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SHADER skid marks material

luchian

Administrator
Staff member
Let's say you'd like to add some realism or supplementary detail to your track's surface. You'll then need of course ... ? Yes, that's right, skid marks :). Here are some settings that give a nice blend for your skidmarks texture (preferably saved as DDS DXT5 with alpha channel). You can set the intensity by playing with the alpha value: 0=none to 0.x. The bigger the X, the more intense the marks will be. In the screen below: 0.8​
skid_marks.png
 

luchian

Administrator
Staff member
There are probably more ways to do it, but one of them is:
Create a new file (in Photoshop or Gimp), add an alpha layer to it, and draw your skid marks using a medium pressure brush. When done, save it as DDS, DXT5 with alpha.

If you prefer, you can use the attached template (*.psd format). Just paint on the alpha layer with white brush whatever you'd wish to use as skid marks, or some other marks ;)
 

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jarodyi

New Member
There are probably more ways to do it, but one of them is:
Create a new file (in Photoshop or Gimp), add an alpha layer to it, and draw your skid marks using a medium pressure brush. When done, save it as DDS, DXT5 with alpha.

If you prefer, you can use the attached template (*.psd format). Just paint on the alpha layer with white brush whatever you'd wish to use as skid marks, or some other marks ;)
thank u !
so can I make wire in AC by texture in same way?
 

luchian

Administrator
Staff member
AC does not support double sided materials. You'll need to "mirror" your surfaces.
 

jarodyi

New Member
If by wire you mean this, you can also do it using ksPerPixelAT (or ksPerPixelAT_NM if you have a normal map).

View attachment 340
1 and can u share u wire.dds and 3ds file in pic with me?

2 can u show me your trees setting in aceditor? i can`t get trees view right :(

3 can u tell me how does the "Illumination" works for ? just see the time effect in editor but not set the sun position in game?

thanks:)
 

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luchian

Administrator
Staff member
1/ I would, but the screenshot is from a conversion. Even though I have the author's approval to convert the track, I don't know if he'd be ok with sharing assets, sorry. The texture is just a simple tile, with alpha channel (like shown for tyre marks), and the modeling is just basic geometry, like in the screenshot below. Just make some tests, I'm sure you'll figure it out easily :).

2014-11-04_210925.png
 
Last edited:

luchian

Administrator
Staff member
Sure. Here you go :).

Also, if you want to learn how you could've done it yourself (30 seconds job):
  • Open Photoshop
  • Create a new document the same size as your image
  • Paint it black
  • Create a new alpha channel
  • Paste your image on alpha channel
  • Save as DDS DXT5 with alpha
  • Done.
*to be able to save as dds in photoshop, you need to have the nvidia dds plugin installed.
 

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jarodyi

New Member
Sure. Here you go :).

Also, if you want to learn how you could've done it yourself (30 seconds job):
  • Open Photoshop
  • Create a new document the same size as your image
  • Paint it black
  • Create a new alpha channel
  • Paste your image on alpha channel
  • Save as DDS DXT5 with alpha
  • Done.
*to be able to save as dds in photoshop, you need to have the nvidia dds plugin installed.
thanks! it works well ;)
 

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Mitja Bonca

Active Member
How do I then include this skidmarks on the track surface? Do I need an additional layer on top of the track surface to assign to it?
 

luchian

Administrator
Staff member
Yes, it needs to be on an additional mesh that goes as close as possible to your track surface. But not exacly at the same height (like copy/paste) or you might experience flickering.
Do note that being close to road is important because everything (wheels of cars) that will go "under" skid marks layer will become invisible in that area. (example Blackwood track where you can't see almost half of the wheels in the skid area).

Sent from my Nexus 7 using Tapatalk
 

luchian

Administrator
Staff member
Well, actually the alpha channel doesn't work with "transparency" per se; it only interprets white/black and in between and creates transparency accordingly. So, if you'd want one area of your texture to be transparent, just paint it black on alpha channel. Then, as you will gradually head towards white things will be come visible.
Disclaimer: this is not intended as a "technical" description, but more a practical one on how things work :).​
 

jarodyi

New Member
Well, actually the alpha channel doesn't work with "transparency" per se; it only interprets white/black and in between and creates transparency accordingly. So, if you'd want one area of your texture to be transparent, just paint it black on alpha channel. Then, as you will gradually head towards white things will be come visible.
Disclaimer: this is not intended as a "technical" description, but more a practical one on how things work :).​
new question agian :D

1\how you get the skid marks layer as close as the road?

2\how to make the fence by loft?

this is my track:p

Screenshot_lotus_2_eleven_gt4_MiniCircuit_9-12-2014-23-48-16.jpg
Screenshot_lotus_exos_125_MiniCircuit_10-12-2014-23-0-23.jpg
 

luchian

Administrator
Staff member
1/ since your track surface is already made, I would say best would be to just make a copy of the road, shift about 0.5-1cm up, and then keep only what you need from it :). Like an offset. This way, you'll get an uniform distance all over.

2/I'm not sure I understand what you need. Could you maybe rephrase your question ?
 

Mitja Bonca

Active Member
Im interested into his 1st question as well: so creating a copy of the whole road (or only a copy of it on places skidmarks should be), and asign textures to it. Am I right?
 
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