(https://s7.postimg.org/gidj0cf0r/screen005.jpg)
(https://s7.postimg.org/6l2i7b2a3/screen004.jpg)
Includes the grey base, white paint, and psd files.
Put the msr_mxt.pkz and the msr_mxt folder (used for paint files) in your Rider-Boots folder.
Painters: be sure to name your tga's the same name as psd files and pack in paint ;)
DOWNLOAD v4 HERE (https://drive.google.com/file/d/1RyqWf2BfFrft8E5LPsiCm35cLCgEmGKH/view?usp=sharing) - updated 11/21/2017
Thank you very much and welcome! I must say I am buzzing about the option of new boots!
Thank you Mysterious boy/girl!!
Very cool, thanks! So awesome to have custom boots!
ITS FUCKING GEO DON'T LET HIM FOOL YOU GUYS! no but good job on the boots tho man, sorry couldnt get around to them
Damo.... Honestly man.. Lol. Why would it be geo?
Thanks Mystery man!
because geo gave me the boots to try and finish for him, but he decided to finish it up while im sick lol thats why :P
Updated download:
- added shading layer to psd files (much better)
- included a red and blue paint
Last Update (I swear):
- slight change to psd for shading to bring out bit more
- added dirt layer in psd so can make either clean or dirty
- discarded red and blue, have grey and white clean / grey and white dirt as paints for stock
In game these look so much better :) loving the dirt spec
Not sure I get the dirt layer being a choice.. Does it use a LYR file so they get dirty at the same time as everything else?
Rider stuff doesn't get "dirty" does it???
So, it's a choice/preference (were mostly dirty and not clean).
Another beta rider can be dirty maybe?
Yeah the rider gear gets dirty
Yup, rider stuff does, or should do. You can add the LYR file pointing to the dirt overlays.
Same process as:
QuoteMud Layers
Create a text file with the same name of the texture, and extension ".lyr" (for example: bike_parts.lyr) and then fill it like this:
numlayers=1
layer1
{
numframes = 3
frame0=bike_parts_mud1.tga
frame1=bike_parts_mud2.tga
frame2=bike_parts_mud3.tga
}
The mud textures should go from cleaner to dirtier. They must have an alpha channel to control opacity as they will be applied on top of the base texture, with the same texture UVs.
Well crap! Another update incoming (give me few hours)
Updated download link:
- Added the dirt layers properly this time.
Man these are not gonna be online friendly, but well see ;D
Thought of something else.. you need to do LODs. They disappear when you look from too far away!
Finally figured out LOD stuff (thanks RC)
Updated the download link:
- LODs fixed
- Made slight adjustment to PSD files to remove a shading for logo that doesn't exist.
- Updated the base and white paints for this adjustment
Quote from: Mysterious on November 17, 2017, 07:32:44 PM
Finally figured out LOD stuff (thanks RC)
Updated the download link:
- LODs fixed
- Made slight adjustment to PSD files to remove a shading for logo that doesn't exist.
- Updated the base and white paints for this adjustment
That's awesome. Yeah sorry I wanted to post an example but wasn't at pc at the time.
Updated the download link to v4 and updated pics in first post:
- new dirt layers
- massively better psd with everything uv unwrapped now and easier to work with / color
- added some texture layers to psd also (you can up opacity of these to gain a more massive effect if desired)
- update normals on right boot logo to work properly (was inverted)
- spec map updated
- 4 paints + base included
Will update syncback for this. Thank you very much!