Have you tried placing the textures in resources/textures.zip? Recently had to rename the texture used by Asphalt Wash as it conflicted with the default asphalt.dds.But is it possible now to have such packs?
E.g. I just packed 1 track terrain textures into terrain.zip, and I've put it in:
/home/ch/.rigsofrods/mods
/home/ch/_p/rigs-of-rods-dev2/content
/home/ch/_p/rigs-of-rods-dev2/resources
or all files in:
/home/ch/.rigsofrods/mods/terrain/
And I always see black terrain. Am I missing something? Seems only way working is having textures inside track dir.
1. 6 layers is max, however one layer is taken up by shadows so in reality you're limited to 5. This is why Auriga Proving Grounds is missing its detail texture when shadows are enabled.Few questions for blendmap, just to confirm, I think all are yes:
1. How many terrain layers is max? Is 5 still okay?
2. Is R,G,B and A channel supported in blendmap.png?
3. Are different sizes okay? E.g. road blendmap 1024 and terrain blendmap 512?
2. Pretty sure blendmaps are only RGB, never seen one with an alpha channel.
3. Different sizes should work OK as long they're power of two.
This is correct, specular is defined by the alpha channel. Diffuse and normal map textures must be exported in a RGBA format such as DDS or TGA.I fixed it by having 0 for Alpha in diffuse+specular, so basically no specular at all. Only this gives me normal looking terrain now.
On Linux (OpenGL), specular and normal maps are always enabled to prevent black terrains. This is why some terrains appear dark under OpenGL as they lack proper normal maps.
Fog and rain/snow are effects provided by Caelum sky. Fog hasn't worked since at least version 0.37 (see: #410). Rain requires loading a custom Caelum config with CaelumConfigFile terrn2 setting, you can use this config from the Community Map.I have no fog or rain.
If you do use an .os file, make sure the caelum_sky_system name at the top matches the filename, otherwise it won't work.