I would like to see a specular map included with the car texture.
Not sure if this could be implemented into the current UVMap or not? My expertise in that particular area is currently: fairly limited.
Even if it were a seperate file for the specular mapping that would be great.
I think that this would bring about fantastic changes to some of the custom car textures out there! Afterall, not all of us drive cars straight off of the showroom floor!! :P
Being able to adjust how shiny the car is, in parts, or not at all, would be great.
In addition, bumpmapping would be nice, for dirt flecks etc, albiet, slighty unnecessary in my humble opinion. A dirt layer for instance, would look ok without bumpmapping if you were able to adjust the specular around the "dirty" area.
However bumpmapping would have some rather nice benefits for the actual race-track itself.
Forgive me for my lack of knowledge on this subject, but I was wondering if anyone can offer me some assistance?
I have downloaded the file stats_1.38 and followed the instructions to get the program running.
I run LFS, type in /insim 65000 then proceed to start stats.exe.
Everything looks great at this point, it connects to LFS and states it's wait for the race to begin etc.
I start my MPR and in the little DOS window it quite happily tells me all the statistical info such as Names, Lap times etc etc.
At the end of the replay the DOS window closes, but not output data is recorded??
I had a good look through the stats.xml script and I hope I have everything correct but I still have problems.
UPDATE!!
Bahahahaha I made one little directory call 'results' in the same directory as I am running stats.exe, lo and behold, the script has somewhere to copy the results to. Bahahahahahaha!