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Messages - h106frp

Pages: [1] 2 3 ... 121
1
Support / Re: 3D flag rotation?
« on: August 13, 2018, 09:06:03 PM »
OK, Thank you for the reply.

2
Support / 3D flag rotation?
« on: August 13, 2018, 07:12:02 PM »
Is it possible to rotate the 3D flag? i.e. to fit it to a horizontal flag staff

Thank you

3
Tracks / Re: Brasília
« on: August 08, 2018, 07:45:30 AM »
If the original texture is encoded RGBa then you can use GIMP and the dds plugin (see Mattys modding post for links). This texture storage method is used by RF2 and AC and I guess its a specific shader/lighting implementation for these engines.

Colour>components>decompose
Colours>component>recompose

Will convert back to an RGB without alpha and correct pallette. Export new texture as .dds ;DXT1, No mipmamps

4
Bug Reports / Re: Crash on Startup Beta 14
« on: August 06, 2018, 09:26:48 PM »
If you have 2 versions of GPB installed how is :\Users\Developer\Documents\PiBoSo managed?

5
Support / Animated flags
« on: July 26, 2018, 01:22:13 AM »
PiBoso, Could you possibly supply the model template for an animated flag as I would like to make a new flag style for a track mod.

Thank you

6
Support / clutch mapping in .cfg
« on: July 20, 2018, 09:48:07 AM »
Anybody have any idea what 'mapping=' in the clutch section of .cfg is actually pointing at?

 

7
General Discussion / Re: Help First Person View
« on: July 19, 2018, 08:18:50 PM »
If you set the view to 'realistic' then the complaint will be that riders do not have the bike as a point of reference in 1P  ::)


8
Off Topic / Re: Race/trackday/road pics.. lets see em!!
« on: July 15, 2018, 08:56:14 AM »
Nice one Matty, the rider behind you need to work on his foot peg position though  ;D

9
Bug Reports / Links debug mode
« on: July 15, 2018, 08:52:48 AM »
Tried links debug in GPB and it stops any animation from working at all and draws bizarre pivot lines.

10
Plugins / Re: Trying to understand how plugin works
« on: July 13, 2018, 08:11:50 PM »
I guess I just wanted to be sure my data structures would agree and was not completely sure if the demo code was a direct example of the current proxy.dlo
Had this doubt too but Pib confirmed the .dlo comes from the source code he publishes.
But why the different compiler ?

It was just very easy to build it in codeblocks  :)

11
Plugins / Re: Trying to understand how plugin works
« on: July 13, 2018, 01:27:17 PM »
I built my interface using the Proxy dlo.
The compiled proxy.dlo (I used codeblocks C for this) returns a handle to the shared memory area that you have created and I then used Visual Studio C++ to read from the shared memory space and manipulate the values before I sent them to my device
Curiosity: why do you need to compile proxy.dlo ? It comes with GPB no ?

I guess I just wanted to be sure my data structures would agree and was not completely sure if the demo code was a direct example of the current proxy.dlo

It did not take long to do anyway.

12
Plugins / Re: Trying to understand how plugin works
« on: July 13, 2018, 09:57:49 AM »
I built my interface using the Proxy dlo.
The compiled proxy.dlo (I used codeblocks C for this) returns a handle to the shared memory area that you have created and I then used Visual Studio C++ to read from the shared memory space and manipulate the values before I sent them to my device

13
JOACKO172 Mods / Re: Honda NSF250R
« on: July 06, 2018, 09:13:12 PM »
When exporting in FBX2EDF

Select Recalculate under the Normals tab, then select Angle and set it to 180 That should fix it
I made that and this is the result, i can´t believe all this mod is ugly because the low poli model i selected.  >:(


If all the polygon edges are 'split' (this can be created by the rip) you can end up with it looking like that as it prevents the shading algorithm from working - try removing any double vertices from the model where you want it to look smooth

14
Custom hardware / Re: Project Realistic Rig
« on: July 05, 2018, 10:02:48 PM »
For DST mode the steering torque input is measured using strain gauges bonded directly to the steering stem so we are not measuring deflection but the force that we are applying at the bars to counter the servo action.

More modern electro-hydralic power steering systems with force feedback used for cars adopt a similar concept but use an electro magnetic transducer to deduce the torque - I did consider this as a possible steering stem solution using second hand ebay parts.

Using even a modest micro-controller and the servo controller closed loop adjustments you can easily keep up with the data rate from the GPB dlo interface.

I think you have pretty much grasped what I have tried to do; capture the counter-steering effect input by the rider and allow the resultant GPB physics engine output control everthing else   :)

15
Suggestions and wishlist / Heat haze/shimmer effect
« on: July 05, 2018, 08:23:06 PM »
With all the discussion about filters is it possible in realtime to generate a heat haze shimmer effect over the tarmac surface in OpenGL?

I have watched the BES videos and I am not overly keen on the blurry distant scenery but I do think it would look more natural if it included the head haze refraction effect.

Thank you

Just a though, but it would look good if this effect could be added to the exhaust/engine vent areas around the bikes even if the whole scene was too taxing on the hardware and graphic engine  :)

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