PiBoSo Official Forum

GP Bikes => Mods => CAWS Mod Team => Topic started by: Grooveski on September 28, 2017, 12:21:40 am

Title: CAWS MOD Team - TRACK RELEASE - Knockhill
Post by: Grooveski on September 28, 2017, 12:21:40 am
Knockhill V0.7 NDS
https://www.dropbox.com/s/915nnueedqbdh2q/Knockhill%20v0.7_NDS.rar?dl=0

NOTE:  In order to view the track properly you must change:
drawdistance=1000
to:
drawdistance=20000
...in profile.ini
(\Documents\PiBoSo\GP Bikes\profiles\<your profile>\)

Added:
Advertising.
More trees.
Some TSOs.
New landscape skins.
Real windows(& building interiors).
Visual smoothing on the grass and sand surfaces.
First attempt at shaders.
More cameras.
Animated lights, flags, sign and monitors.
(the flags are eye-candy - they only ever show a sou' westerly - actual wind direction may vary)
A little more height to the kerbs.

Still to add:
More people.
More clutter.
More smoothing(on some TSOs).
More cameras.
More hi-poly trees along the wood edges.
3D Grass
More bushes.
(perhaps using the 3D grass function to add woods and bushes in the distance)
Horizon detail on the main hill.
Good road skin and shaders.
Pitlane roadmarkings.
Road detail(bumps and dip on the right at the the hairpin approach to start with).
Background.edf
...etc.  ::)

Known bugs:
Pitlane handrail turns transparent when you get close to the little canopy thingy(my new mystery - I done 3 conversions yesterday trying to fix it  :( ).
Some things(grass, walls, people..) are a little shiny still.
Title: Re: CAWS MOD Team - Knockhill
Post by: connorhall70 on September 28, 2017, 04:11:45 am
WICKEDDDDDDDDDD
Title: Re: CAWS MOD Team - Knockhill
Post by: KG_03 on September 28, 2017, 04:52:54 am
WOW! Thank you ! I love those British tracks.
Title: Re: CAWS MOD Team - Knockhill
Post by: janaucarre on September 28, 2017, 09:17:02 am
Thank you
Title: Re: CAWS MOD Team - Knockhill
Post by: Davide74 on September 28, 2017, 10:56:39 am
thanks
Title: Re: CAWS MOD Team - Knockhill
Post by: TimboC137 on September 28, 2017, 11:14:39 am
Groovy,  man   8)

Thank you
Title: Re: CAWS MOD Team - Knockhill
Post by: Syd on September 28, 2017, 01:34:30 pm
Wow, great to see the hills in the distance now, reminds you of where in the country you are. Good job, many thanks!
Title: Re: CAWS MOD Team - Knockhill
Post by: BOBR6 84 on September 28, 2017, 01:49:50 pm
Nice job Grooveski  8)
Title: Re: CAWS MOD Team - Knockhill
Post by: teeds on September 28, 2017, 02:12:39 pm
Cheers, might have to be a Knockhill session tonight then  ;D
Title: Re: CAWS MOD Team - Knockhill
Post by: Napalm Nick on September 28, 2017, 06:20:29 pm
Brilliant Grooveski! Love how the fluttering flags, scrolling sign and pit monitors are animated brings it to life!

Can't wait for you to add the track ambience! Maybe a incomprehensible course commentator? lol!

More flags please!

Really nice track there mate. Its been quite a while since we tested the older version so I can see the improvements. Brilliant!
Title: Re: CAWS MOD Team - Knockhill
Post by: KG_03 on September 28, 2017, 08:28:39 pm
I have an issue with looking into apex on this track. I have this option set to on, and on many fragments of the track, the head is moving somewhere and moves back, it happens even when there is no turn.
Title: Re: CAWS MOD Team - Knockhill
Post by: h106frp on September 28, 2017, 08:51:09 pm
i think look to apex might need a 'best line' definition which could be absent
Title: Re: CAWS MOD Team - Knockhill
Post by: Syd on September 28, 2017, 08:55:36 pm
Quote from: teeds on September 28, 2017, 02:12:39 pm
Cheers, might have to be a Knockhill session tonight then  ;D

Certainly was a good session, thanks Teeds and all who joined in.
The track is fantastic for racing, as well as looking great! It really feels like you are there. Only problem now is ignoring the eye candy while racing ;)
Thanks again Grooveski and the Caws Team.
Title: Re: CAWS MOD Team - Knockhill
Post by: Hawk on September 28, 2017, 09:30:17 pm
Quote from: h106frp on September 28, 2017, 08:51:09 pm
i think look to apex might need a 'best line' definition which could be absent


+1
Correct. ;)
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on September 28, 2017, 10:15:59 pm
I must have done 50 or 60 laps over the last few days and didn't notice look to apex wasn't working. ::)
Mine isn't drifting or anything - just isn't doing anything - like it's set to 0.

Anyhow - thanks for pointing out the problem.
...and the solution.   ;D
I'll rustle up a bestline tomorrow.
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on September 29, 2017, 10:54:33 am
Have had a bug reported concerning the bridge on the start straight.
(...inverting itself basically - wierd kinda transparency affair with backwards versions of the sign showing through)
Seen it in a previous version - thought I'd fixed it but apparently not for every computer)

Added to the todo list.
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on September 29, 2017, 02:29:42 pm
Gotta laugh at the irony of asking a barely-in-control backmarker to make a bestline.  :P  It's like asking a dyslexic to proof read your new book.  ::)
(the aforementioned 50 or 60 laps were no bloody help - those were all checking out the eyecandy, hitting every wall to make sure they existed and posing for the cameras - putting in a single smooth lap is another matter altogether)

First tank emptied on the Strada and a setup worked up for it - gonna have a little break then another crack at it.   ;D
Title: Re: CAWS MOD Team - Knockhill
Post by: Hawk on September 29, 2017, 03:34:04 pm
Quote from: Grooveski on September 29, 2017, 02:29:42 pm
Gotta laugh at the irony of asking a barely-in-control backmarker to make a bestline.  :P  It's like asking a dyslexic to proof read your new book.  ::)
(the aforementioned 50 or 60 laps were no bloody help - those were all checking out the eyecandy, hitting every wall to make sure they existed and posing for the cameras - putting in a single smooth lap is another matter altogether)

First tank emptied on the Strada and a setup worked up for it - gonna have a little break then another crack at it.   ;D


ROFL! ;D ;D

Indeed... It's not easy doing a good best line for us mere mortals. Lol. ;D
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on September 29, 2017, 03:34:37 pm
Bestline for Knockhill V0.7.
https://www.dropbox.com/s/nan12n0fpsepojz/bestline.tl?dl=0

I've also added it to the archive in the first post.
(and sent DD the new link for inclusion in the database)
Title: Re: CAWS MOD Team - Knockhill
Post by: finpower on September 29, 2017, 05:56:02 pm
I have now this knockhill down loaded and have it with 7zip unpacked.
normally I get a trackordner.
is just once again everything else.
can one tell me what I have to make that I eien trackordner get and in the trackordner paste?
I know it's hard again, but I do not.
Title: Re: CAWS MOD Team - Knockhill
Post by: h106frp on September 29, 2017, 09:41:33 pm
You should have it unpacked as a folder and add the folder to tracks (which you may need to create)

i.e.
..........\gpbikes\tracks\Knockhill v0.7_NDS
Title: Re: CAWS MOD Team - Knockhill
Post by: KG_03 on September 29, 2017, 10:42:41 pm
LOL I know where from my problems with looking into apex came from :-D

I was riding the track in wrong direction :-D Silly me
Title: Re: CAWS MOD Team - Knockhill
Post by: Napalm Nick on September 29, 2017, 11:16:39 pm
I did think of posting that cos it has been done before. Easy mistake and you wont be the last but I kept schtum  :-X  :D
Title: Re: CAWS MOD Team - Knockhill
Post by: KG_03 on September 29, 2017, 11:26:13 pm
I just went right...not thinking much. But when I went for online practice today I said to my self "you idiot its wrong direction" :-D
Title: Re: CAWS MOD Team - Knockhill
Post by: Napalm Nick on September 29, 2017, 11:27:29 pm
I've done it too but don't tell anyone  ;)
Title: Re: CAWS MOD Team - Knockhill
Post by: tchemi on October 01, 2017, 02:42:09 am
Hello guys ! I had my first core.exe in beta 12b while testing the track. In came out of the track in turn 3, and the game froze, then crash.

Note, I changed the draw distance to 2000 and the texture_quality = 1 in gpbikes.ini. Could this have an impact ?

EDIT : How, Not only GPB but Trackir has crashed too. mhm. First time I see this. I gonna rollback the new settings and test it tomorow.
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on October 01, 2017, 08:51:32 am
Your first B12 core had to happen somewhere I guess - mine was at Mugello.
Thanks for mentioning it - will check the model for gaps...
...but I've been in the sandtrap at Scotsman loads of times since I plugged the last gap, I imagine if there was one there it'd have shown up before now.

It's 20000 for the drawdistance.  2000 would be enough to stop the hill growing in front of you but not enough to show the whole model.
Don't know what texture_quality = 1 equates to on the slider but it's hard to see that having anything to do with it.

gpbikes.ini? - in the [GFX_DEFAULT] section?   :-\
It's the [gfx] section of Profile.ini you want.   ;)
Title: Re: CAWS MOD Team - Knockhill
Post by: PeterV on October 01, 2017, 09:03:10 am
this is the reason...

gpbikes.ini
1 -> uncompressed, 32 bits      ;is not recommended, because textures use 8 times the video ram

We switched too setting 2, because we had problems on 1 with the latest high detailed tracks.
Will also depend on youre computer specs i imagine.
Title: Re: CAWS MOD Team - Knockhill
Post by: Grooveski on October 01, 2017, 09:16:41 am
Oh, that's that one?  I was thinking of texturesize.   :-[
Cheers mate.   :)
Title: Re: CAWS MOD Team - Knockhill
Post by: Donnie on October 01, 2017, 09:40:32 am
Been playing this a lot. Brilliant work. Got me back into the game after a few months away.

Thanks all