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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Sun Mar 30, 20:19 Reply to topicReply with quote
Hi,
To Black F,
First of all, congatulations for your good job for the RBR community.

If i have well understood, with your last rbr_rx.dll, only DirectX Shader material can be used in 3dsmax.

So, i have searched simply shader Fx to create trees (a texture with alpha channel for the transparency). How do you create the file.fx ? Do you "simply" write the code, do you use a soft?

An other comment. Like an other guy, i think it will be interesting to have shader with multi material. I know, it's possible to split the mesh, but it's means that after that, it's not easy to modify the mesh (for example a road made in general with loft).

Thanks for your help.

Sorry for my poor englis

 

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 black f.
 
 

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 Joined: 10 Apr 2005
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PostPosted: Sun Mar 30, 22:31 Reply to topicReply with quote
at this point your easiest way should be to use shaders from BTB along with the plugin from BTB.
mutimaterial will not work, normally the exporter should split the mesh for you, if it doesn't search for some script which can do that.

i know i must find some time to make some sort of exporter for max but i don't know when that will happen.

 

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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Mon Mar 31, 21:36 Reply to topicReply with quote
Thanks for your answer, but...

I've tried to load the differents shaders from BTB in 3dsmax with a dirextx shader material, but it does't work. I have the message"No Parameters to edit".
Even the shader BTB_diffusebumpspecular.fx does't work while the diffusebumpspecular.fx given in an example of the structure of RBR Track works. When you look the code, it's not the same.
I haven't well understood your anwer about an exporter! For me, Panda exporter works.

So, indirectly the same quextion than above. Is't possible to have material with transparency with your RBR_rx.dll.

Thanks

 

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 black f.
 
 

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 Joined: 10 Apr 2005
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PostPosted: Tue Apr 01, 00:21 Reply to topicReply with quote
to get an fx working in max there are few rules: https://images.autodesk.com/adsk/files/dxmaterial_effect_format.zip

the biggest "problem" is the vertex format. there is no easy way to automatically match the vertex format required by a specific effect with the vertex format Panda[or other] exports.

check the attachment for a simple transparency effect, in the fx file there are few comments which may be helpful if you want to "convert" another effect for both max and rx.

in the screenshot both objects are using the same effect one with default vertex color, alpha and color intensity, the other is a little tweaked to show what can be done even with a couple of options.


transparency.JPG
  Description:
Size: 183.18 KB
Viewed: 81 Time(s)
rbr_fixed_alpha.zip - 2.05 KB
12 Time(s)


 

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 Luis Viveiros
 
 

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 Joined: 10 Mar 2004
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PostPosted: Tue Apr 01, 18:58 Reply to topicReply with quote
Sorry for the off-topic, but in playgames magazine from this month they are ofering Expand Rally Game!
My question (for FBlack) is it possible to convert the tracks created on Xpand rally to RBR? or to 3dsm?

 

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 black f.
 
 

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PostPosted: Tue Apr 01, 21:09 Reply to topicReply with quote
i don't like the idea of "mass production" of bad tracks.

 

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 cricrikris
 
 

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 Joined: 30 Oct 2006
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PostPosted: Tue Apr 01, 21:37 Reply to topicReply with quote
Any conversion can't produce a good track? Even if someone works seriously on it? I ask these questions because I have no idea about difficulties of the process and the work to do in order to create a "good" track from a conversion...

 

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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Tue Apr 01, 22:38 Reply to topicReply with quote
Thanks again Black F for your answer.

I've tested rapidly your fx and It's better, i have the transparency, but i've a problem of color like you can see on the screenshot.
And, what i have seen, there is a difference between the 2 screenshots of 3dsmax, for me i haven't the light direction. Perhaps, it's not the last version of your fx file. Here is a part of my log.txt. Perhaps is the cause of the bad colors.

Code:

Material #12
   effect: rbr_fixed_alpha
"camPos" parameter not found in rbr_fixed_alpha
"lightDir" parameter not found in rbr_fixed_alpha
"viewproj" parameter not found in rbr_fixed_alpha
   overBright: 1.000000
   base1Tex: BUSH06.dds
RXTRACK::LoadGeometry ...




 

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 black f.
 
 

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PostPosted: Tue Apr 01, 22:45 Reply to topicReply with quote
@cricrikris: if by conversion you mean actually remaking i think it can be a good thing.

remaking a track from some existing layout is probably as tough as making one from scratch i guess and it can give some nice results but 1/1 conversion will never work, atleast because the physics needs to be repainted.

i think Luis was asking about 1/1 conversion using some code... i did that and is not good.

lets keep this thread on topic:)



Last edited by black f. on Tue Apr 01, 22:57; edited 1 time in total
 

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 jongleur1
 
 

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PostPosted: Tue Apr 01, 22:50 Reply to topicReply with quote
Sorry, here are the two screenshots.

https://img232.imageshack.us/my.php?image=rbralphada2.jpg][IMG]https://img232.imageshack.us/img232/9517/rbralphada2.th.jpg
https://img232.imageshack.us/my.php?image=3dsmaxalphafxko8.jpg][IMG]https://img232.imageshack.us/img232/2302/3dsmaxalphafxko8.th.jpg

 

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 black f.
 
 

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PostPosted: Tue Apr 01, 22:53 Reply to topicReply with quote
jongleur1 wrote:
Thanks again Black F for your answer.

I've tested rapidly your fx and It's better, i have the transparency, but i've a problem of color like you can see on the screenshot.
And, what i have seen, there is a difference between the 2 screenshots of 3dsmax, for me i haven't the light direction. Perhaps, it's not the last version of your fx file. Here is a part of my log.txt. Perhaps is the cause of the bad colors.

Code:

Material #12
   effect: rbr_fixed_alpha
"camPos" parameter not found in rbr_fixed_alpha
"lightDir" parameter not found in rbr_fixed_alpha
"viewproj" parameter not found in rbr_fixed_alpha
   overBright: 1.000000
   base1Tex: BUSH06.dds
RXTRACK::LoadGeometry ...





i've removed the lightDirection because is not used in that shader. if you want you can add:

float4 camPos;
float4 lightDir;

at the begining of that fx but it will be useless.
the problems with the colors is because Panda exported a different vertex format. to fix this you need to look in the log file for things like

stride : 36
0 : 0, D3DDECLUSAGE_POSITION D3DDECLTYPE_FLOAT3
1 : 12, D3DDECLUSAGE_NORMAL D3DDECLTYPE_FLOAT3
2 : 24, D3DDECLUSAGE_COLOR D3DDECLTYPE_D3DCOLOR
3 : 28, D3DDECLUSAGE_TEXCOORD D3DDECLTYPE_FLOAT2
END
see what you have for that mesh and we can change the shader.
you should also be aware of Panda settings, for this effect you need to export
position, vertexcolor and UV for channel 1.

 

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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Tue Apr 01, 22:56 Reply to topicReply with quote
You are too speed for your reply. Very Happy Very Happy

Thanks

 

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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Thu Apr 03, 21:45 Reply to topicReply with quote
I've tried kw exporter and it works fine for the transparency and the color (but not easy to place the object!)

Here is a part of two log.txt.

first object with kw exporter = good render
Code:

Material #12
   effect: rbr_alpha
"viewproj" parameter not found in rbr_alpha
   overBright: 1.500000
   camPos: 0.000000, 0.000000, 0.000000, 0.000000
   lightDir: 0.000000, 0.000000, 0.000000, 0.000000
   base1Tex: BUSH06.dds
RXTRACK::LoadGeometry ...
Object_5:
   stride : 60
    0 : 0, D3DDECLUSAGE_POSITION   D3DDECLTYPE_FLOAT3
    1 : 12, D3DDECLUSAGE_NORMAL   D3DDECLTYPE_FLOAT3
    2 : 24, D3DDECLUSAGE_COLOR   D3DDECLTYPE_D3DCOLOR
    3 : 28, D3DDECLUSAGE_TEXCOORD   D3DDECLTYPE_FLOAT2
    4 : 36, D3DDECLUSAGE_BINORMAL   D3DDECLTYPE_FLOAT3
    5 : 48, D3DDECLUSAGE_TANGENT   D3DDECLTYPE_FLOAT3
    END

      material: Material #12
      cloneCount 1
RXTRACK::LoadEvents ...


second object with panda exporter = bad render (transparency but bad color)

Code:

Object_5:
   stride : 32
    0 : 0, D3DDECLUSAGE_POSITION   D3DDECLTYPE_FLOAT3
    1 : 12, D3DDECLUSAGE_NORMAL   D3DDECLTYPE_FLOAT3
    2 : 24, D3DDECLUSAGE_TEXCOORD   D3DDECLTYPE_FLOAT2
    END

      material: Material #12
      cloneCount 1


But a strange thing. If i have in the track, 2 objects with rbr_alpha (one exported with panda, the other with kw exporter), the both have a good render. Shocked Shocked

news about the display of type 1 objects?

 

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 beisurf
 
 

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 Joined: 28 Mar 2007
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PostPosted: Thu Apr 03, 22:58 Reply to topicReply with quote
jongleur1 wrote:
I've tried kw exporter and it works fine for the transparency and the color (but not easy to place the object!)

Here is a part of two log.txt.

first object with kw exporter = good render


So going for the KW exporter is the right thing to do if you are a max user then Smile

 

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 jongleur1
 
 

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 Joined: 01 Apr 2007
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PostPosted: Thu Apr 03, 23:04 Reply to topicReply with quote
Yes, but there is two reasons that i would like to continue with panda :

1- it's easier to place object (create, move, modify and export)

2- Panda can be call from a script

 

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