Quote from: m121c on October 16, 2014, 04:45:54 AMAlright i will try it thanks!
Yes if you inverted them original you need to re-invert them. For normal maps to look good in MXS you need to flip the Red and Green channels, re-invert them for MxB.
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Quote from: m121c on October 16, 2014, 04:45:54 AMAlright i will try it thanks!
Yes if you inverted them original you need to re-invert them. For normal maps to look good in MXS you need to flip the Red and Green channels, re-invert them for MxB.
Quote from: Snappe on October 14, 2014, 04:02:34 PMQuote from: frankie on October 13, 2014, 10:02:02 PM
Okay now i did what u wrote here, but it comes out as this..again
When i dont do the normal map and shininess on it it doesnt have any problems in game
You're changing the normal_map.tga line to the actual name of your normal map, right?
Quote from: m121c on October 14, 2014, 09:34:04 PM
If you are trying to use a model made for mx simulator you have to remember to re-invert the normal map as well. Remember the norm on sim is -X and -Y for whatever reason.
Quote from: Snappe on October 13, 2014, 03:56:24 PM
for normal maps you need to create a text file and rename it the same name as your colour map but with the extension .shd.
http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders
Example:
bike.tga would need bike.shd, containing something like:
bump
{
map = normal_map.tga
}
specular
{
shininess = 6
}

Quote from: kamloops on October 03, 2014, 08:58:40 PM
Hello guys,
Someone can explain how the helmet model works ?
I don't understand what are the "helmet_s.edf" and "c_helmet.edf" files.
Also, in 3ds max/Blender what is the scale and origin for the helmet ?
Quote from: RiccoChicco on October 02, 2014, 09:06:55 PMU mean CFG file?
I like the model!
Well, the first thing to do is to take a look at the gfx.cfg (open it in a simple text editor) in the 350xf to understand how parts are separated for the 3D. This file is quite simple to understand but contains a lot of useful informations.
Quote from: RiccoChicco on October 02, 2014, 08:47:57 PM
If anyone want to import his model ingame I'm ready to answer specific questions. Feel free to ask.
