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September 16, 2019, 12:29:05 am


GP Bikes beta16b available! :)

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Topics - h106frp

Support / BikeED issue
February 17, 2019, 11:25:30 am
BikeED ver 1.23 (assume this is the latest)

Wheels and chain do not display (tried latest m2)- any idea how to link them back in?
Would it be possible to add the option for multiple versions of skies (i.e. clearsky1, clearsky2, clearsky3 etc) to be added to .amb and then the engine randomly  (or they could be in order of cloudiness/weather intensity) selects one for the session ?

Might be an easy way to add some visual variation to sessions at the same track and give the illusion of weather.
Would it be possible to add a key to .amb to rotate the skydome model to make it easier to align the lighting positions?
Support / Any tips for skydomes?
January 03, 2019, 08:57:49 pm
I have been experimenting with new skydomes but I am observing some odd behaviour. Even using a large texture (8k) I observe abberations in the sky texture(pixellation/banding) as if it has been mip-mapped or down sampled. Tried various model styles (icosphere, triangular) but the results are the same.

Using max64 converter exporting edf mesh, original texture is tga and looks fine in the 3D model.
Support / Tree shadows problems
December 31, 2018, 11:57:24 am
Help, hit a wall with this one  :(

Is it possible to have a planar 'tree' that does not shadow itself (i.e. needs TREE_) and that does not have Z plane issues (i.e. needs CK_) but can still receive projected shadows from other objects ?

I am trying to add bushes in a woodland section but if I declare the textures using CK_TREE_ then they are completely lit even if they should be fully in shadow cast by a local tree and look very odd glowing in the dark. This has also led me to realise the problem also exists with closely bunched trees as well.

Tried declaring the model as SHAD_ (which would logiocally be the solution) but this appears to make no difference to the end result - possibly for the same reasons as transparent track overlays not receiving shadows?

Bug Reports / UDP data
November 12, 2018, 10:41:49 pm
I do not appear to get any valid data for

and in Splt what are

as I only appear to receive a simple integer in the range 0 to 2 for either value, the rolling splittime appears ok on the supplementary m_iSplit

Thank you

Support / UDP
November 07, 2018, 07:49:36 am
Is it possible to define multiple UDP IP or broadcast to all devices on a subnet?

Solved it myself, use x.x.x.255 for broadcast
Suggestions and wishlist / UDP data
November 03, 2018, 11:53:02 am
Hello Pib,
It would be really useful to have the status of the rev limiter and shift light in the UDP stream.

Could these be added?

Thank you.

Could the metric/imperial units option also be exported? (mph or kph)
Suggestions and wishlist / Sky box animation
October 31, 2018, 10:16:40 am
Could the option for the skybox to be animated be added?

As the skybox is constantly re-drawn to center it on the rider it would not appear too difficult to incrementally rotate the 'spin axis' to simulate the effects of clouds moving.

Thank you
Support / Transparency and shadows - NOT resolved
September 23, 2018, 05:13:56 pm
Is it possible to make a transparent texture receive shadows when compiling with shadow volumes to build the track and in-game when the bike shadow passes over them?

Thank you.

Just tried DECAL_ and it appears to work although I am pretty sure I tried it in the past without success, was this fixed in a recent beta?

Testing a track and I have the following observation; once you start applying shaders to model objects the frame rate becomes very sensitive to view distance (even with scene frames with relatively few objects) especially with wet conditions selected.

My understanding is that mip-maps are created during track compile (I would welcome this being confirmed, or should I create mip-maps?) Would it be possible to disable or simpilify the shaders when the smaller mip-map are used to draw distant objects to improve the average frame rate?
Support / Second wet mapping possible?
August 22, 2018, 11:59:51 pm
In the track wiki it states that Glossiness or Specular level are available for mapping puddles, is it possible to use both?

I have been experimenting with wet effects and I like both the effect of 'racing groove' wet reflections as these look very 'correct' and standing water puddles but the UV mapping requirements really require seperate maps to work convincingly (linear tiling for groove and area tiling for random puddles).

It would be even more convincing if the puddles layer only developed for full rain conditions but the groove existed for both wet and rain.
Could we have an option to declare that a TRK surface does not appear wet (but could stll show a puddle map maybe to allow a transition) when you select rain? It always looks odd that pit garages are fully wet when they are indoors.

Thank you
Support / 3D flag rotation?
August 13, 2018, 07:12:02 pm
Is it possible to rotate the 3D flag? i.e. to fit it to a horizontal flag staff

Thank you
Support / Animated flags
July 26, 2018, 01:22:13 am
PiBoso, Could you possibly supply the model template for an animated flag as I would like to make a new flag style for a track mod.

Thank you
Support / clutch mapping in .cfg
July 20, 2018, 09:48:07 am
Anybody have any idea what 'mapping=' in the clutch section of .cfg is actually pointing at?

Bug Reports / Links debug mode
July 15, 2018, 08:52:48 am
Tried links debug in GPB and it stops any animation from working at all and draws bizarre pivot lines.
Suggestions and wishlist / Heat haze/shimmer effect
July 05, 2018, 08:23:06 pm
With all the discussion about filters is it possible in realtime to generate a heat haze shimmer effect over the tarmac surface in OpenGL?

I have watched the BES videos and I am not overly keen on the blurry distant scenery but I do think it would look more natural if it included the head haze refraction effect.

Thank you

Just a though, but it would look good if this effect could be added to the exhaust/engine vent areas around the bikes even if the whole scene was too taxing on the hardware and graphic engine  :)
A couple of recennt threads got me wondering why you do not release Limerock as official DLC?

The game engine already has a 'mods' section so I assume it can manage licence additions OK and official DLC would generate an alternative income stream and interest especially once the game reaches V1 release.

The base GPB licence is very reasonably priced and official content takes a lot of time and effort to produce (doing it as a 'real' full time job rather than modding as a hobby) so a nominal fee does not seem unreasonable to me.