Standalone Dirt 02 Texture Replacer with parallax effects. Goes well with a darker Blended Roads texture w/ parallax meshes. Looks great with Freak's Flora Fields.
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
-Install at the bottom of your load order, let it win all conflicts.
-Install parallax meshes on blended roads and you're good to go. Make sure you have ENB / Community Shaders mod to see the effects.
-All assets used for this texture are my original work. My work may be used in your mod, with credit given and linked back to this page.
---
Here are some tips for getting started making texture mods:
The alpha channel in your texture is used for the parallax height map in landscape textures only.
A seperate black and white image "texturename_p" is used for the parallax height map in everything else. You can generate height maps with Materialize. Normal maps are needed to tell the game engine how the light should be reflected "texturename_n". You can generate normal maps with Materialize.