The "What Are You Working On?" Thread

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It's alive. Interior nearing completion. Exterior now much simpler, smoother and with less geometry. Hopefully able to provide a meaningful update soon. It will see the light of day.
 
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I didnt think I'd ever be contributing to this thread again but heres something. Remember WSGT2, well its coming, granted a little later then expected. I know not everyone likes how our group(Chivas) does things but we are improving with every release and now we have access to a lot of scratch made models that I hope a lot of you are looking forward to.
Wait i thought mclaren longtail was given away to ales?!?!
Oh my god please don't tell me it will be done by chivas instead of ales (urd)
 
At least ales will do proper shaders and graphical improvements (and believe me i've downloaded chivas cars before. Worse than the worst mod on RD physics wise.)
I understand the feedback on the physics Charles is trying to improve on that side of things but we are looking for someone that can lead that side of the cars, its our worst issue at the moment however what do you mean proper shaders and graphical improvements? Of all things ive not really seen anything on people complaining about how the cars look. Just drop me a pm when you get a minute.
 
I understand the feedback on the physics Charles is trying to improve on that side of things but we are looking for someone that can lead that side of the cars, its our worst issue at the moment however what do you mean proper shaders and graphical improvements? Of all things ive not really seen anything on people complaining about how the cars look. Just drop me a pm when you get a minute.
Well I remember for one (on the Honda) the interior missing any sort of AO, and him being hung up on what he called 'nickle effect' for the main exterior shader (also on the Supra) which made setting up skins rather different to normal Kunos settings.
 
Interesting, where's the option to turn that on?
On the CSP side you need Reflections FX on with at least "Refracting surfaces for cars" enabled, maybe also interior masking and local cubemaps (I don't think those are meant to be required but when I tried, one of them was necessary). There's also a Shader Extension Debug app that's pretty necessary, ingame it's called "ReflectionsFX debug". The app's kinda quirky and you don't want to open the "direction" tab in the F5 camera cause the controls conflict very heavily.

For the car you add a section for each bit of glass you want it applied to, to the car's extension ini.
Code:
[REFRACTING_HEADLIGHT_4]
SURFACE = Taillight_Other
INSIDE = Taillight_SUB0, Taillight_SUB1, Taillight_Brakeglo
RELATIVE_TO = PARENTS_PARENT
ABSORPTION = 0.006
AMBIENT_MULT = 1
BASE_EMISSIVE_K = 0.04
BOUNCED_BACK_MULT = 0.89
BULB_BLUR_K = 3.1
BULB_REFLECTION_K = -0.1
CUSTOM_BULB_0 = 0.49, 0.49, 0.05, 0
CUSTOM_BULB_1 = 0.55, 0.521, 0, 0
CUSTOM_BULB_2 = 0.5, 0.5, 0, 1
CUSTOM_BULB_3 = 0.5, 0.5, 0, 1
DIFFUSE_MAP_FILTER_MULT = 3.66
DIFFUSE_MAP_MULT = 1
DIRECTION = -2.39438e-05, -1, 1.75032e-05
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.19
EXTRA_SIDE_THICKNESS = 0
F0 = 0.27
GLASS_COLOR = 1, 0, 0.0680938
GLASS_EMISSIVE_MULT = 0.2
GLASS_EXTRA_THICKNESS = 0.0041
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 795
IOR = 1.6
IOR_FLYOUT_FLAT = 0
LOD_BIAS = 0.3
MIRROR_DIR = 1.00228, 9.76771e-06, 8.48505e-06
MIRROR_POS = 0, 0, 0
NM_SHARE_EXT = 0
NM_SHARE_INT = 1
ORIGIN = 0.60141, 2.07294, 0.799355
RADIUS = 0.1704
RAYTRACE_STEP_INCREASE = 1.11
RAYTRACE_STEP_START = 0.02
REFLECTIVENESS_DIFFUSE_MULT = 7.2
REFLECTIVENESS_MULT = 2.6
REFLECTIVE_GAMMA = 0.2
SIDE_FALLOFF = 1.62
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0
I believe if you just include the top 3 lines the app will generate default values of the rest for you. SURFACE is the name of the glass with normalmap, INSIDE is a list of every object behind it. From there it's just moving all the sliders until it works right. The ORIGIN and RADIUS should be put so that it covers the whole glass, and DIRECTION is the way you see the light brightest from.

After you tweak stuff in the app click "copy settings to clipboard" and paste the values it gives you (everything from absorption to the end)
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I drew the white arrow at the point that actually matters, the yellow thing seems to drift with my AC setup but that xyz thing is where the ORIGIN actually is. As you can see it's fully behind the light object, and pointing inward.

Since I'm building the model while adding this config I have only the lightbulbs light up in the car lights.ini, if you've got something else going on you can check "use custom bulbs" and position the source of the light manually.

In my experience you need a separate bit of glass for each emissive object, otherwise it does something stupid. So I have 3 separate exterior models. The non-emissive interior's just a single object listed under each of them, and the emissive part's separate for each so it can go in lights.ini.
 
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That looks gorgeous, and I love they way you're thinking :inlove:

As the body is made of aluminium, would you consider white oxide for the corrosion, rather than the orange-brown of iron oxide?

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Looks like oxidation it is then. :thumbsup:

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Pity though, It doesn't seem to have the same impact.

Edit: Added some depth to the oxide bits......

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Getting ready for v1.01, new tree, bush and hedge models to give better lighting with low sun, new billboards that can be seen from the opposite direction [ ;) ], and a gratuitous shot of one amazing car and cool skin :thumbsup:

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Thank you Gary, for giving me a whole new challenge - to do one clean lap of Fonteny in your beautiful Auto Union :inlove:
 

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