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Topics - h106frp

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Support / TrackED - track elevation
« on: October 23, 2017, 12:21:27 AM »
Once I have merged the centre line with the model I would like to see the track elevation displayed as a graph of height againt distance around the spline.

Is it already possible, or could it be added ?

Thank you.

Suggestions and wishlist / Add support for electronic marshal flags
« on: October 12, 2017, 10:19:26 AM »
A lot of tracks use illuminated signage for flags at marshal stations - can support for this be added ?

Bug Reports / 3D grass randomly appearing in non-mapped areas
« on: October 09, 2017, 08:05:52 AM »
Is the 64bit fbx2edf (MAX) 3D grass bug fixed?

I have the issue with random 3D grass appearing (floating in the air or at random places around the track) and found a bug report  on the KRP site where you indicated an issue with the 64bit compiler.

Thank you

Bug Reports / 3D grass
« on: October 07, 2017, 10:21:29 AM »
From an old post;

''3D grass draw distance is limited to save rendering time. It is supposed to blend with the base texture at distance.
The main problem is that mipmapping makes it disappear faster than it should.
Rendering will be improved in future releases.3D grass draw distance is limited to save rendering time. It is supposed to blend with the base texture at distance.
The main problem is that mipmapping makes it disappear faster than it should.
Rendering will be improved in future releases.''

Is this on the 'to do' list as the problem appeears to persist?

Thank you

Support / Front tyre shadow in 1P
« on: October 01, 2017, 04:02:46 PM »
How can I reference/call the shadow for the front and rear tyre when in cockpit 1P mode as its now in its own model/directory?

Thank you

Support / Clutch rotor animation
« on: September 30, 2017, 05:09:33 PM »
Just noticed the animation of the clutch rotor seems to have stopped working in b12, has anything changed in the model construct?


Support / Animation with shaders
« on: July 03, 2017, 04:01:42 PM »
Is it possible to have an animation sequence with a seperate shader (normal/specular) for each frame?

Thank you.

Suggestions and wishlist / Rider effected by bike accelerations
« on: July 01, 2017, 01:33:08 AM »
Would it be possible to have the rider effected by the bike accelerations? Even over bumps and jumps he always stays firmly planted to the seat in an unrealistic way when he would normally be bouncing around a bit especially in his current high speed pose where he sits right back on the bike rather than gripping the tank with his thighs.


CAWS Mod Team / CAWS MOD TEAM - WIP Oulton Park
« on: June 28, 2017, 04:08:43 PM »
Should be on the data base soon, Oulton park WIP with 3 layouts.

Support / Rider CoG position
« on: June 24, 2017, 08:19:47 AM »
In BikeED we have a rider CoG position - at what position on the body and rider pose should this position relate to ?


CAWS Mod Team / CAWS MOD team - New track Brands Hatch
« on: May 07, 2017, 11:02:03 PM »
CAWS team, new version of Brands Hatch, V0.4

Any issues with loading or running the track may require the LAA hack for core.exe

Support / Surfaces and track shadows
« on: May 06, 2017, 09:14:28 PM »
I have a blended edge band and track wide lines that both use transparency.

Which definition should I use to allow them to receive track shadows during map compile?

And would any of the definitions allo them to receive bike shadows?

I would prefer that they are non-collidable, tried SHAD_ and SKIDS but they do not get shadowed nor do they allow the shadow to project through the transparent areas onto the shadow receiving surface (that works OK) below.

Thank you

Support / Replay file size
« on: May 01, 2017, 07:38:00 AM »
Is the replay file buffer;

Just a disk space allocation ?
Part of the application total RAM alowance ?
Launced as a seperate application (ie a RAM disk) ?

Thank you

Support / Vertex winding order
« on: April 28, 2017, 09:55:29 AM »
What would the effect on fbx2edf or the max exporter of having an object with CW winding order compared with an object with CCW winding order or processing a .map or .trp from an fbx that possibly has object with both CW and CCW winding order objects?

Thank you

Suggestions and wishlist / 64 bit fbx2edf please
« on: April 24, 2017, 10:58:38 AM »
Using all available methods to extend memory to 3.9GB the fbx2edf peak memory requirement can exceed this value and crash the conversion.

Please recompile to native 64bit to allow access to more memory just like the 64bit plugin. More memory is required to compile the longer car and bike tracks to similar quality level as the shorter MXB and Kart tracks

Thank you

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