maps for multimaterial shaders, and how to normalize the channels in substance designer. With export presets, i am working on that myself still, because its not so easy to paint materials in a software that is predominantly made with PBR in mind, like pretty much everything works nowadays, but export it to AC's shaders. For simple materials, i usually just multiply the AO into the Albedo like in ye olden days of texturing
well there is this old and somewhat flawed version https://www.racedepartment.com/downloads/sachsenring.4762/
I really can't say when. It's done when it's done. I also don't plan to release any beta version before the final. Just bookmark this thread. I will post all progress update here.