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Please refer to the dedicated confluence pages for track shaders or car shaders, or the live material editor to view more information about the shaders. However, the easiest way however to setup a material is to copy from the S397 Material Library. This will fill in the default textures for each material with appropriate naming to make the slot use clear. Then you only need to replace textures you wish to use.

For information about other settings in the Material Editor (eg alpha settings) see gMotorTexture.

  


Please note: 3ds Max does not support the new BC7 and BC5 DDS export formats, please see DDS Export File Format for more details how to quickly create dummy textures for assignment in Max.  please see Maps Converter for how to automatically convert from TGA to DDS files.