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April 19, 2024, 08:41:04 PM

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World Racing Series beta14 available! :)


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Messages - BerScott

31
Good lap vin97.

The main problem with this Nordschleife version is that the layout is extremely unaccurate. Original track from rFactor looks so good because nice textures has been applied but the layout is extremely annoying.
There's a conversion from SimBin's GTR Evo around there which I have in my HD for rfactor with a good revamp job. It is the most accurate Ring version you can find in a sim ATM and the asphalt 3D mesh is smoothed. The problem is that it is a GTR Evo conversion and SimBin has recently stopped with a public letter a huge revamp that the GMT (German Modding Team) had in develop, shame :(.
The GTR Evo version has been also cause of lot of controversy and people banned from public forums around the modding scene, but maybe someone in somewhere in any time could convert it to GPB and release in somewhere somewhere :).
32
Wow, I expected to be more easy. Thanks for share that mini tutorial :)
33
I told you! My last project did take about 408mb just for the *.map file, but I've optimized it to 300mb and I left it packing for a entirely night. The .TRP will take not so long and will not force the hardware.

Could you please answer to my question in my first post?
34
@Hawk_UK As I've readed that was caused by a Core/RAM limitations. So I can only suggest to try minimizing resources. Close all apps like chrome or skype which take lot of resources and try again. Just in cause try performing an anti-malware search. Also I strongly recommend to use Windows 7, but judging by your appcrash error seems that you've already it installed.
35
@Hawk_UK It could take really long, so patience. If you only want to test in game, don't check supersampling shadows in the exporter, it will take excesively long, but relax, it will finish soon or later, depending of your core power.
36
Mods / Re: image map in 3dmax
April 30, 2014, 05:47:16 AM
Quote from: RBp on April 30, 2014, 05:44:09 AM
what  values can the shinnyness be set to?   1 - 999?

From 0 to 100, but I would use from 1 to 50 to have a real practical use.
37
@Hawk_UK I'm not a 3DS Max expert but I wonder what do you exactly do. Do you make a subdivide and then a mesh smooth or what? Could you please share some knowledge? ;)
38
Media / Re: Epic race (Rookies Cup ROUND 5)
April 29, 2014, 07:47:36 PM
Awesome race! I really admire how you tame the 125cc, I would have fallen in the first lap for sure.
39
Tracks / Re: [WIP] A-7000 Road
April 28, 2014, 06:16:41 PM
Too much polys and resources, also don't forget that you would see the track doubled while riding. I think it is not a really good idea ::)

BTW, I finally have permission from liquido :)
40
Tracks / Re: [WIP] A-7000 Road
April 25, 2014, 03:10:54 PM
That would mean to double the whole circuit. I barely can open and pack the main track in 3DS Max. I see that not possible :-\
41
Tracks / Re: [WIP] A-7000 Road
April 25, 2014, 02:57:02 PM
@HornetMaX I had the same idea but you wouldn't get a real uphill/downhill timing, you would get the sum of them. Also there's no much space to make a -turn manouver, only if you use "I" and "K" keys, and that would add lot of extra time.
42
Tracks / Re: [WIP] A-7000 Road
April 25, 2014, 02:45:06 PM
@iVolution PiBoSo tracks needs to set a centerline following the main road track path, the problem is that the centerline must be closed joining the start and end of the line. The only way to follow the track path and close the line is making a huge round with the line and joining the start/end (see picture).

The real main problem actually is that there's no way to record a "lap" time from a point to point track, because right now it is only possible to assign one start/finish single line unlike other sims where you are able tu place an independent line to start and finish respectively. But that doesn't mean that is impossible to make a ride from start to the end of the track, but you just can't record a complete lap time. I can solve this assign split time lines and have it as a reference for the timing.

For now the only solution is to ask PiBoSo if is it possible to add the option to make a centerline with the start and finish points in different places, same for the start/finish lines. As said, anyway you can ride the track and configure different pit places to make people start without crash one to other.

(click to expand)
43
Tracks / Re: [RELEASED] Tsukuba Circuit v1.2
April 24, 2014, 10:03:20 PM
44
Tracks / Re: [RELEASED] Tsukuba Circuit v1.2
April 24, 2014, 09:51:37 PM
Quote from: Warlock on April 24, 2014, 09:30:01 PM
We are not complaining DD  , just reporting and trying to improve it  ;)

I know!

But honestly I'm a bit impressed! I'm not used to see forum users to get involved and deliver so much help in terms of reporting issues and give advice. I've been making mods (the major part conversions) since almost a year -I really like it- and I usually get zero feedback, just "thanks", "gimme more" or "is not working" at most.

So sincerely thanks you guys, I'm loving this community so much! As I've said I'm open to suggestions, ideas and of course fixes if needed, so please keep reporting! :)
45
Off Topic / Re: Oculus Rift Joke
April 24, 2014, 08:10:18 PM
LOL seems that it works really well ;D