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Messages - h106frp

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1
General Discussion / Re: GP Bikes beta15 WIP
« on: October 06, 2018, 08:51:36 AM »
Will the wet weather physics be fixed as something very strange occurs when you select wet as if the bike has lost all its inertia parameters, even with the default Mura when you crash it flies all over the place bouncing violently into the air and spinning like a top. Is it possible this is also the cause of Mod bike crashing the game when you leave the pits in wet conditions?

2
Support / Transparency and shadows -resolved
« on: September 23, 2018, 05:13:56 PM »
Is it possible to make a transparent texture receive shadows when compiling with shadow volumes to build the track and in-game when the bike shadow passes over them?

Thank you.


Just tried DECAL_ and it appears to work although I am pretty sure I tried it in the past without success, was this fixed in a recent beta?

Thanks

3
Mods / Re: Race Track Builder
« on: September 18, 2018, 02:07:04 PM »
It really does not matter what software you choose to model with (as long as it supports common export standards notably .fbx as this is the autodesk standard), the issue is how you compile the track model to work in-game;

From 3dsMax using the exporter plug-in you can have blended multi-textured surfaces (groove and puddles on-track, satellite overlay on terrain etc) but this is not supported with fbx2edf.

Shaders (bump, specular and reflection) work with both the 3dsMax plug-in and fbx2edf




4
Bikes / Re: Does anyone have the vespa files
« on: September 15, 2018, 06:31:48 PM »
I had a look a modep_vespa but without the original 3D files you cannot fix the pivots for the rear suspension (i.e. you cannot get working geometry)

5
Plugins / Re: Data output
« on: September 14, 2018, 07:02:07 PM »
I think you may have a conceptual issue on how the example works.

Caution... very simplified model  ;)

You can call the dll and start it but all it does is create a collection of variables and positions them in a (shared) memory space.

When you called the dll it basically passes back the 'pointer' to the shared memory space so that you can copy that memory block into your program and re-create the collection of variables so that you can access all the values. This is why the calling procedure must use exactly the same variable declarations as the values are just a collection of bytes.

Its a c thing......


6
Plugins / Re: Data output
« on: September 12, 2018, 08:12:19 PM »
If your struggling with DLLs have you thought of using the new UDP proxy instead?

7
Bikes / Re: Rim/tyre modding
« on: September 12, 2018, 07:08:40 PM »
Bike and rider are default, I guess more detailed skins are available  :)

8
General Discussion / Re: Bike SIM Experience - new motorcycle game?
« on: September 12, 2018, 07:04:02 PM »
Nice - Does the use of recognised logos mean they have sponsors now?

9
Bikes / Re: Rim/tyre modding
« on: September 12, 2018, 06:47:27 PM »
Progress  8)



Sharing everything with TFC and Matty as both are main contributors to getting this to work

10
General Discussion / Re: Leg Dangling.... Is it really Necessary?
« on: September 11, 2018, 10:41:45 PM »
Maybe they are just worried about accidentally operating the quickshifter  ;)

11
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 08:39:44 PM »
It looks like you have tyre, rim, hub and spokes, rear brake disc, rear sprocket, axles and chain.

So you probably need a pivot for the wheel parts, another for the chain and possible another for the axles to stop them spinning.

If its like GPB the chain pivot is rotated relative to the wheel pivot when using fbx2edf

12
Bikes / Re: Rim/tyre modding
« on: September 06, 2018, 06:46:00 PM »
Had a read through, looked at MXB model files and comparing to GPB I am guessing;

The whole wheel, tyre and chain are in the 'tyre' model
The chain should be made like a GPB chain with it own pivot rotated to the correct orientation for spinning animation and a scrolling texture

The issue with the 'see through' wheel is possibly the 'apply rotations' issue - it is inside out when exported from the 3D app

Dirt layers constructed the same as GPB but we would need a template for the correct layer names in MXB
 

13
General Discussion / Re: GP Bikes beta14
« on: August 31, 2018, 10:17:45 AM »
Try crashing in the wet, bike does all sorts of acrobatics  ???

14
2 images taken from the same location but turning head to change view (EdTracker) frame rate indicated. The confusing thing is that the view with less detail has half the frame rate of the view with a lot of object and distant view. I have noticed this strange behavior quite a lot (dry and wet) as if the Z culling is not functioning correctly, noticeably worse in the wet as the frame rate has generally dropped by 50% at these locations to start with.

Generally track detail level appears OK with >100fps in the dry even in detailed areas, just at certain view points the frame rate drops for no obvious reason.

The puddles are mapped to simulate wet areas where there would be a lot of rubber down (groove) and some normal puddles in the run-off areas, It would be nice to add standing water to the track though  ;)


15
The shader has bump mapping and specular on the base texture, tried with and without a shader on the detail multimap but the result is the same.

I have multimapped and shadered the tarmac (base tarmac+detail) and mapped rain puddles (nothing in RGB, puddles in alpha, no shader). The track is using dynamic surface for the groove.

I am just experimenting in what I can achieve with this track surface and the results are very nice so far, jst the issues when you go to wet conditions.

Also noticing a big frame rate hit with wet conditions, I have reduced the size of the puddle map down to 256 but this appears to make no difference to frame rate hit.

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