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July 10, 2020, 06:42:59 AM


World Racing Series beta14 available! :)

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Topics - h106frp

General Discussion / fbx2edf animation support
July 05, 2020, 09:24:12 AM
Will support be completed to allow the standalone edf exporter to create .anm files?

The interface has an animation name box but it does not appear to function - is the function incomplete or can it only operate from a script of some sort?
Bug Reports / Z buffer depth - Z fighting issues
July 04, 2020, 09:43:14 AM
I have been trying to resolve z fighting issues at some points on a larger track without success. Tried new geometry, UV mapping, textures and shaders but the problem persists. It is not just the odd object that might have an intersection issue but the entire scene starts to flicker.

After observing in-game, it almost appears as if the z buffer scaling is constantly flipping between 2 very different values so I am guessing it is something to do with the calaculated depth of the scene.

Any tips for resolving? Out of curiousity what bit depth does GPB use for the buffer?

Thank you.
Support / Shaders and texture layers
July 02, 2020, 04:39:36 PM
If you multi-map a texture which layers should containg the normal and specular maps or can you have maps for each layer?

Thank you.
Bug Reports / Default .amb file values
July 02, 2020, 01:48:54 PM
In the default .amb clear{} are the values in ambient and sun_color reversed by any chance?

Reversing the blocks so that the values for sun are in ambient and  ambient are in sun looks a lot better and aligns with the scaling between cloudy and rainy.
I know this is an old idea and asked for several times but the exporter is so, so, very, very slow when compiling with shadows its hard to know if its just taking forever or if it has locked up in a loop.

Something simple like 'processing element X of XX' would be OK if a progress bar is too difficult.

Why is shadow processing so slow? Is their anything with the model geometry or lighting position that can be done to improve things?

Track shadows are the only track 'effect' we have and it looks quite ugly and strange if its impossible to add them, I tried adding shadows to a track that takes about 45mins to compile without shadows - after 4 hours of trying to compile with shadows I cancelled the process.

Thank you
Support / Asymmetric tyre definition
June 20, 2020, 01:39:54 PM
In the tyre file we have
Compound0 = Hard
Compound1 = Hard
Compound2 = Hard

I assume this is left, cetre, right compound definitions (the 3 bands)

I was attemptint to define an asymmetric pattern so 1 compound for the left and right and a different one for the centre.

So I deduced that the key is 'name = ' made a new compound entry block compound1{} with a name=HardAsym but everything else the same and changed the description to;

Compound0 = HardAsym
Compound1 = Hard
Compound2 = HardAsym

Everything appeared to work OK ie game runs but the handling appears to have become very wayward on long turns as if my compound0 and compound2 are corrupted in some way and confusing the VR.

What is the correct method to define an asymetric tyre?

Thank you
Bug Reports / Classic rider pose
June 19, 2020, 08:45:00 PM
Cannot help but notice that in 3P view the riders arms appear to be inverted in pose from the elbow, ie the are tucking in towards the tank and very often pass through the tank - gets even worse when turning. Normal pose should be with the arms spread out around the tank - Looks very odd and does not work very well at all.
General Discussion / Tyre temperature factors
June 15, 2020, 09:53:33 PM
How do;
OptTemperature = 80
BelowTempFactor = 1
AboveTempFactor = 1
in the tyre file operate?

I guess that OptTemperature sets the ratio point of 1 for grip but how do Above and Below influence? I found a generic reference curve for temp/grip/wear;

So using this I would expect to use OptTemperature = 85, best compromise of wear and grip (design point)
So how do I model the Below - which is non-linear and the Above which improves the grip over a narrow range and then drops dramatically above 100 degC ?

I would expect to have to define a series of 'keys' to be able to obtain a realistic heat/grip function.

Another observation is the strange off track overheating of tyres, looking at the tyre file I am guessing that tyre heat input has been linked to 'resistance_' which is very high for 'sand' but as the front cannot spin why should it get hot? The rear might spin on a loose surface and aggravated by the media but this brief extra surface heat is unlikely to add much to the the bulk temperature.

Incidentally, does wear rate behave in a similar way to the one in the above curve as we only have single value for wear rate?

I would really like to be able to reproduce these curves in-game as it interesting to observe how, for instance the qulifier behaves using this graph - we raise our optimum temp to around 90 degC, we get a grip increase, we wear much faster, we can corner faster that increases heat (deformation) so we go into the 100 degC region and get high wear and sudden rapid reduction of grip - highside time and quite believable

Incidentaly, when does/what causes the marbles effect to activate for tyres? With the current bug that creates very high off track temps (150 degC) I would have expected the marbles animation to kick in but it is not apparent.
CAWS Mod Team / AGV X3000 Helmet Update
June 12, 2020, 02:43:41 PM
Update of the classic 1970's AGV X3000


12/06/2020 b18.1
Revised models
Detailed helmet interior
Revised textures and shaders
Working wet/dry visor change between clear/tint

Added b18 helmet replay camera functionality
- the camera file in the helemt folder can be adjusted for FOV and position, the position is currently at eye line in the centre of the visor, FOV's below 100 degrees tend to look better.

example with FOV at 110 degrees - probably a bit much;

Shame these are only replay cameras - it would be a nice option for 1P view

Full layered helmet paint template for GIMP

Full layered visor paint template for GIMP

Open one of the include .pnt files to obtain the correct internal paintfilenames - all .tga files

Barry Sheene paint file

Mike Hailwood paint file
As you are working on track objects could an enhanced invisible wall be added that only allows bikes to pass using the face surface normal to control the traffic flow direction?

Main use would be pit lane traffic control i.e. no going out the 'in' lane for qualifying lap cheat

Using a placeable track object would allow easy retrofit to any existing track
Just wondering if this feature exists or whether I am doing something incorrect with shaders?

Should the tyre texture respond like the asphalt texture and change to appear 'wet' i.e. more glossy in wet conditions?

I was assuming it should so that it would adjust along with the drying line feature of dynamic surfaces.
Bug Reports / Wet weather tyre bug
June 07, 2020, 01:21:40 PM
Looking for something else I was reminded of this;
There is no problem with victoria, but problems occur with some MOD tracks. For example Chang International, Mugello, Assen, Jerez.

I found a problem by describing the .tyre file.
If "Key0 = 0  ,  1.00", the game crashes on wet road surface.
If "Key0 =  " is a positive number it will not crash. For example, "Key0 = 0.000001  ,  1.00".

I do not know why there is a difference between Victoria and MOD tracks.

Since this post and from a few betas back I believe this bug now exists on Victoria as well

Will it be fixed?
General Discussion / Chassis stiffness parameter
June 06, 2020, 08:45:39 AM
We can declare chassis lateral stiffness but I am curious as to why torsional stifness is not also declared.

Is the torsional stifness used an extrapolation of the lateral values? I am asking as I have noticed that with a heavier bike you cannot reduce the lateral value very much before it all gets very 'weavy' and I am wondering if I am losing torsional stifness if it is a direct function on the lateral value.

While adjusting the ambient shadow model it has been noticeable that they always remain on the centreline of the bike even when the bike leans over and looks very odd as it now not cast in anything like the correct location. Should the ambient shadow move towards the inside of the turn i.e. under the bike\wheel ? or even just fade the shadow out exponentially to lean angle so that the issue is not so obvious?

Also in the garage at the start of Victoria I have no ambient shadow (it would probably look better with ambient shadow especially under the tyres) but I have specular highlights which has always struck me as a bit strange.

Thank you
Bug Reports / Steer torque as viewed in debug
May 31, 2020, 10:58:07 AM
I have been running a lot of laps in debug trying to work on getting a narrow tyre to perform. Whilst doing this I have observed that we still get a lot of 'spiking' in the steer torque figure (up to 180Nm when the mean is probably around 30Nm) indicated in the middle of the debug screen even in fairly constant rate turns - I assume this is generated from the tyre model for some reason.

However, this spike appears to preceede the virtual rider over-reacting and forcing the bike over (a sort of capsize mode) - I have observed this behaviour over many betas but this is this first time I have had steer torque indication to correlate to.

Are any of the rider PID values able to apply a non-linear damping function (ie  f(x)=X sin(torque) ? i.e. to supress the very brief extremes (its maybe only 1 sample) but maintain sensitivity to the mean and allow the rider to act on the more realistic time frame of the averaged input?

Thank you

Bug Reports / Engine damage rev points
May 30, 2020, 10:09:40 AM
Its noticeable that the shift-rpm is used as the point as which engine damage accrues and this just does not seem right, shift point is usually the point of maximum torque and minimum rev drop between gear shifts - idelally it should be adjustable in the garage and is a riding aid. Going above this point does not necessarily mean the engine will be damaged or excessively worn.

It does not seem necessary to model general engine wear as we only run a single race/engine and its unlikely a modern engine would just wear out mid race - it might be interesting and worthwhile if engines were limited in online sessions and wear retained between qualify and race day.

More realistically it should accrue significantly at any point above the limiter (which can happen due to over aggresive shifting/bad quick shifting) or as the engine power curve moves past its peak power rpm design point, again probably quite significantly damage at this point as it is usually mechanically limited by connecting rod strength and valve bounce.
Support / Tyre ambient shadow origin - resolved
May 27, 2020, 11:52:36 PM
Where should the origin be located for a tyre ambient shadow model?

I tried positioning it at the same origin as the tyre (which I thought logical) but they are mis-placed in game, forward of the front and aft of the rear.
Support / Chassis damping units
May 26, 2020, 10:35:40 AM
Anyone know what the units are expressed in for chassis damping values? I assume the stiffness is N/mm
The ones I am familiar with are %critical and ratio but the typical magnitudes do not appear to describe either of these.

Thank you
Bug Reports / Sudden framerate drop
May 25, 2020, 09:11:30 PM
On my Mallory Park model, at one point on the track I get a very sudden frame rate drop. I have tried all sort of changes to model and texture but nothing really explains the very sudden hit. At the point in question you navigate a hairpin (Shaws) and go from looking outward towards the primeter of the model to directly towards the centre of the model but the bulk of the model should still be obscured by the following crest.

The video explains the issue and my observation - as the camera rotates towards the normal hairpin view (tall stone kerb) you see the large frame rate hit, panning left or right which would move the view back towards looking to the model perimeter raises the framerate even though some more detailed models and textures are revealed and towards LOD0.

The interesting thing is that elevating the camera point toward the model centre so that a very large increase in model content is revealed has virtually no impact on frame rate - I would have expected it to drop considerably. Rotating toward the perimeter and the frame rate increases again. Lowering the camera back down and the frame rate stays largelly constant as if the ammount of detail being rendered has not changed at all.

Looking straight up and down has the expected result as yo look away from any model content and suggests that it is not a possible skydome issue.

This is a non-listed video; Frame rate indicator top right

Any idea as to what sort of horror I have created that would cause this issue? I have noticed similar frame rate hit behaviour with other track models and again it does not agree with waht you would expect given the the viewable content.

Thank you.

Is it possible in debug options to indicate real time tris rendered and texture volume rendered in the current view?
Support / Any 'special' names for music files
May 23, 2020, 01:41:20 PM
Are there any 'special' names used to control which music files are played at different game poits i.e. intro_XXX, showroom_XXX, pit_XXX, garage_XXX etc?

Thank you.