The team trucks on some Kunos tracks also do if I remember right.
that's remind me of something.Does anyone have a good 'recipe' for creating metal with the default Kunos shaders? The standard metal flake technique isn't strong enough, I want more specular falloff. I'm trying to replicate the kind of surface finish look in the attached, but I just can't seem to get it right.
I dont think so man ,2̶0̶ ̶D̶a̶y̶s̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶d̶u̶m̶b̶ ̶q̶u̶e̶s̶t̶i̶o̶n̶
0 Days without dumb question
Is it possible to use map channel id with ksEditor ?
View attachment 198709
Say for example i have one texture unwrap for shadow (id=1) et and i have a tiny normal map for bump with a uvw map (id=2)
View attachment 198710
simple example could be solved with textures details on some materials ok...
But id's ?
ksperpixel_nm_uvmult or something like that lets you tile the normal and diffuse separately.thanks
shame...
So how do you do, for a situation where you have a large map needing AO baking (all interior leather/clothe) and also needing a tiny leather normal map ? (AO is 2048 but i don't want my normal map to also be 2048 with the map copy/paste/tilable...)
thanks
shame...
So how do you do, for a situation where you have a large map needing AO baking (all interior leather/clothe) and also needing a tiny leather normal map ? (AO is 2048 but i don't want my normal map to also be 2048 with the map copy/paste/tilable...)
{edit out}{edit out}
after 2 hours of searching.
it was answer a/ i'm stupid
There is a lign in driver3D.ini which contains a magic line
INVERT_SHIFTING_HANDS=0 if LHD
INVERT_SHIFTING_HANDS=1 if RHD
good damn...
but yeah... **** this guy
View attachment 201341
I doubt it, it's up to the server .cfg file.Can I make a penalty to kick in as soon as one wheel touches the surface of non valid surface, all four wheels doesn't work for me very well (tire chicane).