rssProjected Paint (projected_paint)
Category: | script |
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Author(s): | Ren712 |
Downloads: | 1766 |
Rate: | You need to be logged in to vote |
Rating: | 3.7 (6 Votes) |
Description:
Resource: Projected Paint v0.0.9
Author: Ren712
Description:
Many people asked me to make a shader that applies paintjobs on vehicles that
otherwise do not have proper UVs. This is the closest i got so far.
The resource adds an ability to project a 2D texture from top of the vehicle.
There are 2 shader effects - proj_paint_flat.fx and proj_paint_cone.fx
Both project the texture in a different way. For a repeated pattern that covers
whole vehicle - you should use proj_paint_cone.fx. The current effect is adjusted
for car: Infernus - it projects a flat cancerous image full of old maymays.
There are still some issues with vehicle doors - you might need to set picSize.x
a lower value to make the projected image a bit more narrow. Super gt and uranus
get a dark image due to no specular highlight (set sPicBright to 'true' to fix that)
This resource is not ready for use - the effect is not synced, every vehicle
and texture require separate shader instance and settings. And that's up to You.
Author: Ren712
Description:
Many people asked me to make a shader that applies paintjobs on vehicles that
otherwise do not have proper UVs. This is the closest i got so far.
The resource adds an ability to project a 2D texture from top of the vehicle.
There are 2 shader effects - proj_paint_flat.fx and proj_paint_cone.fx
Both project the texture in a different way. For a repeated pattern that covers
whole vehicle - you should use proj_paint_cone.fx. The current effect is adjusted
for car: Infernus - it projects a flat cancerous image full of old maymays.
There are still some issues with vehicle doors - you might need to set picSize.x
a lower value to make the projected image a bit more narrow. Super gt and uranus
get a dark image due to no specular highlight (set sPicBright to 'true' to fix that)
This resource is not ready for use - the effect is not synced, every vehicle
and texture require separate shader instance and settings. And that's up to You.
Version history
Version | Publish Date | Changes | |
---|---|---|---|
0.0.9 | 2018-03-06 23:53:30 | -GTA point and spot lights are applied to the paintjob | Download |
0.0.8 | 2018-03-03 23:19:04 | -Minor changes regarding specular highlighting and pointlights | Download |
0.0.7 | 2017-04-02 08:57:33 | -added invertUpVector variable | Download |
0.0.6 | 2017-03-19 15:51:11 | -added layered effect variants -added flipTexture variable | Download |
0.0.5 | 2016-03-21 20:57:38 | First public release | Download |