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January 19, 2020, 10:28:55 am

News:

GP Bikes beta16b available! :)


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Messages - h106frp

1
Bikes / Re: Dash issue
January 09, 2020, 06:01:46 pm
declaration OK?

            rpm
            {
               enable = 1
               spacing = 17 ;pixel width of chars in font graphic
               padding = 5 ;alignment
               font = font3.tga ; name of font graphic
               fontstring = 0123456789 ;whats in the font graphic
               posx = 50
               posy = 10
            }

2
CAWS Mod Team / Re: Mallory Park - Work in progress
December 31, 2019, 12:44:46 pm
I am not a fan of overly smoothed tracks myself and they are just weird in first person view but I have made the kerbs fairly forgiving for the sake of gameplay. The hairpin will probably get smoothed out a bit a some point but one thing I have noticed at the hairpin is when you try and hold very tight to the elevated kerb the idiot rider slams his head (collision box) into the kerb which would not happen in real life.

We do have some modelled ruts in the grass at the esses, These could be made a bit deeper/severe to deter excessive cutting.

When you get to ride Mallory in real life you will find they have made 'scenic' alterations to the circuit, chopped a lot of trees, moved a lot of soil around, added more sound barriers and the rallycross loose track on the start/finish has gone with the armco moved closer to the track.

I stopped trying to keep up with the changes as they occur faster than I can model so I fixed it in the period around when the re-surfacing work was completed.
3
CAWS Mod Team / Re: Mallory Park - Work in progress
December 30, 2019, 08:43:33 pm
Surprised you are finding it particularly bumpy - which areas are you struggling with? The undulations and the bump under the bridge are deliberate and matched to video footage - watched a lot of videos  :)  The track mesh can be subdivided and smoothed if required and I was intending to add a bit of camber which would make it a bit more interesting selecting a line through the turns.

The track does have quite a few unusual camber changes, the exit of the esses where the hairpin extension was added to the original oval and downhill from the devils elbow is very off camber (hence the name). Most of my testing 'offs' are very typical of the track, running wide at Gerrards, lowsiding mid way through edwinas and running on at the hairpin are features of most track days videos.

Before it was re-surfaced around 2012 the track was in a very poor condition so I chose to avoide that era  :) I rode it around 2002 when they had the Suzuki race school so I can vouch for the points where the back likes to step out having managed it personally at edwinas, esses and elbow (stayed rubber side down but many did not ;D  )  The big effort to change direction against the camber at the esses is also pretty accurate, hairpin and bus stop was always a bit niggly to find a nice line and it used to have a very big elevated kerb on the island that was quite worrying.

For testing I was using a version of my 350 Clubman that I updated for b16 (but have not bothered to release) maybe it is a bit more compliant in tyres and suspension than the popular GP derived bikes and laps steadily around 56-57 seconds in 1P.

Thanks for the feedback.
4
Support / Shader map texture sizes.
December 30, 2019, 02:13:42 am
@PiBoso,
Could you offer some guidance on suitable texture sizes for normal/specular maps?
If the original texture was 1024*1024 what would you suggest as a suitable shader size without impacting performance unduly?
Is the effect of scaling a shader map down by a ^2 to reduce render time by half or a quarter of the time?
Any other tips for shader map creation?

Are shaders processed using the GPU or CPU?

Thank you.
5
CAWS Mod Team / Re: Mallory Park - Work in progress
December 30, 2019, 01:06:11 am
Thank Syd,
For reference my PC is (older) i5/16GB, GTX1050ti/4GB and fairly steady 100fps with everthing maxxed, 3D grass and 2560*1080 resolution.

I really have not worked out what goes on at bus stop, tried all sorts to optomise. The view is not that complex at that point and the only thing I can think of is that the elevated view point causes the game engine some sort of issue (I have noticed similar behaviour with other tracks and reported it but no feedback) but I will have another try.

edit....
Might have found something.. The marshall post at bus-stop was the only one where I had been experimenting with rendering out a new texture and I had created a shader map that I had not scaled down from the original texture size. The frame rate hit for this shader seems very excessive though and I wonder if this could be the same reason we are observing frame rate issues with other tracks.

I will sort out an update but I might experiment with scaling back some of the other maps as well and see if the frame rate is improved.

Thanks for the feedback.
6
CAWS Mod Team / Re: Mallory Park - Work in progress
December 28, 2019, 08:55:59 pm
First release
https://drive.google.com/file/d/1By8b8JCq76H6CSFFyUj6ofmif6Q8RJxM/view?usp=sharing

Notes:
If you want to remove the ambient sounds just rename the .ssc file to something else
Wet weather mapping is incomplete due to general game issues; reported in GPB bugs forum
The track uses edwinas and bus stop layout without charlies and is typical for track day use.
Entry to the pits is by turning off at the esses onto the old oval section and following the signs into the entry lane.
Paddock is fully accesible
Openings exist onto the area outside the track if you want to go sightseeing.
7
Off Topic / Re: TT IoM 2: Announced
December 28, 2019, 06:03:11 pm
First person view still looks weird, as if the bike is just sliding across the track but the view point stays in exactly the same place. Track scenery looks very nice though.

Generally the bikes do not appear to sit well visually in the scenery its as if they are lit differently to each other. Physically the bikes just appear to 'glide' over the track model - very odd.
8
Support / Re: Bad Framerates - GPU/CPU barely used??
December 23, 2019, 12:46:19 pm
Avoid HDR mode as it hits fps pretty hard if your struggling for rate, the same applies for wet tracks - big fps hit.

Big textures appear to be the issue with tracks, not particularly the geometry count so reducing the texture detail slider should help a lot.
9
Bug Reports / Re: The tire 'sank' on the asphalt
December 22, 2019, 07:46:57 pm
Also occurs when the tire radius in the .tyre files is not exactly the same as the 3d model tyre radius
10
CAWS Mod Team / Mallory Park - Work in progress
December 22, 2019, 05:16:11 pm
I have been messing with this for a while - completely scratch built Mallory Park, depicts the circuit for the period around 2012 to 2016.
11
Bug Reports / Wet weather game instability
December 10, 2019, 10:32:20 am
After a huge number of dry weather laps with no issues I have started to map some wet weather (puddles) to a model and have constant core.exe crashes.

Using the M2 bike as mod bikes appear to core entering the track...
Whenever I try to leave the track to return to pits or switch to replay cameras the game crashes to desktop, in-game crashing (just a low speed lowside) the bike appears to have a pinball effect on the physics with the bike flying off as if it suddenly weighs nothing, after this I appear to have no traction whatsoever with the bike just spinning the rear.

Off track grip is also hopeless with the rear just spinning even with barely any throttle.
12
Bug Reports / Re: Incorrectly mapped 3D grass
November 19, 2019, 05:33:00 pm
Appears to be fixed with the latest exporter.

Thank you
13
Bug Reports / Incorrectly mapped 3D grass - resolved
October 29, 2019, 11:10:03 pm
Experiencing problems with 3D grass elements appearing at various places around the model, floating in the air or on track.

Many appear inverted and reversed and appear to be projected along infinite lines not related to any model objects.

Using the 64 bit Max exporter.

Thank you
14
Bug Reports / TREE prefix object and normal maps
October 29, 2019, 11:05:49 pm
Plane trees (X or Y billboard style) require the prefix TREE to avoid shadow issues on faces but if a normal map is applied the tree reverts to being oddly shadowed as if the TREE prefix is no longer active - is this expected behaviour?

Thank you
15
CAWS Mod Team / Re: OESTERREICHRING
October 09, 2019, 03:29:33 pm
Sort of on hold until some of the outstanding issues are sorted;
Still no documentation for bike animated parts.
Crashing core.exe when going to wet track with mod bikes.
Hit and miss shadow map compiling with fbx2edf (3ds and standalone) - sometimes tris just will not shadow, sometimes it just does not compile at all

..and a lot of other stuff lost in the midsts of time :-)

b16b does seem a step forward - transparencies seem a lot better

but.. the new M2 bike is horrible and does not feel finished, the physics issues remind me of the problems with the old 125 and graphically it needs some work, not a good demo bike for new sales.