Missing downgrade for L2-shader "L0CMapT0" in mate

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Postby me100 » Mon Jan 02, 2006 1:48 pm

Re Hi! i tried it from "scratch" this is what i did and the result is alsmost the same - frustrating :cry:

- import the car in zmod2 from zmod 1 (three parts: wings + body)
- Display -> Local Axes -> reset to world (on each part)
(the x axes move to the other direction)
- Surface -> Normals -> Calculate (on each part)
- Surface -> Normals -> Normalize (on each part)
- Move axes to right position (Pivot only) (on each part)

- rotate parts into correct positions (just rotate geometry) (on each part)
- scale parts (X/Y direction) (just rotate geometry) (on each part)
- move parts to correct postions (without Pivot only) (on each part)

- texture remapping (on each part)
-> load generated DDS-Texture (DXT5, 9 mipmaps) from Photoshop9
-> default material -> no changes !?
- first texture -> no alpha, no extensions
(simple mode, mix with previouse, manual uv #1, wrap uv mapping (linear,linaer))
- second texture-> no alpha, no extension)
(advanced mode, blend operation: ModulateAlpha, AddColor + Modulate,
Auto Sphere Environment, wrap uv mapping (linear,linaer))

Sometimes it looks "good" ingame sometimes bad. still any ideas ? Please help!
Attachments
GRAB_073.JPG
GRAB_074.JPG
GRAB_076.JPG
GRAB_077.JPG
zmod.jpg
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Postby Oleg » Mon Jan 02, 2006 10:11 pm

how does it look ingame if you remove 2nd texture from materials? Is shading ok?
also, was driver hemlet replaced too, or is it the default one? since it's shaded exactly like the rest of the mesh.

and finally, I think there might be something bump-mapping related. May be game engine forces bump-map shading on vehicle, but without bump-texture it is shaded that way. To test this, create a plain blue texture (rgb: 132,130,255) and assign it as bump map in zmodeler ("dotproduct3" in advanced mode). so, bump (dotproduct3), diffuse (modulate) and reflection (multiplyadd or add with autosphereenv).
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Postby me100 » Tue Jan 03, 2006 7:25 am

Re Hi!

the helmet is not the original (import from f1c) and the "shading" is incorrect there too :-(
If i don't use the second texture the result is the same!
I tried your advices but this is the result :-(
Are the switches set correctly set in zmod (texturing)?
And are the options correctly set in export ?
THANKS!
Attachments
bumpmap.jpg
test1.jpg
GRAB_097.JPG
GRAB_098.JPG
GRAB_099.JPG
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Postby Oleg » Tue Jan 03, 2006 7:34 am

"shader was reduced" is an incorrect behaviour. Make sure to copy "bump" texture onto first layer and your "diffuse" texture onto second.
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Postby me100 » Wed Jan 04, 2006 3:20 am

Hi!
I tried this:
"copy "bump" texture onto first layer and your "diffuse" texture onto second"
but without success.

maybe i cannot import models from zm1 :-(
I have this ***king problem on each car ! (the mclaren is without second texture! just
the first one dds-dxt5, modulate+modulate, UV#1)
Maybe i should give up :cry:
(the helmet seems to be ok, but it is not from me :-( - why ?)

My next question: how can i make glass transparent (last pic)?
Thank you!!!!
Attachments
GRAB_101.JPG
GRAB_102.JPG
GRAB_103.JPG
GRAB_105.JPG
GRAB_106.JPG
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Postby Black_Knight » Tue Aug 14, 2007 2:37 am

Move your axis down about twice the hight of the car and do your normals. When done move it back to where you had it and export.

Set glass to source colour and source colourwith alpha bleding on.
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Postby mister chief » Mon Dec 24, 2007 3:54 am

I had this problem too.
Mean shadows over the car.
I tried to solve this problem for a long time now and I did.
It's real simple.
I imported a CTDP 2005 F1 car and renamed all material names (WCCARBODY, WCEXTRA1,...) to the names I used on my car. Then I imported my car too. Now you have 2 cars imported with the same CTDP texture on them. Now delete the CTDP car. Now you just see your car with the wrong textures on it. Go to Materials editor and change the CTDP textures with yours. Do this for each material name(WCCARBODY,...).Just delete the materials you ain't use. After done this klick "ok" in Materials Editor. Your car should look much brighter now in 3D view.Export now and everything should work fine.

It's like OLEG said. Instead of yousing rF example car I use CTDP car.

Hope I could help you
cheers
mister chief
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Postby mister chief » Mon Dec 24, 2007 3:57 am

It's me again

REMEMBER don't forget to delete the CTDP textures out of your TEXTURES BROWSER

cheers
mister chief
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Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Postby DevinXXL » Sun Oct 09, 2011 8:05 am

Now I need help...
I converted a car from GP4, but the texture was mirrored.
After 20 seconds with photoshop, it was okay.
After exporting the car, the textures were on the car inside AND everything was mirrored (every commercial...), but in Zmod it looked okay before flipping. After flipping and recalculating normals, the textures were mirrored.
What's wrong?

EDiT: The textures are always mirrored after recalculating normals... why? Without doing that, the textures look somehow black.
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Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Postby Oleg » Sun Oct 09, 2011 8:17 am

first of all, make sure current object's local are correct (not flipped). Use Display\Local Axes\Reset to world to fix them;

Make sure the object is set up properly for the game you'll export to. The Z axis is commonly pointing from car's back to car's front. You might need to mirror object after fixing axes.

second, make sure the object is not flipped inside out; Modify\Flip can flip visible side of polygon;

third, make sure object vertices are not pointing inside; Switch object to vertices level, select all vertices, if they are not OK, apply Modify\Flip to selected vertices. If normals are still no good, use Surface\Normals\Calculate.

finally, you might need to flip texture, but it's surely a very rare case. Usually mirroring object/axes can fix the problem you describe.
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Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Postby DevinXXL » Sun Oct 09, 2011 8:41 am

LoL works now (somehow (?) :D)
Worked after Resetting to parent, NOT to world, don't know why :D
Thanks anyway =D

EDiT: Is there a way to move axes? They're all too high and I need to get them lower. I know it's OT, but we already started talking about axes :D
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Re: Missing downgrade for L2-shader "L0CMapT0" in mate

Postby Oleg » Sun Oct 09, 2011 8:53 pm

modify\Move, with "move pivot only"
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