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Topics - h106frp

Pages: [1] 2 3 ... 11
1
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.

2
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.

Thankyou

3
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.


4
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 ?

Thankyou




5
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

https://drive.google.com/file/d/0B5ctW4QlgobdVDFhLUtRZ1NMczQ/view?usp=sharing

Any issues with loading or running the track may require the LAA hack for core.exe
http://forum.piboso.com/index.php?topic=4850.0
Enjoy.

6
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

7
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

8
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

9
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

10
Support / What is the correct method for transparency for GPB track?
« on: April 22, 2017, 03:16:32 PM »
I have not been happy with the result from using CK_TREE for 'cut out' type textures when the source image is just a texture with alpha for the transparent areas.

In the track notes it explains that CK_ is color key, so should I be defining some sort of chroma-key rather than just having a transparent image texture?

Thank you

11
Support / Maximum size of map file
« on: April 18, 2017, 02:34:47 PM »
Ignoring the 32 bit memory limit are their any maximum limits on map file size (objects, verts, texures) ?

I seem to hit a limit above 1GB where the game locks into a loop during track load, not core but just locking the system and can only be stopped by killing core.exe process from task manager.

Thank you

12
Support / TRK.. or OFF_TRK... definition
« on: April 17, 2017, 09:06:50 AM »
Happily been calling all sorts of sufaces that are rideable TRK.. but should this just be reserved for the main asphalt surface, kerbs and run-offs with track grass verges etc as OFF_TRK.. ?


Thank you.

13
Support / Transparent track
« on: April 16, 2017, 01:36:07 PM »
Any idea why the TRK might appear transparent in game, not rendered in TrackED but looks OK in Mapviewer?

Tried all sorts but the occurence appears almost random between builds

14
Support / standalone fbx2edf
« on: April 11, 2017, 09:36:17 AM »
Any chance of recompiling the converter as native 64 bit?

I have allowed it to access the full 32bit 3.9 gig but it fails with a (very) big project at this point.

Thank you

Noticed the 'bump' in memory usage occurs when NOTE:Using smooting groups' appears in the log then it seems to reduce a bit

15
Tracks / Nordschleife - AC conversion - help please
« on: April 06, 2017, 09:37:47 PM »
https://drive.google.com/file/d/0B5ctW4QlgobdYTdwRFNTZXhLaGc/view?usp=sharing
updated 07/04 v0.2

@DD feel free to host it on track database

Converted but need help - team testing indicates some can run it easily and others struggle to load it.
Looking to see if its worth continuing.

If you could try the test model and report your experience with system details then much appreciated.

Model is full track with textures
No shading on this versions compile (would take to long for a test build)
Long press bike reset is troublesome

with my system i get 100 fps i5/8GB/GTX1050ti 6GB at 2.5k res/win7 64bit

Thanks for the help  :)


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