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April 24, 2024, 03:26:23 AM

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Messages - giopanda

1
Bikes / Re: disappearing LODs on bike parts
July 01, 2020, 03:56:39 PM
Quote from: Hawk on June 30, 2020, 12:23:35 PM
Quote from: giopanda on June 30, 2020, 06:46:53 AM
Quote from: Hawk on June 29, 2020, 09:53:04 PMIs it really worth being concerned about the LOD's until Piboso has a z-sort-culling routine implemented into his GE?
:o  ???  :o

I take it from your reaction, that you didn't realise?

yep, no idea what you're talking about :D
2
Bikes / Re: Rim blur?
July 01, 2020, 03:55:28 PM
is it possible to actually blur the 3d model?
interesting
3
Bikes / Re: disappearing LODs on bike parts
June 30, 2020, 06:46:53 AM
Quote from: Hawk on June 29, 2020, 09:53:04 PMIs it really worth being concerned about the LOD's until Piboso has a z-sort-culling routine implemented into his GE?
:o  ???  :o
4
Bikes / Re: disappearing LODs on bike parts
June 29, 2020, 10:09:32 AM
ok makes sense now, but not the whole model gets replace at once, the parts get called from a different model (model_lod2) and as Piboso told me the distance at which the .hrc calls the next LOD is not the same, as it is not in meters.
it changes proportionally to the parts size, so if you set all the distances at 10, the smaller parts get swapped at closer distance.
i'm sure it has to do with the _lod2 model that doesn't have that cable, but i don't get why it only happens with that and not with all the other cables.
i'll do some more testing and i'll let you know, thanks again!
5
Bikes / Re: disappearing LODs on bike parts
June 29, 2020, 09:41:56 AM
i don't think i understand your last post..
as i said to avoid problem with vertex changes i just used the same mesh (saved under a different file name) and removed the animated parts from it (and added the static rear shock from the original model, which never went through the animation process)
what disorients me is that everything went through the same exact process (again to avoid vertex problems) for animation and is perfect, except for that  :o
6
Bikes / Re: disappearing LODs on bike parts
June 29, 2020, 09:18:35 AM
thanks!
i forgot to add that the animated parts are not in the LOD but just in the main model..as Piboso told me once he never even tried adding animated parts to lods so the results might be unpredictable, and i can confirm because the one time i tried basically all the vertex of the lod were placed randomly and the bike looked like it was blown up.

i followed the stock bike setup, so i have model.edf with animated parts, then i have model_lod2.edf without animated parts.
in this one i removed all the small bits (included the animated cables) and left a static rear shock parented to the chassis (removing this would have left a big empty space inside the frame)
7
Bikes / disappearing LODs on bike parts
June 29, 2020, 08:23:20 AM
hey guys!
straight from mxbikes since over there no one ever did LODs for bikes and i'm having some problems that they can't help me with.

basically i have the model, animated parts and LODs in game just fine, everything is working smoothly except for only one of the moving parts, the front brake cable.
it just disappear when i'm very close (therfore it's invisible in 2 of the onboard cameras).
the rear shock works fine, the throttle and clutch cables that bend when steering works fine, also the front brake cable works perfectly, it just disappears when very close with the camera.
the .hrc files are all correct, i tried converting to .edf with 3 different versions of fbx2edf with the same results..
so there's nothing else i can do without help or a good hint :D

thanks

8
Bikes / Re: Dirt layers on bike body
June 29, 2020, 07:56:40 AM
did it work?
because that's how it works in mxb, but i read somewhere that in gbp there are only 2 layers on the wheels, so maybe it's just 2 also on the bike
9
Bikes / Re: Rim blur?
June 29, 2020, 07:55:18 AM
maybe i can help!
mind that i did it on mxbikes so maybe the texturing system works a bit differently..
but basically the rim blur it's just a blurred texture.
i uvmapped the rims (and the wheel itself) as rectangles, so to have them blurred i just applied motion blur in photoshop.
in case you have them in circle just apply radial blur.
then follow the naming convention (again, if it's the same as in mxb) described here
Tyres

but if you're talking about the rims 'spokes' then i don't know..and i actually think it's not possible, that's why blurring the texture is a bit useless, because in screenshots you have blurred tire logos but the spokes are still..