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Topics - bison160

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Cars / Dirt Latemodel
« on: May 22, 2017, 04:29:24 PM »
I have began the process of creating a dirt latemodel mod. I will probably put it in WRS and see how things go, but I fear it is a long ways away from release. I will not release publicly until there are several things done from PiBoSo. That has been my only hesitation in putting any time into the mod for WRS is to get a lot of time invested, and then those features never come. I have decided however that I will go ahead and start work on getting the car and tracks into WRS because some close friends and I have simulators that we can set up and run against each other in a LAN setting.

Although this may never be publicly released, I figured I would still share my development progress with you guys here. If PiBoSo does at some point work on proper features needed for a dirt sim, then I will release it at some point. It will include at least 1 latemodel chassis, and around 5-10 tracks. Everything will be laser scanned to ensure complete accuracy.

I was able to get some time with a brand new Rocket XR1 chassis last week and have started modeling based on the scan. Here are a few pictures of the scan.

Tracks / * WRS / MXB: investigation of a heightmap rendering error
« on: February 24, 2017, 08:08:32 PM »
* WRS / MXB: investigation of a heightmap rendering error

Noticed this in the development updates. Could you please expand PIBOSO? I have noticed some HM's coming into the game a little strange. Not what is expected. Especially the way it rounds off slopes. Wondering if this might fix the issue.

Cars / Daily Development....CarEd?
« on: June 27, 2016, 10:04:30 AM »
CarEd? Is this something that is out there now? Or is it something that is still in the works. My dirt latemodel model is getting close to complete and I am about to attempt putting it in game but I'm still a little confused on how to do it. Will CarEd be of use to me? Thanks for all the hard work PiBoSo.

General Discussion / WRS issues on 4K tv
« on: April 24, 2016, 11:56:41 PM »
So I have been using a 1080 native monitor and resolution for WRS. I built a cockpit that uses a 43" 4K screen and hooked my PC up to it. It seems to switch the TV over to 1080 when WRS starts up. However, I can only move the mouse over a small rectangle on the screen. The pointer will not go low enough on the screen to get to settings. WRS is running in full screen mode.

Most other games have a "config" you can run outside of the app and set the resolution but I can't find such a thing with WRS. Any ideas?

General Discussion / R.I.P. RFactor, Hello WRS?
« on: April 22, 2016, 05:01:11 AM »
Well Rfactor is seeing people leave like no other thanks to a cheating vulnerability that has been exposed. Not going to go into it but to s of people have been caught using it. It has caused quite the stir in the RF community and many are saying they are done. Now is the time to make WRS a viable option for THE dirt sim moving forward.

Looks like you may have finally caught a break PiBoSo! Let's do this!

Tracks / TSF Raceway v0.6
« on: March 26, 2016, 01:49:54 AM »
Ok Folks, Track is the same, but with some bug fixes. Timing now works, and no more slowdown in corners. As long as there are no major issues with this, I will be moving forward and finishing the track objects phase of this track. Thanks to everyone for testing the 0.5 version and giving me ideas on fixing issues.

Tracks / TSF Raceway v0.5 Download
« on: March 12, 2016, 12:25:30 AM »

Here is the download for the very early version. Give it a test and let me know if you find any issues.

To install. Change the file extension from pkz to zip and extract to World Racing Series/wrs/tracks folder. (You may have to create the tracks folder if you have not installed any other tracks before.)

Known issues:
- Stutter/frame drop coming out of corners 2 and 4
- shading issue on outside wall
- Timing is not working for some reason. Any idea's anyone has would be great.

Tracks / TSF Raceway v0.5
« on: March 10, 2016, 05:59:47 PM »
Here are a couple off screen shots of "TSF Raceway" it is a fictional 1/2 mile high banked dirt track. I finally got a good grip on how it all works, and successfully got it running in game. I have a few things to clean up, but plan on releasing a beta version this weekend!

I am getting a graphical slowdown when running really low exiting corners, so any help on that would be great. Thanks!

General Discussion / Are Heats getting put in WRS too?
« on: March 08, 2016, 01:58:09 AM »
"* KRP: more work on heats support"

PiBoSo, I see that you are working on heats for KRP. I assume this means Heat Races, and Alternate mains, such as D, C, B, and A mains etc. Please tell me that you are putting this in for WRS too as it is absolutely a must have for the dirt racing format. Any questions you have about how they are set up, I am glad to answer.

Physics / Supported rear suspension models
« on: December 24, 2015, 05:49:35 AM »

Can PiBoSo or anyone else tell me what kind of rear suspensions are currently available. I am curious what kind of dirt cars are realistic to do at this point in the sim. Late models run a 4 link suspension with short bars, that have several different mounting holes for the ends of each bar on the chassis and spindle. Depending on the angle and length of the bars, as the car rolls in the corners, the angles of the rear axle change, helping turn it around the corner.

I know the different mounting points isn't something adjustable within the garage right now, but is it possible to at least set up this type of suspension now, and maybe in the future you can add an adjustment in garage so that different mounting positions can be adjusted in the setup of the vehicle?

That is a good video showing the movement of the suspension on a 4-link.

Tracks / shading/smoothing issues
« on: December 19, 2015, 12:34:42 PM »
Having some nasty shading issues. Model is smoothed correctly in max. I export to fbx and then convert using the fbx2edf converter. The model turns out with really bad jagged shading. Any help would be great.

Tracks / Scaling Issues...need help.
« on: December 19, 2015, 12:30:31 PM »
Ok. So not really sure how to explain this but I'll do my best. I am really scratching my head on this one. And searching the boards have led me nowhere. I created my heightmap. Ran the map.bat and come up with my track in the viewer. I wanted to begin placing trackside objects so I followed others advice and created a plane in max the same size (550x550m) as in my .hmf, moved it so the bottom left edge was at 0,0, then added a displace modifier to it, using my heightmap as the displace map. I set the scale the same as in my hmf (48.511m.) which was my highest vertice in my model I created my heightmap from.

From there, I created 12 tires and placed them around my track in max and lined them up to the displaced plane I had created. I then exported the 12 tires as an fbx, and converted to edf. added it to my hmf and ran the map.bat. I load the new map file in the viewer and my tires are about 5 meters too low(perfect on side to side placement). I adjusted them so that one of the tires on the flat part of the infield are perfectly aligned on the up/down axis. Then I looked at the other tires, and the ones that are on the banking are now too high.

Any Idea's what I'm doing wrong here? thanks.

Mods / Ways to change Draw distance in MapViewer?
« on: December 17, 2015, 07:43:52 AM »
I am finally getting some track textures that I can live with and would like to take a couple screenshots in the viewer to show, but if I zoom out far enough to capture a shot of the whole track, the textures block out terribly. I am working on blending a couple different layers and want to know how its going to look from trackside cams, but have the same problem. When looking down a straightaway from the entrance of T1 towards T4, the textures on the turn are blocky and look terrible. Is there a way to increase the texture LOD rate? Will it look the same in game? I don't notice PiBoSo's knoxville doing it and its roughly around the same size track.

Any help would be greatly appreciated!

Support / Issue with map.bat not working
« on: November 08, 2015, 08:16:17 AM »
Hey guys,

So Im trying to get a basic track in game. I followed steps that I could find and created a Heightmap 4097x4097 IBM Raw file. (also tried 2049) and set up the HMF as basic as possible. I put the files in a folder as you can see below and ran the map.bat to generate the .map file. It opens, sits there for a minute, closes. But, No .map file. Any idea's on where I'm going wrong. Ive been trouble shooting this for a couple hours after working on project all day so I'm sure its something dumb im overlooking, but any help would be appreciated.


Tracks / Shaders available?
« on: October 29, 2015, 06:13:42 AM »
Ok, I have searched and searched and read what little documentation there is on textures and shaders and am clear on the basic process but I just can't find the info I'm looking for.

Background info: I am working on dirt oval, using heightmap or MXB style track so it can use deformation. I have built my heightmap, and am working on the best way to do the texturing.

Now...I have done track texturing several ways in the past, but this is a bit of a new one to me. I understand that the base texture for the heightmap cannot be mapped, and just uses a planar map and is tileable. Texturing with one base map, is not going to look good. I either have to do a huge 1:1 map covering the entire track, which would look good from afar, but lack any detail. Or I could use a base map, tiled tightly which will give good detail up close, but be very bland if zoomed out at all. I noticed in PiBoSo's Knoxville, there is a tight tiled base texture for detail and then a slight appearance of darker grooves or lines that follow the path of the track.

I understand the detail map for the standard track mapping, but is it possible to add a detail map to a MXB style track? Would this be done in the .shd file?

I saw this in the docs page, but it doesn't really say where to put the secondary texture or its parameters, and obviously you can't chose a secondary map channel..
     "For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping. Textures with alpha channel will be drawn with alpha blending, while ones without alpha channel will be drawn with multiply blending."

Also, in the Shd. File, are specular maps, bump maps tileable separately from the base texture or will they assume the base textures tile value?

Can I get a list of available shader params in addition to these.....

1. Spec
2. Bump
3. Reflection

Thanks in advance for you assistance.

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