In this topic the user has already encountered a similar problem, just like me on another port. It looks like a problem with the combination "T:AlbedoTexture + O:Weather.AmbientPrecipState". Once you remove the PBR material from the material properties and switch to diffuse texture control (T:DiffuseTexture), all problems evaporate.
But if O: Weather.AmbientPrecipState is replaced with A: AMBIENT PRECIP STATE in cop_rain_PBR.lua, the wet texture starts showing. Of course, now it is always shown, but at least this allows you to make sure that the problem is not in the numbering of the z-layers.
And I would almost believe that the problem is in prep3d and incorrect processing of scripts, but in the Montreal scene you managed to accomplish the impossible and the combination "T:AlbedoTexture + O:Weather.AmbientPrecipState" works. I have no doubt that you will find the reason for this strange behavior of the material, and I would be grateful if you could share a solution.
v2.3 no wet surfaces in P3D v5.2
Re: v2.3 no wet surfaces in P3D v5.2
Anybody?
Re: v2.3 no wet surfaces in P3D v5.2
Ok, as far as I understand, no one is interested in all other platforms except MSFS, or creative impotence has gone so far that all that remains is to chew snot and blow bubbles. How do I request a refund?
- george[flytampa]
- Site Admin
- Posts: 3868
Re: v2.3 no wet surfaces in P3D v5.2
The last time I tried LUA scripts for swapping the wet effect, they didn't work. At Sydney I ended up using SODE to swap the textures because LM never fixed LUA after reporting it many times.
Montreal might work because its older and compiled with a SDK from the same era. Just guessing , no idea why CPH doesn't work.
Montreal might work because its older and compiled with a SDK from the same era. Just guessing , no idea why CPH doesn't work.
Re: v2.3 no wet surfaces in P3D v5.2
George, thanks for your answer. At least now I understand why developers are ready to suffer with SODE, but do not use scripts. Well, I will seek a clear answer on the LM forum.