Headlight Problem

Altek

hi all
I am creating the second version of my mod, but I have a problem with Headlight illuminating the car before in a strange way, making them totally white. here is a screenshot



can someone help me?
thanks in advance
 
It does it under street lights too?
What software are you using to edit the cars?
What shader are you using for the body?
It's only the car paint, the rest are fine?
 
It does it under street lights too?
What software are you using to edit the cars?
What shader are you using for the body?
It's only the car paint, the rest are fine?

1) No, the street lights in the right way
2) I use 3ds max with ISI plugin and when i can i use 3DsimED
3) In dx9 the shaders is custom (t0 , specular , cubemap and fresnel effect) in dx8 L1CMAPADDALPHAREFLECTT0 , in dx7 L0DIFFUSET0. in all these conditions there is the problem
4) Yes, if you see in the screenshot only the material wccarbody undergoes the error

I just can not understand why it happens :(
 
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So, maybe your custom shader doesn't support external lights correctly.
Are you sure that problem is caused by headlights nor by track night lights?
 
So, maybe your custom shader doesn't support external lights correctly.
Are you sure that problem is caused by headlights nor by track night lights?

I wrote above, the defect occurs in both Dx9 in Dx8 and Dx7, so I do not think the shader of Dx9 to create problems
 
U're right.
Then please paste your headlight projector definition.
 
U're right.
Then please paste your headlight projector definition.

here is the command line

Projector=Headlight
{
Moveable=True Active=False Pos=(0.0, 0.10, -75.6) Dir=(0.0, -0.5, -1.0) Radius=(28.0) LODOut=(350.0) Blend=(InvDstColor, One) Dyn=True Texmap=HEADLIGHT_.tga
}

I tried to put a texture made by ISI but the problem persists
 
Can you attach any GMT file from this model containing WCCARBODY material? Just a GMT file. It could be that material description has "actors" set incorrectly. That would indicate that whatever tool you used to attach this custom shader, doesn't really "understand" this shader and therefore exports material incorectly.

If it was exported directly from 3DStudio, then you may try saving it again in 3DSimed. That could possibly solve the problem with actor settings.

rFactor renders object lit by headlights by itself - it ignores your shader and attempts to determine how to render this object based on actor settings for each texture. At lest that's how I think it is :)
 
If it still does it with just t1 then it couldn't be the shader. Do you have the omni tag in the instance panel checked?
 
YW, I think I found the problem with the upgrades, did you see the other thread?
 

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