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Topics - h106frp

Pages: [1] 2 3 ... 13
1
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

2
Testing a track and I have the following observation; once you start applying shaders to model objects the frame rate becomes very sensitive to view distance (even with scene frames with relatively few objects) especially with wet conditions selected.

My understanding is that mip-maps are created during track compile (I would welcome this being confirmed, or should I create mip-maps?) Would it be possible to disable or simpilify the shaders when the smaller mip-map are used to draw distant objects to improve the average frame rate?

3
Support / Second wet mapping possible?
« on: August 22, 2018, 11:59:51 PM »
In the track wiki it states that Glossiness or Specular level are available for mapping puddles, is it possible to use both?

I have been experimenting with wet effects and I like both the effect of 'racing groove' wet reflections as these look very 'correct' and standing water puddles but the UV mapping requirements really require seperate maps to work convincingly (linear tiling for groove and area tiling for random puddles).

It would be even more convincing if the puddles layer only developed for full rain conditions but the groove existed for both wet and rain.

4
Could we have an option to declare that a TRK surface does not appear wet (but could stll show a puddle map maybe to allow a transition) when you select rain? It always looks odd that pit garages are fully wet when they are indoors.

Thank you

5
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

6
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

7
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?

 

8
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.

9
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  :)

10
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.   

11
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?

12
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

13
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

14
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

15
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

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