#FlatOut 2 - Terrain Textures

62 messages · Page 1 of 1 (latest)

eternal kettle
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The game seems to be using some sort of composite textures for terrain which only work if I set the texture category to sky, otherwise they are a blurry mess. Obviously they cannot be set to sky, so I was wondering if there is any other way to fix that.
The other textures that seem to be used by the terrain meshes don't appear in the remix UI.

charred egret
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Might seem obvious but, have you tried setting them as terrain textures? Terrain textures are blended from a top down perspective and should work properly for that purpose

eternal kettle
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yes, I did try that

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it got even blurrier

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there's also an occasional bug where vertices seem to get distorted

charred egret
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Weird, seems like for some reason, remix uses lower mipmap levels for them

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Or the resolution of the terrain blending textures are very low. Maybe there are options in remix menu to change the terrain textures size?

eternal kettle
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the terrain has one big texture that seems to get projected on the rest of the textures to give them color

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that big texture is 2048x2048, which for basically an entire map, is very small

charred egret
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Hmmm that seems small for flatout terrains, I think

eternal kettle
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ahh, I set the unit scale to 0.01 and seems to have fixed it

charred egret
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Ohh boy, nice

eternal kettle
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the texture does need to be flagged as a terrain texture though

charred egret
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The projection is based on scene unit scale then, cool

eternal kettle
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the other bug is caused by disabling Alpha Blend Translation, which has to be disabled in order for smoke to show up

charred egret
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Hmm weird. Have you tried setting the smoke texture as particle?

eternal kettle
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if I could find it, I'd try

charred egret
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You can capture a scene with smoke in it, open in OV and check which .dds texture file is being used, then manually write the file name hash in the particle texture variable on your rtx.conf

eternal kettle
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OV?

charred egret
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Omniverse, USD composer

eternal kettle
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yeah, the particles now show up

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this also happens with the alpha blending enabled tho KEKW

charred egret
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Oh, but this doesn't looks pathtraced at all. Seems pretty much rasterized

eternal kettle
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it is pathtraced

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pathtraced vs rasterized

charred egret
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Hmm I see

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Maybe the tires for some reason stopped casting shadows

eternal kettle
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swapping to rasterized fixed the missing car

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but yeah, respawning makes the car disappear

charred egret
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Do you have anticulling enabled?

eternal kettle
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that completely breaks the game

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like this

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but yeah, the car disappears as soon as the respawn ghost is over

charred egret
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Hmm it might be rendered by custom shader then

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What happens if you disable car damage? Is there such an option in game?

eternal kettle
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no

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with the alpha blending disabled it doesn't happen, but the respawn ghost is black instead of white

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but apart from that, the game works very well

charred egret
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What other options do you have under alpha blending? I'm not at home to check

eternal kettle
charred egret
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Have you messed with any of those values? The max opacity seems a bit high from the pic, 2+ i read

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Nvm, think it is a zero

eternal kettle
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but no, I haven't touched these settings

charred egret
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Hmm, try lowering it

eternal kettle
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but disabling the stochastic alpha blend didn't fix it either

charred egret
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Hm, nvm then

eternal kettle
charred egret
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Try playing with the other toggles

eternal kettle
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tried, nothing worked

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either particles were broken or respawn

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but doesn't matter, I gotta go do other stuff now

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I can share my rtx.conf file tho

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you could maybe upload it onto the compatibility site, since it did fix quite a lot of issues

charred egret
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I'm not home until Monday

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Think fallout has a thread

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Try uploading and ping Kim to pin your message

eternal kettle
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in the showcase channel thread?

charred egret
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Yup, lemme check