W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by Nericksenna, Jun 11, 2019.

  1. Nericksenna

    Nericksenna Member

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    ...How about this ?
    upload_2019-7-9_20-0-31.png
     
  2. Johnr777

    Johnr777 Active Member

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  3. Nericksenna

    Nericksenna Member

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    Good ! :)

    Now I've got I guess a shaders issue, look at that sculpture, why are the feet not showing ? (The building on the right, it's normal it's not showing correctly, I've yet to finish it)
    Screenshot_asr_1991_williams_fw14_phoenix_gp_9-7-119-22-40-0.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_9-7-119-22-37-55.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_9-7-119-22-37-16.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_9-7-119-22-37-2.jpg
     
  4. LilSKi

    LilSKi Active Member

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    If you are using alpha blend the object must be set to transparent =true
     
  5. Nericksenna

    Nericksenna Member

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    OF COURSE ! Thank you ! That did the trick :cool:
     
  6. Nericksenna

    Nericksenna Member

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    Yeah... actually looks damn better ! Thank you guys for the tips :cool::) Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-18-15.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-17-0.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-15-40.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-14-35.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-13-38.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_10-7-119-1-19-21.jpg
     
  7. LilSKi

    LilSKi Active Member

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    Now you gotta work on the road shader
     
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  8. Nericksenna

    Nericksenna Member

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    Well I put in all the parameters as @luchian advised in the tutorial, I don't know where I'm going wrong on this one :oops:
     
  9. Johnr777

    Johnr777 Active Member

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    Looks like the main texture is missing the alpha channel for specular, same applies for the detail maps
     
  10. Nericksenna

    Nericksenna Member

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    Will get back to the streets a bit later, just finished off some grandstand works:
    Screenshot_asr_1991_ferrari_643_phoenix_gp_13-7-119-16-25-32.jpg Screenshot_asr_1991_ferrari_643_phoenix_gp_13-7-119-16-24-15.jpg
     
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  11. Prototype

    Prototype Well-Known Member

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    The intricate scale on the modelling (tubular framework) is really good. You so often see people making stuff like that too thick and it looks a little cartoony. This looks nicely on point.
     
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  12. Johnr777

    Johnr777 Active Member

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    Yeah I agree! This track has a lot of potential, very detailed!

    Just wondering, are the road lines their own objects?
     
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  13. Nericksenna

    Nericksenna Member

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    Yes they are, they’re rapidly conformed to the track, i’ll have to redo some of them. Why?
     
  14. Nericksenna

    Nericksenna Member

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    By the way, why does kseditor tell me that my mesh has more vertices than the limit 64k, where when I check my mesh in 3dsmax it says I have 30k...? Any ideas?
     
  15. Prototype

    Prototype Well-Known Member

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    30k quads in max? I'd assume being a game engine Ks editor is working in tris.
     
  16. Nericksenna

    Nericksenna Member

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    Well, i don’t really know.. in kseditor it says i have gone over the maximum number of vertices (64k) on my mesh, but my mesh count says 30k, regardless of tris or quads I thought a vertex is a vertex :lol:
     
  17. Johnr777

    Johnr777 Active Member

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    Ah that’s great, you’ll have more freedom with the road texture, which should be more or less flat in and equal in colours all around, to reduce repetition, and any other effect can be added with extra meshes.

    Yeah, that’s tricky, it’s the FBX exporter that does weird stuff :lol:

    Make sure you weld all vertices in max, that sometimes will bring the count down.
     
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  18. Nericksenna

    Nericksenna Member

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    Good idea about welding the vertices, although I shouldn’t have many non attached. I’ll try tomorrow to see the result ^^
     
  19. luchian

    luchian Administrator Staff Member

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    Well, actually is not about vertices only :). To (sort of) quote Si3v : The only limit is the number of coordinates that a mesh can have, 65536. Coordinates are vertices, normals, UVs and more. There's no way to check this before exporting, but the editor will warn you, when importing, if an object exceeds that number (the object will not be imported), giving you the possibility to divide it into more objects.

    So the actual limit regarding verts is somewhere in the 30-35-40k by my (limited) experience.
     
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  20. Nericksenna

    Nericksenna Member

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    “Limited experience”...@luchian I wish I had your “limited experience” believe me :)
     
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