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Topics - h106frp

Pages: [1] 2 3 ... 12
1
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

2
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

3
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?

 

4
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.

5
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  :)

6
Suggestions and wishlist / Release Limerock as official DLC
« on: May 27, 2018, 08:36:51 AM »
A couple of recennt threads got me wondering why you do not release Limerock as official DLC?

The game engine already has a 'mods' section so I assume it can manage licence additions OK and official DLC would generate an alternative income stream and interest especially once the game reaches V1 release.

The base GPB licence is very reasonably priced and official content takes a lot of time and effort to produce (doing it as a 'real' full time job rather than modding as a hobby) so a nominal fee does not seem unreasonable to me.   

7
Suggestions and wishlist / Track fly-by view
« on: April 07, 2018, 09:41:44 AM »
When your in the initial 'to track' screen with the static view of the track in the background could this be changed so that the camera travels the track centreline at say 10m above the track?

8
Support / Shader map tiling
« on: April 03, 2018, 12:32:20 AM »
When using a large texture tile for the track surface (diffuse) is it possible to force a smaller sized shader normal/specular map to tile within this texture space rather than stretch to the parent texture size?

It just occured to me this would allow a detailed normal map of tee track surface using a compact shader texture

Thank you

9
Support / Help with puddles
« on: April 01, 2018, 10:05:52 PM »
Can someone post a typical puddles texture please?

Using Blender I have the basic principle working but my puddles look a bit odd. To test I have just used a mask using white puddles in the alpha layer but I am guessing I should have some sort of grayscale.

I checked out the KRP tutorial but it is broken and the images are missing  :(

Thanks for any help

10
CAWS Mod Team / Nordschleife update
« on: March 31, 2018, 03:54:51 PM »
v0.4 update

https://drive.google.com/file/d/15de3yRHWDz5RjHWGlAvzex5CyxfQ4amI/view?usp=sharing

Huge overhaul of the track model;

New textures
Animations
Skydomes
Dynamic surface

Less dependancy on transparent overlays so less flickering  :)


Modified .map file with no verge grass - approx 20% smaller map file
rename NORD_LS_DS.map to NORD_LS_DS_grass and place the new file in the folder then remove the _nograss part of the new .map filename

https://drive.google.com/file/d/15REB2aQtJObFMSegVPuzRUmQjvPUq49z/view?usp=sharing

11
Bug Reports / core when selecting wet conditions
« on: March 30, 2018, 09:07:17 AM »
When selecting wet weather with a mod track I get a core when going to track (several different tracks) ,I suspect it is due to a lack of normal mapping of the track surface as it is not a problem with dry conditions - can you confirm as this was not an issue with previous betas.

If this assumption is correct which surfaces must have normal map applied for wet support?

Thank you

12
Bug Reports / 3D Flags bug
« on: March 25, 2018, 08:38:26 PM »
I have the new 3D flags working great in game and they are a big improvement over the frame animations but a couple of bugs noticed;


*flag_country.edf
one face has a stretched and distorted mapping and on the same face either a triangle is missing or has a flipped normal, the reverse face is OK


13
CAWS Mod Team / CAWS mod team - Track release - Historic SPA 1966
« on: March 09, 2018, 12:01:17 AM »
Historic SPA 1966


https://drive.google.com/file/d/13DqUEZVv4By_JYQTRb3ZfQGvT3yMRMDu/view?usp=sharing

SPA track in its original form before it was modified to a short circuit for safety reasons.

A fast wide flowing track that should be fun for group riding and the slightly worn and damaged surface has been retained to add a bit of a challenge and encourage suspension experimentation.

 

14
Support / Brake input
« on: March 07, 2018, 05:23:04 PM »
Does the brake control input displacement (joystick movement) emulate brake force directly or brake lever displacement?

Thank you

15
Bug Reports / 3DSMax edf exporter hangs when compiling with shadows
« on: March 07, 2018, 08:51:43 AM »
Track compiles fine in around 15mins without shadows, loads quite quickly and rides fine in game with no visual issues.

Enabling shadows and edf compiler appears to be locked in a loop and after 15hrs aborted Max.

I have not managed to complete an export with shadows on any longer road track although I have exported complex/detailed/highly tectured short circuit tracks OK with shadows so the problem appears to be related to track area rather than complexity. Its a shame because shadows add a lot of visual improvement to the finished track.

Any tips for lowering the processing impact for shadow export? Any chance of the updated tool with a progress indicator/log file to give a few clues about the problem?

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