Thanks for the update, i have take a look to the new version.
For the first, a 100% step forward !!!!!! Great. Hope i can explain correct with my 3 words english.
The structure and the reflection from the dashboard are ok, too for the plastic, metal and floor. Only the door panels in my opinion are a little bit too dark. The steeringwheel looks good if the sun or light shines on it.Without a light, it looks dead and only black. Any chance to modified it?
I have tested without the shader patch and the pp=default bright and with the shader patch and pp=_sol_vr
To the videos : Spa day: Absolute ok Spa rain: The dashboard are too bright, but anyway Spa night: It looks ok, but i will tested with some cars and the reflection of the headlight in the cockpit.
This weekend i will finished the damage.
Good progress, waiting for a new sound and the 81er "Flachbau".
Steering wheel updated. Some other small bits tweaked. I've tried to tweak the doors but there's not much I can do without change the way the whole material is done.
It's possible to add normal maps, the only reason I didn't use then its because of the size in MB of the texture. Normal maps are very sensitive to dxt5 compression causing lots os artifacts especially on large and flat surfaces. So in this case it would add up to 5MB to the kn5 using an uncompressed texture to avoid artifacts and blurriness. Also we're on the edge of the 50MB in the kn5. What you think?
Yes, i know the problem with normal map. Can you create a normal map so we make a comparision before and after ? But only if it doesn't make too much work for you.
For the first, the small frontwings on the left and right side onto the frontwings are not visible.
- The new small frontwings are visible at LOD_D but white - At the rear view some white parts are visible on the left and right side at LOD_D - The headlights are yellow at LOD_D - The brakelights and headlights are not visible at lod_a and lod_b - The brakelights in lod_d are too bright, the same for the drm_120_3.
Dennis said all the errors occured during our test on Tuesday. I think that are only small issues. I think the car is nearly ready for release, what do you think? @ sovers, you are doing the other version aswell and how long will it take? I think we should focuss on this car now and bring it to the folks. the othe rversion we can deliver later this year. I think we have to show something, that we are still alive, even in Corona time :) And maybe in this time, where aot of people are at home are willing to buy the mod...
only my 2 cents,
P.S. sound of the RMT_120Ausbau will be updated tomorrow for it´s final version, same to the other cars ...
I did some tests with normal maps, none acceptable on my opinion. 1024x1024 no compression: not enough resolution 2048x2048 DXT5: complete garbage. Artifacts everywhere
The last possible way is using a normal detail, the problem is, the uv was not planned for this so some uv islands are rotated causing the normals to face the wrong direction (fliped normals) I've upped this last to mega for testing, please take a look. Not ok in my opinion.
120_4:
- The new small frontwings are visible at LOD_D but white - At the rear view some white parts are visible on the left and right side at LOD_D
Its because the texture is not on the main livery it is a extra testure called "fb_extrawings.dds
- The headlights are yellow at LOD_D
because theres no fb_body.dds on this livery, only the "metal_detail" which is yellow
- The brakelights and headlights are not visible at lod_a and lod_b
Mesh not marked as trasnparent: FIXED
- The brakelights in lod_d are too bright, the same for the drm_120_3
Its because there is no transparent lenses before the actual mesh that glows, at the designed distance of the lod D shouldn't be a problem.
Here's with the correct livery:
@Nil I fully agree with your opinion. Everything.
There is progress on the Aeroheck:
Not sure how long it will take but seems to me that will be way faster than the Fachbau if there's no changes in the interior.
I did some tests with normal maps, none acceptable on my opinion. 1024x1024 no compression: not enough resolution 2048x2048 DXT5: complete garbage. Artifacts everywhere
The last possible way is using a normal detail, the problem is, the uv was not planned for this so some uv islands are rotated causing the normals to face the wrong direction (fliped normals) I've upped this last to mega for testing, please take a look. Not ok in my opinion.
I have take a look. No, that's not ok, please go back to previous version.
Its because the texture is not on the main livery it is a extra testure called "fb_extrawings.dds
perfect .
because theres no fb_body.dds on this livery, only the "metal_detail" which is yellow
Ah, ok
Mesh not marked as trasnparent: FIXED
thanks
Its because there is no transparent lenses before the actual mesh that glows, at the designed distance of the lod D shouldn't be a problem.
I need some things, before we can release the flachbau
- pictures of the car as we have used for the other cars on our homepage (sovers) Q: If the fake skin ready, can you update the picture of all cars that contains the mod ( buy page ) - sound sample ( NIL) - fake skins ( NIL )
Meanwhile i would update the manual and prepare the homepage.
We are changing the name of Flachbau from drm_120_3 / 4 to drm_121_1 and drm_121_2. No logical name but we should separate the two 320s. The 81 Flachbau is called drm_121_3
Zitat von Dmatzies im Beitrag #102If the fake skin ready, can you update the picture of all cars that contains the mod ( buy page )
Sure, also need to take the screenshots for the car's page.
@ Nil
I've uploaded the original "fb_body.psd" with the 2 "unoficial skins" to schrott folder Tip: probably you know that but if you place the fb_body.psd in a new skin folder the CM showroom reads its changes in real time, very useful for skins