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Messages - Grooveski

526
General Discussion / Re: Textures
July 06, 2015, 10:33:42 PM
Hi pleclair.

I sent you a message a while ago asking if I could take you up on your offer.  It'd be an ultra-handy resource for the track I'm making at the moment.
With not hearing anything back I just thought I'd give the thread a bump.
Cheers,
Josh
527
Support / Re: flickering texture
May 10, 2015, 03:21:53 PM
Flickering textures are usually caused by there being two copies of the model sitting exactly one on top of the other.
Comes from accidental copy/paste operations generaly, doesn't flicker in the modeler so you don't notice until it's in-game.
Can happen when you're stripping out a multi-lod models for conversion as well, a simple part like that will be the same in both lods so there would have originally been two identical bits of model there.
Once worked on a track where thee were a dozen or so copies of all the cones and tyrewalls.  I think the original game must have used them for collision animation or something...

Fixed by deleting the extra faces.  Selecting them can be tricky if the model has already been welded -  In Lightwave you have to select each poly individually in a perpective view set to show textures (with the viewport set like that it''ll only select one face rather than all the copies) and move them over to a new layer then delete what's left. 

If it's not been welded Select Connected usually works ok and you can scoop off a copy of the part without having to pick every poly, even if all the geometry's been stuck on one layer.


Having said all that, the trees flickering there looks more like an environmental effect.  GPB's mip-mapping is a little odd and it could just be that showing through.
528
Tracks / Re: Oliver's Mount
May 10, 2015, 02:47:14 PM
Not a lot being going on to be honest.  Partly because we've kicked off the MotoGP champ so I've less time, partly because I was kinda needing a break...
Have been in it a few times tweaking bits here and there but no major advances.  Just noticed plecair's offer of textures though, that'll likely kick me back into gear again, his timing's perfect. :)
529
Off Topic / Re: RIDE videogame
April 04, 2015, 06:47:52 PM
That pulsing framerate thing sounds familiar.
It might be worth having a play with the frame prerender value in the program specific bit of your video driver.  I've a vague memory of taking it down to one when I had a similar problem once and it helping.
If not, sorry for timewasting - worth a try though.

530
Off Topic / Re: RIDE videogame
April 01, 2015, 06:54:09 AM
Quote from: doubledragoncc on April 01, 2015, 12:33:35 AMI was never good at 3D CAD and gears aint easy lol, any offers for help lol.

I'll have a go at it if you like.  Done some gear design at uni(which was a long time ago now but I've still got the book on the shelf). 
I think Inventor has a gear wizard - or at least a utility that takes the math out of the job.  I'm a rank amateur at Inventor but willing to watch a few vids and have a shot(it's not so far removed from AutoCAD and I've ten years behind me using that all day every day - shouldn't take too long to get to grips with).

That's good that folk are having fun with RIDE.  There is a place for games that don't hit the sim mark, I had a lot of fun on the bikes in TDU.  Was another one with an odd chase view pivot position but the onboard view was good so I just used that all the time.
Gonna get sick of hearing every ad break of the GP season that it's "The game the fans have been waiting on".  I consider myself a bike game fan and it's a long, long way from the game I've been waiting on.    :P
531
Tracks / Re: Oliver's Mount
March 29, 2015, 09:42:18 PM
Been round again with that Dean Harrison onboard on the second monitor.  Lots of elevation tweaking(reworked about 70% of the track ::)) and have been over every bump and rise(mostly dropping them a bit - quite a few were still too exaggerated).
Once more round looking at edges and verges and I reckon that's the road done.  It's certainly close enough to fine tune the land to now.

Needed a low concentration job to do during the qualifying yesterday so poured a few polys into the cafe.



[Edit]
Just thought I'd stick this view up too - shows the tail end of the lap pretty well.



Have thought a few times that maybe I'd bitten off more than I could chew for a first build(kmracing99 has the right idea - start with an old airfield track ;)).  It's nice to see it with more right than wrong - that's only happened in the last couple of weeks.  :)
532
Tracks / Re: Losail Qatar night???
March 28, 2015, 05:16:51 PM
I had to keep the lights really simple on the GP500 version - the track already had poly count issues.



If I could have afforded the model size each lamp would have had it's own glare model, so each pole would have a dozen or so of these at the top(in front of individual lantern models).



You'd likely still want a model/tga component even if you could add real light sources, one real source per pole plus glare models would probably be easier on the engine than thousands of real lights.
533
Tracks / Re: Oliver's Mount
March 26, 2015, 11:03:57 AM
Nice one Bob.  ;)
Yeah, that's the clearest view yet.  Only one I had that was slightly sharper was the one on bridge 3.



Y'know the Spring Cup races are in a couple of weeks, I might send the Auto66 Club an email with a short wish list of photos.  They'll have likely dealt with Jester back when that model was being built so probably know the score.
For all it'll be - snaps's of the boards, a couple of angles in the pit lane...
...and the dozen other things I think of between now and sending the email lol.
534
Off Topic / Re: RIDE videogame
March 25, 2015, 04:34:03 AM
You should join us for the MotoGP series Grimm  ;) - starts next week and has some pretty slippy physics this time. 

Kinda makes you wonder what if Melbourne House had been making a bike game a year instead of Milestone for the last fifteen years....
At the time SBK2000's graphics pissed all over GP500's but GP500 had the feel factor.  In all those years I don't see much evidence of Milestone progressing much.  In fact I reckon modders have taken GP500 further even with being stuck with an antique of an engine.  ::)
535
Tracks / Re: Oliver's Mount
March 25, 2015, 12:07:06 AM


;D

Will go back up a few k when it's changed to tris...
....and I've been failing to count the 12k polys of the mount itself.  That'll get reduced in places but upped in others so likely won't change much overall.

But 120% of target is in the ballpark - another step nearly done.  :)  I'll go back over at some point and try to trim it down a little more.
536
Tracks / Re: Oliver's Mount
March 24, 2015, 01:38:10 PM
If ever there was a behind-the-scenes job it's poly reduction but as boring as it is it has to be done.
Didn't want to leave it to the end so that's the easy bit done.  Reducing the land part will involve more concentration(and less beer ::)).



About half way to target.

537
Mods / Re: FBX2EDF Exporter fix?
March 21, 2015, 02:58:10 AM
Quote from: Hawk_UK on March 16, 2015, 10:40:57 AM
Quote from: Obelix90 on March 16, 2015, 07:33:30 AM
Hi Hawk,

I also had problems when converting from fbx to edf, but a bike and no track. The problem was, that every object in the scene has to be UV unwrapped. 3dsMax is doing this automatically, when you create a new object. I'm using Blender, and there I have to do this manually.
Maybe this helps a little.

All the UV's are fine no problem. Though automatic UV's are not a good thing in any instance if you want texture artist friendly UV's.  ;)
But no. I cannot see the problem being a UV problem. But hopefully Piboso can pinpoint the issue and sort it out with the crash logs I've supplied? I hope so.  ;D

Hawk.

But is everything wearing a UV?
...or could there be an part with no skin somewhere - I think that's part of what Obelix was getting at.

There are games that don't like unskinned model parts.  Couldn't tell you which games but 3dsimed has a function that automaps unskinned bits and writes out little 16x16 coloured squares. 
Know I've done it in the past, either adding new parts and forgetting to skin them or breaking a texture link somewhere along the lines.  In GP500 the parts just showed as bare white but it must be an issue elsewhere in the modding scene.  Perhaps FBX2EDF is one of those places.

I hate being a noob.  All that sounds perfectly feasable to me but I've no idea if it's the case.  ::)  If it is I'm sure others would have come across it before now.
538
Tracks / Re: Oliver's Mount
March 20, 2015, 11:40:39 PM
Quote from: h106frp on March 18, 2015, 12:22:55 AM
I will keep an eye on my inbox  :)

Sorry h, should have just uploaded it the other night.  Still haven't had a chance to map the transmitter complex buildings yet but here's the model update as it stands.
There are a good few unknowns among the pit buildings.  We could really do with maybe an onboard of a bike leaving the pits to see what some of the buildings look like from that side.
Feel free to guess.  :)

If there's no template for something I've probably copied it onto the wip skin.

Planning another session or two still on the TSOs.  Will add the Sheene memorial, marshal posts and thon building up by the football fields(...and get everything mapped).
Some buildings will be getting extra model detail as well - rafter overhangs, gutters and drainpipes, etc.  That's why you'll see some gaps in the UV templates(like the transmitter tower where I've still got all sorts of aerials and dishes to add).

Oh, meant to say...
Don't add wire mesh to bridge 1 or 3.  I'll double skin those bits on the model and put on a repeating texture.
...and wait to do the support wires for the timing tower aerial.  The way I've modeled them isn't right, we can get better detail another way.
539
Tracks / Re: [GPBikes](WIP) Kirkistown Race Circuit
March 18, 2015, 04:00:40 PM
Likely needing welded first or something.
Just dawned on me I've explained subpatching before  :) - have a read of this.

Anyhow, zip it up and send it over, include the road texture but not the aerial photos.
grooveski@hotmail.co.uk
I'll up the detail and bounce it back.  ;)
540
Tracks / Re: Oliver's Mount
March 17, 2015, 11:04:39 PM
Managed to drag myself away from the road model for an evening and got some more done to the TSOs.  Mostly arranging UVs but got to add a few new bits of skin too.   :D





h106frp, I'll upload you a model/template update pack tomorrow after I've unwrapped the last few buildings.