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Shiny roads
10-19-2009, 08:30 PM
Post: #1
Shiny roads
Most modern racing sims allow environment other than cars to be shiny, especially roads. I believe vdrift would look awesome with some sharp specular maps for the roadways, reflecting sun lightning as you drive.

I like the way this is done In order to view links, you must have to reply to this thread., which has some pretty looking light-reflecting roads. I can try photoshopping specular maps for the current road textures if a specular rendering system for the world can be implemented.
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10-19-2009, 09:30 PM
Post: #2
 
i tried this once. i think the engine already supports it if you find the road texture (say it's called "roada.png") and then make a specular map called:
roada-misc1.png

the red channel in your image should be what gets used for road specular.

i think figuring this out would make the game look much nicer.
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10-20-2009, 10:52 AM
Post: #3
 
Thank you Smile I tried experimenting with this and it does seem to work. I came across a very weird issue however: It seems that the same texture only displays its reflection in certain areas, while in some parts the specular map does not apply.

In order to view links, you must have to reply to this thread. of the problem during one of my tests. The whole road uses the same texture, but the reflection only works starting from a certain point. Does anyone know why this issue is happening and how it can be fixed?

Anyway, here's In order to view links, you must have to reply to this thread. of reflective roads from the short area they display in. I think it looks good Smile
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10-20-2009, 10:38 PM
Post: #4
 
The only thing I can think of is make sure you're either painting red or black, because the green channel is used to set how metallic the object is.
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10-21-2009, 11:25 AM
Post: #5
 
joevenzon Wrote:The only thing I can think of is make sure you're either painting red or black, because the green channel is used to set how metallic the object is.

I don't think it's that, I experimented with different colors but that doesn't change where the specular map is applied. And I am painting red with black, the reflections show correctly in the area where they do work.

If anyone wants to reproduce this issue, go to data\tracks\bahrain\objects and copy roada.dds to roada.dds-misc1. Color the new texture with red and black and start a practice race in bahrain. There's no reflection on the road at the beginning of the track, but if you drive to the second big turn you'll find the only area where the specular map shows, although the whole road uses the same texture.
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10-27-2009, 11:16 PM
Post: #6
 
MirceaKitsune Wrote:...you'll find the only area where the specular map shows, although the whole road uses the same texture.

Are you sure about that? It looks to me like there are a couple of (very similar) road textures: roada.dds.png and roadd.dds.png
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10-27-2009, 11:21 PM
Post: #7
 
joevenzon Wrote:Are you sure about that? It looks to me like there are a couple of (very similar) road textures: roada.dds.png and roadd.dds.png

Yes, I have experimented with those but roada.dds is the whole road. If you rename that single texture to anything else, the entire road disappears in-game.
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10-28-2009, 11:40 PM
Post: #8
 
Ah hah, you're right. I'm not sure what's causing that. I'll look into it.
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10-28-2009, 11:48 PM
Post: #9
 
Turns out it was a stupid error in my code that was assigning the misc1 textures to track objects. Fixed in R2549.
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10-30-2009, 11:22 AM
Post: #10
 
i tried to use the specular maps that came with the original rFactor version of the interlagos track and the results were a bit underwhelming: In order to view links, you must have to reply to this thread.. the specular map i used can be found at In order to view links, you must have to reply to this thread. (and then i copied this texture for the different road textures used). i guess we process specular maps differently than rFactor does. it would be nice to figure out how to transform an rFactor specular map to vdrift or maybe do it the same way in vdrift.

the other thing is a lot of different textures use the same specular map, so in the long term it would make sense to probably extend surfaces.txt to add support for specular maps as well so we can map the texture to the specular map instead of having multiple copies of the same texture under different names.

rFactor also has support for bumpmaps, not sure if vdrift does.

--alex--
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11-04-2009, 09:10 PM
Post: #11
 
joevenzon Wrote:Turns out it was a stupid error in my code that was assigning the misc1 textures to track objects. Fixed in R2549.

That's great Smile I can't compile SVN right now so I'll make shiny textures for all roads when the next version is released.
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11-04-2009, 11:44 PM
Post: #12
 
alex25 Wrote:i tried to use the specular maps that came with the original rFactor version of the interlagos track and the results were a bit underwhelming

Yeah, it looks pretty terrible. With the latest shaders it looks a little better but still horribly wrong. I've been meaning to work on this and try to make it look a little more realistic.

Quote:rFactor also has support for bumpmaps, not sure if vdrift does.

VDrift does not. :-(
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02-01-2010, 09:52 PM
Post: #13
 
*bump* I found a nightly build made after the specular map issue, so I could do the shiny maps for all official tracks today. I added discrete reflections for all roads and strong reflections for building windows as well as water (see the water in Monaco).

I posted some screenshots in my gallery: In order to view links, you must have to reply to this thread. Note that the first three pictures were taken while editing, the road isn't that shiny anymore (it looks like the other screenshots now). The patch can be downloaded from here: In order to view links, you must have to reply to this thread. alt link In order to view links, you must have to reply to this thread. Imo it should be good, if this change is alright and wanted.

In case anyone wishes to make specular maps for other textures and follow the same steps, this is how I obtained mine using Photoshop CS2:

1 - Copy the texture and rename it to filename-misc1.png.

2 - In Photoshop go to Image -> Adjustments and Desaturate the image. Occasionally you may want to invert the colors as well, depending on what area you want to have more reflective.

3 - Go to Adjustments -> Brightness/Contrast to adjust the strength of the reflection. Generally, setting the contrast high will make it more grainy. For the road textures I usually put -50 Brightness with +25 Contrast.

4 - Go to Hue/Saturation, enable the Colorize checkbox and set Hue to 0, Saturation to 100 and Lightness to -50. This will make it red like specular maps for vdrift are supposed to be.

Hope this is good and can be committed... let me know what you think please Smile
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02-01-2010, 10:53 PM
Post: #14
 
i didn't know vdrift had this feature..
cool! Big Grin

but your link to your photo gallery doesn't work. and i couldn't find it manually either :?

downloading the patch now though to see for myself.
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02-01-2010, 11:21 PM
Post: #15
 
okay, so far only tested monaco and rouen.

the only reflection i see on monaco is the water. and it's a bit too reflective. in fact, the water is completely white for me. except for a large circle with no reflection.

on rouen i just see the road reflection, and it only reflects in a few spots.
but those spots look good :wink:
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