Ambient Occlusion possible?

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JNorton (WKC)

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There is no option for it in the game, but you can add it to 3do models for the game created with a newer version of 3DS Max. Once those models are added to a track they will have the Ambient Occlusion effect on them.

Here is a little video from James Musselwhite on the subject.

 

Highbank

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I hate to repeat but, "ambient occlusion" you kids and your fancy words...
 

m3me

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There's a similar sort of effect in the Daytona Rising model. He did it by baking it into the texture of the model, and it looks really nice
 
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Mydoomfest

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All these things were interesting, but what I meant was how to do I activate "AO" with nvidia profile inspecter because you can enable "AO" bully se, and it doesn't have a specific "AO" setting.

And m3me I might try daytona rising, because I never knew that track existed
 

JNorton (WKC)

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All these things were interesting, but what I meant was how to do I activate "AO" with nvidia profile inspecter because you can enable "AO" bully se, and it doesn't have a specific "AO" setting.

There is NO option to turn that on for NR2003. When this sim was coded they didn't even use AO yet. Any OC shading has to be added to a 3do model when it is built in 3DS Max and then only a model created with it will have it. When that model is converted to a 3DO and added to a track you will see the shading on the model. No switches, levers, or buttons need to be pushed or pulled.
 

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