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Messages - Grooveski

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Tracks / Re: Oliver's Mount
« on: Today at 01:20:30 AM »
Found the problem.
...way back in lightwave.   :o
That's a new one on me.  Wasn't even visible in LW, only in the export.
Some kind of vertex numbering glitch.  Simply cut&pasting the whole layer fixed it.

Tracks / Re: Oliver's Mount
« on: Today at 12:26:59 AM »
Thanks for the frame count - I'm getting much the same - drops to 80 after Mere(and briefly after Mountside).  120-170 everywhere else.
Good news is that it goes up after the bridge, and that's the bit of the rise that still needs more trees.  ;D

That's likely the way I'll play it from now.  Add stuff where the fps is high, lay off where it's low.

If GPB ever gets double-sided surface support there will be an instant 20% poly reduction.  Keeping all the backside models on their own layers so the damn things are easily deleted in the future.

Noticed that the marshals are all messed up.  Serious normal problem.
There's always bloody something.   ::)
Switching on smoothing swiches off normal recalc in the MAX exporter. I got MAX to do a recalc but...., sod it, I'll worry about it when it's time for the next version.

Tracks / Re: Oliver's Mount
« on: March 19, 2019, 02:26:54 PM »
Start lights flipped, ditched the poles and tied them to fenceposts - bit more OM style. 
Will fine-tune the positions when the grid markers go down.

Tracks / Re: Oliver's Mount
« on: March 19, 2019, 04:29:25 AM »

CAWS Mod Team / Re: CAWS MOD Team - TRACK RELEASE - Oliver's Mount
« on: March 19, 2019, 04:27:52 AM »
Updated to V0.3 in first post.

Tracks / Re: Oliver's Mount
« on: March 19, 2019, 12:58:38 AM »
Paddock's not even half done.  There are still fences and bushes and more hedges and all sorts of junk to go in there.
Been gathering models throughout the build - and it's been a long build.   ;)
Somewhere there's all the furniture to deck out the cafe as well.  When it's furnished I might move that side window off the WLL selection so the riders can go through and in.   ;D

Just noticed another problem in the pits - damn - last minute move and forgetting the ground isn't flat anymore.
Straw that broke the camels back - Three errors on the first model you see - not a good look ::).  Running off V0.3 with fixes, will be up tomorrow.

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 11:10:40 PM »

CAWS Mod Team / Re: CAWS MOD Team - TRACK RELEASE - Oliver's Mount
« on: March 18, 2019, 11:08:06 PM »
Updated to V0.2 in first post.

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 11:02:26 PM »
I love road racing, and I love OM, but sometimes, particularly with how fast bikes are these days, sometimes I think it just takes the p**s safety wise. tEspecially considering a modern super-sport 600 is faster than a super-bike was only 15 years ago.
But they ain't forced to do it, and it isn't gonna stop me having a bash at it later in life should the opportunity present itself like but still  ;)

It's all well and good that the riders accept the risk...
...but twice in one day bikes went through/over the fences and into the crowd - was something like eight spectators injured between the two crashes.

I expect to be adding new fences and airbags in a later version of the model.  I'm guessing at the top of Sheenes Rise and at Drurys - that's certainly where I've had the most big offs.

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 11:00:26 PM »
The cafe is  a favourite stop of mine however, so I hope the windows are Reinforced lol.

Even more chance of that now.  There's a little hedge on the right now before it that fires you straight at that side window.  :)
Noticed while I was deliberately trying to get on top of the long hedge, which I didn't manage to do.
...but someone will.   ;D

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 10:23:22 PM »
Upoading now.

The main pit object has a couple of problems.
Know how to fix the normals problem(model all broken up in places) but the other is the wierd shadow glitch that you get on all sorts of walls/buildings/bridges...
...where the shadow of the bike appears on the object that's supposed to be casting a shadow onto the bike.

Had the same problem with the hedge up at the top of the track.  As you were riding alongside it the shadow of the bike was showing on the top of the hedge(towards the sun position, where no shadow has any right to be  :( ).

Fixed the hedge by removing everything but the nearest face from the WLL selection(putting it on a layer that didn't receive shadows).
...but if a bike goes up and lands on top of the hedge I don't know how GPB will react.   :-\
It's only the long hedge from the Esses to Memorial that this was done to.  Feel free to land on top of any of the others.  :D

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 06:39:04 PM »
I'm just looking forward to the online carnage at Mere Hairpin in the races... If people are brave enough to do them in GPB Lol

Can't go much worse than some of the real races have.    ;)

Tracks / Re: Oliver's Mount
« on: March 18, 2019, 05:50:24 PM »
More liberties taken with the start lights.   :-[

In the real world it's a dude with a flag that starts the race...
...but sod it - I want lights. 

Figured I'd point out the deviation to save anyone else having to.
Exporting V0.2 now.  Should be up later.

Tracks / Re: Oliver's Mount
« on: March 16, 2019, 12:56:03 AM »
Oh yeah - turned on smoothing for the grass as well.
Of the however many hours of tinkering that's been done in the last week that's probably the most noticable 20 seconds worth.   ;)

Tracks / Re: Oliver's Mount
« on: March 16, 2019, 12:23:46 AM »
130k of clutter added.

That's half a paddocks worth of cars/caravans/ambulances, some tents and stuff, placeholder marshalls and I'm round to just after Memorial with the camera crew.

Taking a few liberties with the cameramen but probably just doing what the real camera teams would like to do - in reality the whole lap isn't covered.
...but with a truckload of scaffold it could be :) and that's what I'm doing.

Have also gone through the marshall positions again.  A tweak, tweak here and a tweak, tweak there...
...adjusting the model to the marshalls as much as the other way around.

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