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August 10, 2022, 02:17:42 AM

News:

GP Bikes beta20e available! :)


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Topics - h106frp

1
Since b20 the joystick configuration and calibrations have not saved between sessions.

If I manually copy an old calib file from b19 into b20 (documents folder) then it works but does not update any changes.

Has the method for storing controller data changed for b20?
2
Could the texture swap out function (test/race) be expanded to include new keys for seasons (summer/autumn/winter)? It might make it easy to get some variation in track appearance without creating a whole new track version.
3
Suggestions and wishlist / Add hard landing sounds
December 03, 2021, 10:51:14 AM
When landing a hard wheelie or jump could a sound be added i.e. the 'clumpf' sound of all the plastics/soft mount points flexing, possibly a bit of tyre squeal as they suddenly accelerate/deccelerate to match ground speed?
 

4
Bug Reports / A couple of wet weather issues
November 23, 2021, 11:28:25 PM
Default bike at 100% wet Victoria and noticed;
No water wake/spray in pitlane area.
No water wake/spray from trainer(ghost) bike.
5
We currently have shaders ON/OFF as a graphics option. Would it be possible to change this to a slider that shifts the base MIPMAP used.

i.e. max = full shader map, step 1 reduces this to MIPMAP level 1 (reduced by ^2) or 1/4 size etc.

This would allow tracks to be be built with a bit of future proofing of higher shader maps sizes but allow lower spec graphics hardware to improve framerate but still have some shading.

Thank you
6
Support / Cubic reflections and weather
September 04, 2021, 06:12:20 PM
In the latest track tools we can grab a cube map which I assume is intended to support pre mapped reflections which is a great tool.

Is it possible to create different maps for the 3 different weather conditions as it would look odd if its heavy rain in game but the reflections are for a sunny blue sky?

Thank you.
7
CAWS Mod Team / How to make 3d animated flags
May 06, 2021, 12:41:20 AM
Just my blender test project and all the supporting files if anyone fancies giving it a try, made a decent(crappy really) animation loop for 15mph wind other speeds are just proof of concept in the file, just add more keyframes to improve animation - they should loop from start to start position to look seamless.

https://drive.google.com/file/d/15I-niZHg0N1w5WS5tz31Pr7EbOEJrGhs/view?usp=sharing

readme has a brief outline of how it all works and should be familiar to anyone who has used 3d animated track flags and the shapekey animation for bike parts. The dummy axis parent is the fixed origin for the deformation of all child mesh objects and is also the swivel point for wind tracking.
8
Although the game is perfectly stable using dry track settings I have found that a wet track causes game lock up and core.exe

Exiting the game from the menu causes the problem and very often when the bike crashes on track I have the same issue.
9
Could mapping of puddles be extended to include KERB objects? They often look odd being totally wet when the water would nomally pool at the kerb/track interface or in any recesses.

So I have found that this is possible and visually improves the appearance in game. However I have not found a way to mask areas of the kerb texture that need to look the same as the surrounding grass wet effect. Could a mask be added to the spare reflection channel texture
10
Could support be added for the newer style light board type marshal flags similar to start and pit light support?
11
Suggestions and wishlist / More animated flag types
April 08, 2021, 09:41:46 PM
Could models be added for 'sail' type flags and a tubular windsock ?
12
Would it be possible to add, or allow an option in config for a 1P camera that is fixed just in front of the rider eye position rather than 'floating' around the proximity of the neck location?
13
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?
14
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.
15
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.
16
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.
17
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
18
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
19
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.
20
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.