QUESTION Prepare Textures for CSP / Sol

Discussion in 'Car Skins' started by Hydrag, Oct 16, 2020 at 7:52 AM.

  1. Hydrag

    Hydrag New Member

    Mar 17, 2020
    Likes Received:

    I'm pretty sure this has been asked somewhere before but I cannot seem to find any good answers on it so I'll give it a try.

    When you download good quality mods they often include the line that they support CSP and Sol. And you can see the difference between, say, black cars that have this fix and those who aren't really supported.
    Now I've already heard dozens of stories, some saying that you need like an RTX function and then light rays are tracked around and into your car and that becomes your new map for the in game graphics.

    Then there are things like those AO Maps that can be calculated in CM but I have no clue how to apply them later.

    So my question is, suppose I create a new material and texture, some .dds files, all the MultiMaps in ksEditor added and then I want to have full support for CSP and Sol in game, what are the following options I can add to make the car look good, especially interiors that appear too dark?

    Thanks for all suggestions
  2. fughettaboutit

    fughettaboutit aka leBluem

    Jul 21, 2014
    Likes Received:
    "support CSP and Sol"
    mostly means something like "has grassFX and lights"
    that does not mean you are using different textures or something

    If you do proper AmbientOcclusion shadows in 3d software (Blender and 3dsmax can do them) and fiddle them into your car-shader, your results are probably better, as ao-maps from CM or CustomTracksBakery involve some guessing, which you dont have when doing them proper.

    After all AO maps are transparent shadows overlayed onto your "skin".
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice