Missing downgrade for L2-shader "L0CMapT0" in mate

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Missing downgrade for L2-shader "L0CMapT0" in mate

Postby MeSs » Wed Dec 28, 2005 7:25 am

"Missing downgrade for L2-shader "L0CMapT0" in material "stang01.tga". file:materials.cpp line:608" :(
Whats wrong?? racer DFF --> GMT
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Postby Oleg » Wed Dec 28, 2005 9:59 am

drop here textures configuration for "stang01.tga" material:
1 is specular on?
2 for each texture layer:
2.a) texture apply mode
2.b) texture alpha apply mode.
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Postby Guest » Thu Dec 29, 2005 6:21 am

1: Material Editor -> stang01.tga -> Extensions -> Specular Highlight??
Then i get this:
"ZModeler is ready.
Missing layer #1 for shader L1CmapAddAlphaReflectT0 in material STANG01.JPG::STANDARD. Using the first one.
Missing layer #2 for shader L2CmapSpecMapAddGrayscaleReflectT0 in material STANG01.JPG::STANDARD. Using the first one.
Missing downgrade for L2-shader "L0CMapT0" in material "maledriver.jpg::Standard". file:materials.cpp line:608"
------------------------
2 for each texture layer:
2.a) texture apply mode
2.b) texture alpha apply mode.
Where do i find this?
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Postby Oleg » Thu Dec 29, 2005 6:50 am

1: Material Editor -> stang01.tga -> Extensions -> Specular Highlight??
yes, is it checked or not?

2.a) texture apply mode and 2.b) texture alpha apply mode.
are in "Edit..." button next to each texture name in "Texture Layers". Switch it to "Simple Mode" and assign any of pre-defined apply modes. E.g. "Mix with previouse" should be set for most of generic textures. If your material uses environment reflection texture, adjust this texture layer to be applied as "low-level environment" with "Auto sphere environment" uv-mapping mode.

L1CmapAddAlphaReflectT0 - is a pretty complex RF shader with cube-map reflection. it requires base texture (in "mix with previouse" mode), and a "dx9_cube.dds" texture as a reflection map. Moreover, base texture's alpha channel - is a "level of reflection" (black - no reflection, white-fully reflective, gray - some level of reflection).

L2CmapSpecMapAddGrayscaleReflectT0 is even more complex shader. I doubt it should be used, so make sure to assign a commonly-used "apply modes" for your textures. You can open example mesh to check wich "apply modes" for wich textures are set, so everything is well-exported.
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Postby MeSs » Thu Dec 29, 2005 7:31 am

1. Yes
2. That menu is empty!!?
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Postby Oleg » Thu Dec 29, 2005 7:44 am

drop this file into Install folder and start zmod.
Attachments
textureLayers.xml
Default texture layers configuration
(933 Bytes) Downloaded 618 times
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Postby Guest » Thu Dec 29, 2005 8:29 am

Which one?? I register, maybe i see it :-)
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Postby MeSs » Thu Dec 29, 2005 8:53 am

Made it!!! Thanks :)
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Postby MeSs » Thu Dec 29, 2005 9:21 am

I got it in the game, but the whole model looks inverted ??
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Postby Oleg » Thu Dec 29, 2005 9:47 am

reset local axes orientation in zmod; flip the mesh (if required), recalculate normals.
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Postby Guest » Thu Dec 29, 2005 11:59 am

There are still no pre-defined apply modes !!! ("Simple Mode"). I used the xml-file above and put in "Intall"-Folder, but nothing happens :(. Please help Oleg!
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Postby Oleg » Thu Dec 29, 2005 10:57 pm

"Install" folder, right? you copied this file into this folder, started zmodeler (the file should disappear from install folder then), and you have empty drop-list in simple mode again?
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Postby Guest » Fri Dec 30, 2005 6:34 am

Oleg wrote:"Install" folder, right? you copied this file into this folder, started zmodeler (the file should disappear from install folder then), and you have empty drop-list in simple mode again?

I have that too.. but it worked ONCE
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Postby MeSs » Fri Dec 30, 2005 6:35 am

Anonymous wrote:
Oleg wrote:"Install" folder, right? you copied this file into this folder, started zmodeler (the file should disappear from install folder then), and you have empty drop-list in simple mode again?

I have that too.. but it worked ONCE

That was me
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Postby Oleg » Fri Dec 30, 2005 8:39 am

does zmod load it's profile correctly - all toolbars and commands bar are on proper places? does it remember your settings, dialogs sizes and recent files? if so, download latest zmodeler2.zip file, may be you have some old file in your configuration...
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Postby Guest » Fri Dec 30, 2005 8:47 am

Re Hi!

Yes i copied the file into Install-Folder and after starting ZM2 the file disap.
And there are no things inthe messagebar!!! I also updated to newest version :-(((
(System: XP with SP1 !?)
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Postby Guest » Fri Dec 30, 2005 11:57 am

[img]g:\tryzm.jpg[/img][/img]
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Postby Guest » Fri Dec 30, 2005 11:58 am

ohhh - sorry!!! how can i show you an image without webspace/URL ???
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Postby Guest » Fri Dec 30, 2005 12:11 pm

and when i export the date to gmt and look it ingame i only see the shape with inverted textures (textures are not ouside but inside !???). i can just export with specular highlight on (at extension) -> else the file ist 0kb !? This is what is in messagebox after exporting:

ZModeler is ready.
You are opening the file was that was produced by Registered version of ZModeler2.
Missing layer #1 for shader L1CmapAddAlphaReflectT0 in material WILLIAMS_A.TGA. Using the first one.
Missing layer #2 for shader L2CmapSpecMapAddGrayscaleReflectT0 in material WILLIAMS_A.TGA. Using the first one.
Missing layer #1 for shader L1CmapAddAlphaReflectT0 in material WILLIAMS_B.TGA. Using the first one.
Missing layer #2 for shader L2CmapSpecMapAddGrayscaleReflectT0 in material WILLIAMS_B.TGA. Using the first one.
Shader for material "ferrari_2" was reduced to "L2UseVertexPixel".
Shader for material "ferrari_1" was reduced to "L2UseVertexPixel".
Shader for material "ferrari_3" was reduced to "L2UseVertexPixel".

any ideas ??? please!
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Postby Oleg » Fri Dec 30, 2005 8:49 pm

to show pictures, you should register on forum; then you can attach images and files.

make sure to simplify texture settings on your materials.

First of all, if this is a single-texture material, set it's texture Apply mode to "mix with previouse" (in simple mode) or to "Modulate" (in advanced mode).
If this texture requires reflections, add second layer: "dx9_cube.dds" texture; set it's apply mode to "low level environment" ("MultiplyAdd") or "High level environment" ("Add") AND set it's UV mapping to "Auto sphere environment".

in most of cases, specular highlight extension should be toggled OFF.

if you have problems with materials, remove all textures except the first one and set it to "mix with previouse"/"modulate".

concerning meshes being flipped inside out:
1. reset local axes orientation to world (display\local axes\reset to world: click on obj)
2. flip object inside out, so it looks ok in zmod (modify\flip: click)
3. recalculate normals if 2. was performed (surface\normals\calculate)
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Postby me100 » Sat Dec 31, 2005 4:38 am

Thank you! i made it anyhow :-). But the tip with advanced mode was good!!!
Last Question: Why is the texture so dark at the side of the car ?
I used "Blend Options" "Modulate" (Manual UV #1) at the first dds-texture and
"Blend Options" "Add" (Auto Sphere Env.) at the second dds-texture (CAR_CUBE_DX9.dds)
Attachments
test.jpg
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Postby vendrig » Sun Jan 01, 2006 10:18 am

it seems normals are rotated. This is caused by a rotated axis I guess. To fix it, calculate normals again + smooth tool to fix hard edges, or maybe something with rotate tool
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Postby me100 » Sun Jan 01, 2006 3:31 pm

Thank you! Ingame there are still ugly shadows on the car :-( (see attached pictures). I used Display/Local Axis/Reset to World !??? Please help if you can! maybe its something with the form_shad.gmt ? THANK YOU!!!
Attachments
GRAB_070.JPG
GRAB_071.JPG
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Postby Oleg » Sun Jan 01, 2006 11:34 pm

on body object:

1. display -> local axes -> reset to world
2. surface -> normals -> calculate
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Postby me100 » Mon Jan 02, 2006 4:29 am

Thank you ! in zmod2 everything is ok but ingame the same shit - terrible :cry:
Don't know what else to do :-(
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