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Messages - bison160

1
Paints / Re: Help, weird edge.
March 25, 2019, 12:57:00 PM
The texture quality should help, but any time you use red on a diagonal line, you will get some issues like that because of the texture compression. Might play around with some of the settings when saving it out of photoshop as well.
2
Tracks / Re: Buliding a Track
February 01, 2019, 03:20:18 PM
Not really something I have the time to do, but I was curious about the locations of the tracks to see if any lidar data would be available. Unfortunately I have no idea about anything across the pond. A lot of the US has survey data available which are a good place to start. If you have access to anything like that, it would be a good start to getting a version of the track into 3d form.

From there you just need a lot of time, and 3dsMax and Photoshop.
3
Tracks / Re: Buliding a Track
January 29, 2019, 03:35:35 AM
There is a ton of involved. What are the tracks you are wanting done?
4
General Discussion / Re: New Game Engine
December 30, 2018, 12:29:25 AM
Last I knew, iracings was extremely low and they said they would have to do a complete overhaul to up the rates to current standards. DK does have a somewhat convincing articles that say it's not as big of a deal as some make it out go be.

As far as UE4, isnt the new Assetto built on it? I haven't tried it so cant really comment on the physics, but the old Assetto had a pretty good feeling tire model, so if they thought UE4 was as good or better, how bad can it be?
5
This is a cool looking app. Great job guys. I have almost no experience with app development, but would assume this is something that could be ported over and used with WRS as well. Would obviously take some different artwork, which I could do, but no idea how to implement it.
6
Agreed. At the time however, pathry along with others were just starting to work on some dirt cars, and there were hardly any tracks available, none with high banking, so I just threw it up there to help the cause and allow for testing on a higher banked track.

7
The test track I put up just to test things...yep. its junk. Was never meant to be anything more than just that. A test of the engine and concept. There was already a flat track, I wanted a high banked one to test how cars reacted.

Funny that of all people, you would be the one to bash a fellow modders content quality. I guess I missed all of your high quality releases... ;)

8
Quote from: tirespin24 on November 14, 2018, 06:46:28 PM
Quote from: bison160 on November 14, 2018, 02:17:37 PM
Its what drove me crazy and why I decided to never actually release anything for rfactor. Even though there were sites like rfcentral that tried to organize things, it didn't stay updated for long. Not only was there a ton of content to try to keep up with updates, different versions, etc, 99% of it was trash. Ripped from other older games or made quickly in Bobs Track Builder. Most cars didn't have any attention to detail and none of the features worked, sounds hodge podged together, no working guages etc. It was just a mess so I decided to steer clear.

Even though WRS has almost no mods, I'm already seeing negative effects of it being open mod. I haven't announced officially anywhere else but on these forums that I am working on a Dirt Latemodel mod specifically for WRS, but there are a handful of people that follow my page on FB and also have seen my posts on here that bought WRS specifically for my mod even though I told them they should probably wait in case PiBoSo doesn't provide the needed features. In which case I would not release my mod for WRS. Although I have not released anything, I have had people message me after playing WRS and tell me that my graphics look old and dated and the tracks are not very good. :o ::) Hopefully everything comes together for PiBoSo and WRS and I can release some good quality content which would be good for PiBoSo in that case.

As far as the original question is it good for developers? You almost have to look at the specific game and content to honestly answer that, and I'm not sure its something that can be answered without hindsight. WRS Specifically? I don't think WRS would ever take off without open modding. He clearly doesn't have the time to produce the amount of content it takes to be a popular sim on its own, and was probably released knowing that and relying on a modding community. If the sim is released and the developers plan on releasing enough content to sell the game on its own, I think they would be better off not allowing modding, or at least restricting it.

Dude you are so full of shit!!! ;D ;D ;D

OK? Care to enlighten me?
9
Its what drove me crazy and why I decided to never actually release anything for rfactor. Even though there were sites like rfcentral that tried to organize things, it didn't stay updated for long. Not only was there a ton of content to try to keep up with updates, different versions, etc, 99% of it was trash. Ripped from other older games or made quickly in Bobs Track Builder. Most cars didn't have any attention to detail and none of the features worked, sounds hodge podged together, no working guages etc. It was just a mess so I decided to steer clear.

Even though WRS has almost no mods, I'm already seeing negative effects of it being open mod. I haven't announced officially anywhere else but on these forums that I am working on a Dirt Latemodel mod specifically for WRS, but there are a handful of people that follow my page on FB and also have seen my posts on here that bought WRS specifically for my mod even though I told them they should probably wait in case PiBoSo doesn't provide the needed features. In which case I would not release my mod for WRS. Although I have not released anything, I have had people message me after playing WRS and tell me that my graphics look old and dated and the tracks are not very good. :o ::) Hopefully everything comes together for PiBoSo and WRS and I can release some good quality content which would be good for PiBoSo in that case.

As far as the original question is it good for developers? You almost have to look at the specific game and content to honestly answer that, and I'm not sure its something that can be answered without hindsight. WRS Specifically? I don't think WRS would ever take off without open modding. He clearly doesn't have the time to produce the amount of content it takes to be a popular sim on its own, and was probably released knowing that and relying on a modding community. If the sim is released and the developers plan on releasing enough content to sell the game on its own, I think they would be better off not allowing modding, or at least restricting it.
10
General Discussion / Re: Questions about daily development
September 20, 2018, 01:44:44 AM
Great feature addition with the spectating. Will it be ported to other titles?
11
General Discussion / Re: Hawk's rant
September 18, 2018, 06:49:05 PM
Just to throw my 2 cents in here...Even though I'm just one of the "2 or 3" guys that has interest in WRS.  ::)

If PiBoSo does the few things NEEDED for a proper dirt sim, WRS will be the base for a dirt sim that can be even better than iracing, which will draw a huge volume of sales for the software. There is very modest interest here now because there is nothing to bring them here. PiBoSo laid out the base for it but there is very little finished content available. That will soon change.

As far as rf2. I have released a fairly successful sim based on their engine so honestly would prefer to work with it. I think the physics capabilities are great, graphics are starting to catch up, and its netcode is very strong. However, It's dynamic surface is not suitable for dirt, and never will be. Ever since the European studio took over they have made a lot of good changes but have shown absolutely no interest in correctly implimenting dirt specific features. When ISI who is based in Michigan, US (dirt country) was developing it, they had planned on it, but now that 396 took over, they are clearly focused on asphault road racing. Even if they did dynamic dirt there are still oval dirt specific features that they would not do.

iRacing is the "creme of the crop" for dirt racing right now and while it is pretty good, there are a lot of room for improvement. I talk to many people that are in strong favor of some competition in the area.

12
General Discussion / Re: Time of Day/Night Races
August 28, 2018, 02:01:36 AM
Awesome. So correct me if I am wrong, but the way you stated that, it will not be dynamic time of day, but simply you can load a "night race" where the lights are on.
13
General Discussion / Time of Day/Night Races
August 27, 2018, 03:40:38 AM
I realize that there is no time of day simulation in WRS. Is it something that is planned PiBoSo?

In the meantime, is there any way to simulate night lighting for tracks. I could obviously create a Night Sky Texture, but is there a way to turn the day lighting off and turn on multiple weaker lighting sources that would represent musco style night lights around the track?
14
Cars / Re: Dirt Latemodel
July 12, 2018, 03:59:20 AM
Little update on this project.

First tracks have been scanned. 2 for now, 3rd one coming soon. Couple shots of the scans and the 3d surface laid over the scan.

Still a lot of 3d work to do. I hope we get some progress on needed WRS features so it can be used. If not, I will be forced to use RF2.
15
General Discussion / Re: Crowdfunding...
July 12, 2018, 03:48:30 AM
All of your projects should be on Steam for sure, crowdfunded or not. If for nothing else than the easy access for millions of gamers as well as people being able to add new content whether paid or free.

As far as crowdfunding for ability to add more content, I'm not sure its necessary until each project is release ready. Having a complete and working game will bring in a lot more modes and content which will in turn sell more games and generate more income.