Is there any way to edit shaders other than using kseditor? I extract the mod using Content Manager, open it in kseditor and everything is pixelated, with low resolution and low fps. Why is this happening? A few years ago, before the CSP became popular, I was able to edit some mod shaders to suit my preferences and everything was loading normally, with good graphics and fps, but now I went to open a mod and it's like that.
Here is what I do:
- after 3D export to FBX from blender:
- import fbx to kseditor (this is absolutely mandatory and unavoidable, so better get used to use kseditor with all its limitations)
- set for all objects the necessary shader and transparency (these two are essential as kseditor is THE ONLY way to set these reliably)
- set all texture files for each necessary layer (kseditor is the most reliable way to do it - with limitations this is somewhat possible in CM as well but I actually find it to be MUCH slower, more complicated and most of all very buggy - crashes often, often textures don't stick, etc)
- create instrument files
- export from kseditor to kn5
- open car in CM custom showroom (make sure you have a neutral showroom lighting setup that helps to get colours and materials to look as much as they do in game as possible)
- tweak all shader values to taste in CM custom showroom
- test drive (I like to drive the car a lot during development and combine physics tests with looking for material + shader issues that I like to tweak further and while drivining and watching replays make mental notes of changes I'd like to make)
- make adjustments to shader settings in CM custom showroom
Once I have achieved a small milestone of accomplished changes I would like to "lock in":
- repeat the cycle (export to fbx, import to kseditor, export to kn5, test in CM custom showroom, test in game, repeat)
Some people like to use the hacked kseditor from Ilja as it looks MUCH more modern with a higher resolution 3D render and especially with a library of new and wonderful shaders to use.
Apart from the access to new shaders I do not like to use it though as it does not allow to quickly build instruments and I found it to crash more often then the kseditor (pro tip: SAVE incrementally all the time when working in kseditor).
is there a version of Le Grand Circuit 1967 with around 50 pitboxes? Trying to replicate the 1970 race and that's around the number of cars that made the start of the race.
There has been posted a downloadlink to a 50 car grid version a few pages back - just search this thread for Le Grand Circuit 1967.
A Le Mans start version does not exist though I am afraid.