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January 19, 2020, 10:36:35 am

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Topics - h106frp

Support / Shader map texture sizes.
December 30, 2019, 02:13:42 am
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.
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.
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.
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
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shadow issues on faces but if a normal map is applied the tree reverts to being oddly shadowed as if the TREE prefix is no longer active - is this expected behaviour?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
October 07, 2019, 10:14:55 pm
Testing b16b and found this among the unfinished pile.
Fast, flowing and fun. Classic period track.
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