![]() If you download a Free art package called Gimp 2. I give you a few pointers on DXT I am also have problems with the DDS Convertor,also NVidia DDS.(win7 圆4) What is the best method to rename material and objects to avoid texture conflicts between different objects? ![]() What Photoshop dds export setting should I be using for XPacker objects? So I need to figure out exactly how I should be naming my object material/texture files to prevent future conflicts. I tried renaming image files in XPacker and the problem seemed to go away, but then later when i added the grandstand to my track, the problem came back and my wire fence was suddenly using a cement wall texture from the grandstand. I added my garage building and wire fence to the track and it tested fine, but when I added the street sign (pit speed limit sign) I then tested it in the game and the wire texture that I use for my fence was suddenly using the texture that I use for my street sign, so something is conflicting some how. All of these things look great in the game, but none of them are using dds files, because I can't seem to replace the images with dds without getting errors. I have created billboards, street signs, grandstands - from scratch. I have so far created a very large pit garage building that has 30 garages, each garage can hold 2 cars. Anyway, so far that is my best guess as to what is happening. But why would I be able to use DXT5 interpolated alpha setting for road, grass and other textures, but for some reason the game seems to not want to allow me to use this same format for XPack object textures. So I have come to the conclusion that there must be something wrong with the dds files that I am trying to use. I have used this same dds export setting to create textures for my track, like the road texture, grass, walls, etc, and I have not had any problems at all, but for some reason, if I replace any of the jpg or png textures in XPacker I always get an error later when I try to test the track in the game. I have painted a bunch of car skins for Game Stock Car and have used Photoshop dds plugin to save as dds using the DXT5 interpolated alpha setting on export. But if I replace the jpg and png files with dds files, I get an error when trying to load the track in the game. If I do not replace the jpg and png file with dds files, the object model will test successfully in the game and it looks good, as shown in the image above. ![]() But if not then I could actually paste in some trees using some overhead photography or youtube videos as a guide.I used an alpha png file for wire texture, and a jpg for the metal frame texture. It could be a simple as billboards with the corner numbers. A) the course is currently set up backwards, is there an easy way to reverse direction from the files i have? B) I'd love to add a few more details to help me identify the various corners better. Again, I have a road race in late April at this course and I've never driven it so I'm hoping for a good enough sim to get some muscle memory dialed in. Don't need or want you to do any more work - you've been super kind already - but if you have a few minutes to nudge me in the right direction I'd be really grateful. Thanks so much for the help with Ozarks, The result is cool - but of course has left me greedy. Thanks for your help and I wish you all the best. It's brand new but could really benefit from a Sim - It's a monster and the drivers who have raced on it report it to be quite intimidating! Eventually I believe someone will build a proper simulation of this track. I guess for the race in April I'll just rely on youtube videos to learn the track which is what I think most of the other drivers will do. Had it incorporated smoothly into Rfactor I would have undoubtedly gone back and refined the track to add in additional details and worked iteratively between the two software packages - but if getting the track into rFactor is more of a process and requires outside assistance I fear I would simply waste your time and effort on a Sim that wasn't sufficiently detailed. I built that track very quickly - basically I just plotted the course on Google earth and downloaded a KLM into Bobs Track Builder and laid out the track based on that. I was hoping to build my own crude simulation of the track and turn some laps to practice before actually racing but I didn't realize that importing tracks from Bobs Track Builder was as much of a process as it appears to be. As I mentioned I have a road race coming up in late April at a new track (Ozark International - ) and so far nobody seems to have built a sim in either Rfactor or Iracing. Thanks very much but I fear I would be wasting your time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |