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 Post subject: RF2 lighting
PostPosted: Wed Nov 29, 2017 8:58 am 
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Crew Chief
Crew Chief

Joined: Wed Dec 28, 2005 5:13 am
Posts: 89
Location: liverpool.uk
Dave,
is it possible to add a button to change the lighting to something like the latest RF2 uses on tracks and cars.
With the new DX11/Albedo levels a lot of work has to go into converting for RF2.It would be good to see the new updated textures
in Simed, as its a long job to pack them or try to get them into Devmode.

or should i use the HDR settings for this?


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 Post subject: Re: RF2 lighting
PostPosted: Sat Dec 02, 2017 5:14 am 
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US Pits Crew
US Pits Crew

Joined: Thu Sep 01, 2005 9:58 am
Posts: 1329
Location: Barnet, London
Looking at this I think the different lighting is due to the DX11 shaders which means moving over to DX11 as those shaders will not run on DX9.

This is a considerable amount of work which I am looking to do but it would probably mean a new version of 3DSimED.

Cheers!

Dave N.


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 Post subject: Re: RF2 lighting
PostPosted: Sat Dec 02, 2017 6:58 am 
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Crew Chief
Crew Chief

Joined: Wed Dec 28, 2005 5:13 am
Posts: 89
Location: liverpool.uk
Dave,
as RF2 has at last started to move with regard conversions and mods.I think a new version of Simed is a must.
DX11 has now become the base standard for this sim and DX9 will no longer be supported.


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 Post subject: Re: RF2 lighting
PostPosted: Wed Dec 20, 2017 2:56 pm 
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Tirechanger
Tirechanger

Joined: Fri Jul 14, 2017 11:46 pm
Posts: 44
mmm, as far as I know the shaders are the same, the DX11 update was just about the engine, not about the shaders used by the car. There were only 2 or 3 new shaders like dashboardelementshader or car body paint with damage which are already avaliable in 3DSimed. As far as I know, the DX11 update in cars (for example) its just about the textures and those 2 or 3 new shaders so it looks better. What you are talking about albedo maps its just the colors of the texture, they work as lighting textures, something that DX9 wasn't doing, so... your textures have to be modified using some photoshop filters in order to basically make them darker and less colored.

See you.


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 Post subject: Re: RF2 lighting
PostPosted: Thu Dec 21, 2017 4:16 am 
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Crew Chief
Crew Chief

Joined: Wed Dec 28, 2005 5:13 am
Posts: 89
Location: liverpool.uk
Blackgoku,
Thank you for your reply and information.
Yes you are right about DX11 and shaders.I have been updating cars and tracks for some time now with Albedo levels correct for the new engine.
They certainly look much better in game no over saturation, no glare etc.
My request was for a preview of these effects within Simed to save the long winded method needed to to view changes in RF2 by Devmode or in game.


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 Post subject: Re: RF2 lighting
PostPosted: Thu Dec 21, 2017 4:33 am 
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Jackman
Jackman

Joined: Sat Feb 01, 2014 1:56 pm
Posts: 11
Location: Germany
BlackGoku wrote:
mmm, as far as I know the shaders are the same, the DX11 update was just about the engine, not about the shaders used by the car. There were only 2 or 3 new shaders like dashboardelementshader or car body paint with damage which are already avaliable in 3DSimed....


Could you pls tell me where to find that shader (car body paint with damage) in the actual version of 3dsimed? I`m using v 3.1k

Attachment:
3dsimed_rf2_shader.JPG
3dsimed_rf2_shader.JPG [ 63.17 KiB | Viewed 136 times ]

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 Post subject: Re: RF2 lighting
PostPosted: Thu Dec 21, 2017 3:20 pm 
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US Pits Crew
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Joined: Thu Sep 01, 2005 9:58 am
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Location: Barnet, London
The car body paint with damage shader was added in 3.1l.

Cheers


Dave N.


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 Post subject: Re: RF2 lighting
PostPosted: Fri Dec 22, 2017 3:35 am 
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Jackman
Jackman

Joined: Sat Feb 01, 2014 1:56 pm
Posts: 11
Location: Germany
Dave Noonan wrote:
The car body paint with damage shader was added in 3.1l.

Cheers


Dave N.


Thanks for the head up, i was missing that update....

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