![]() Indeed, it will increase the size of the zip for almost no usage (the textures are used only on Stadium dirt.) and a smaller size will create a blur when used ingame. There is no need to use dirty textures with a size bigger than 1024x1024. Well ok, it’s not the best I’ve ever made, but you understand the principleĭirty textures have to be exported like the diffuse and details textures : as DDS DXT5 with mipmaps and interpolated alpha. The alpha channel is used to know where the texture will be applied: full white alpha means that the skin texture will be replaced at 100% by the dirt texture, full black alpha means the skin texture won’t be replaced by the dirt texture at all.Īfter export as DiffuseDirty.dds, this is how it looks on the car ingame: Commonly, we will use a dirty texture like this one (which is the default TM texture). The RGB channels represent the texture that will be applied. Otherwise, the game will take the default StadiumCar dirty textures and the result will not match the vehicle used by the player. They are used to add dirt on the diffuse parts and details parts respectively, when the car goes on dirt blocks. These files are used only on the Stadium environment. ![]() In addition to the regular textures (diffuse, details and projshad), there are 2 other types of textures that need to be present in the zip: DiffuseDirty, DetailsDirty and Illum : why you need them and how they work ![]()
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