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How to make rfactor 2 mods
How to make rfactor 2 mods








how to make rfactor 2 mods
  1. #How to make rfactor 2 mods how to
  2. #How to make rfactor 2 mods manual
  3. #How to make rfactor 2 mods upgrade
  4. #How to make rfactor 2 mods software
  5. #How to make rfactor 2 mods code

  • Added Decal feature to PBR Road Shader.
  • Very polluted areas are quite weak now though, so we intend to improve this further.
  • Small tweaks to Air Pollution effect on clear day, allowing for more bluer sky in less polluted areas.
  • Added Specular Tinting with a static colour in the Vegetation Shader.įull Documentation to be updated in the coming days.
  • Added a new Vegetation Specific shader, which contains only appropriate logic from IBL Standard.
  • Added Albedo Tinting to Specular on Terrain Shaders.
  • Added an optional splatter overlay map, which applies alpha to specular mask.
  • Added the ability to set per Albedo strengths for Pattern map.
  • Removed Multiply Square albedo blending mode, since this can be achieved by saving the texture in the correct format.
  • how to make rfactor 2 mods

    Added the option to use a detail map with the same logic as IBL Standard.Added option to use detail map as an alpha masked decal IBL Standard Blend.Updated default settings for Groove & Dust IBL Standard.Tweaked Groove Blending logic (You may need to reduce where you have added dust in the Road Details Map).Added ability to use a second normal map (overlay on road, switch on curbs).Fixed a rare issue causing texture animations to stop working.Fixed an issue where DXT1 and DXT5 textures would not sample sRGB when they should when using new sampler method (This was an issue on the Road Shader only previously).Updated PBR track shaders to make use of new sampler methods to allow for more textures to be used.Fix for track side cameras not always showing the correct number of objects.Fixed an issue where reflections would stop updating after rejoining track.Fixes for issues with No Rain Zones including when falling back to bounding box, and sorting issues with the currently rendered no rain zones.(prevent mappers for specific situations being auto assigned to assets) Fixed auto static mapper assignment, so Static01 mapper is auto assigned only.Added option for static mappers to disable omni lights.Moved "Atmospherics" section for Track Weather file (.WET) to Track Game Database file (.GDB).Tweaks to Air Pollution colour blending and params.Re-enabled & Improved Sun God Rays / Light Flare settings (requires PostFX enabled, mostly only visible when the sun is occluded slightly).Fixed issues with Wildcard Textures working with IBL shaders.Fixed bugs with texture animations on IBL shaders.Fixed issues with Maps Converter when using absolute paths.

    #How to make rfactor 2 mods upgrade

  • Fixed issues with displaying upgrade changes in showroom.
  • Added support for upto 128 scenes in Scene Viewer, and fixed an issue where it would crash after exceeding the limit.
  • Set default Web Port (for Material Editor) to 5396 in Scene Viewer.
  • #How to make rfactor 2 mods manual

  • Added soft selection to manual adjustments in AIW Editor.
  • Added new line smoothing option to AIW Editor which tries to smooth the line consistently based on corner radius before and after selection.
  • Added an option in ModDev to set amount of cloud cover.
  • Enabled Auto Exposure in Cockpit Cameras and refactored Auto Exposure settings in general.
  • Build 1123 - Upcoming Release (Initially Released 18/1 however reverted on 20/1)īuild 1123 - Upcoming Release (Initially Released 18/1 however reverted on 20/1).
  • Such plugins can be used to analyse data, control motion platforms, hook up external controllers and other peripherals and many other things.

    #How to make rfactor 2 mods software

    Software developers can also extend the simulation through a plugin API that provides telemetry information, scoring as well as ways to interact with the simulation. There are also various ways to make them come alive, with animated elements and local ambient sounds. These tracks can support dynamic weather with special rain effects as well as day to night transitions and lighting. Tracks can be added with different layouts for different types of racing, including for example karting. The simulation can handle anything from the tiniest radio controlled cars up to big trucks and everything in between. You can add your own cars that include not just new 3D models, but also completely customisable physics and sounds. RFactor 2 provides developers with a platform to make all kinds of extensions. If you're an end user of rFactor 2, looking for more information about the simulation, please go to the Users Guide. For each we try to list prerequisites, both in terms of tools and knowledge, and guides that help you with the actual creation process. We've structured the information based on the different types of extensions you can work on. It is a living document that we will keep updating and extending.

    #How to make rfactor 2 mods how to

    It contains information on the various aspects of the simulation and how to extend it.

    #How to make rfactor 2 mods code

    This site is for people who develop content or code for rFactor 2.










    How to make rfactor 2 mods