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Messages - bison160

76
Tracks / Re: Scaling Issues...need help.
December 24, 2015, 05:17:08 AM
Bump. Is there anybody that has any Idea's on this? Am I really going to have to separate every object into its own EDF file and figure out the offset for each one? Is anyone else having this same issue or do you objects just come in to the right spot.

PiBoSo. What is the sim doing with the height map compared to how max applies it as a displace modifier. Should I be using any "blur" or another setting in max that might change the outcome.

I am using a 4096 height map. will using a 2049 map give more reliable results? I'm just at a loss of what to do here or what could be causing this.
77
Mods / Re: Dirt oval content
December 22, 2015, 02:32:26 PM
Very nice guys!

This is a much more accurate version of the phases a track goes through than PiBoSo's knoxville. On Knoxville, the track is light, and the tire marks make it darker.

On your track, it appears to start out with some moisture in it, then the tire marks dry it out, and eventually polish it over and rubber it up.

Also, what track is this? Looks a bit like the track I'm working on....Lernerville. But without any trackside objects, it could be any one of 100's of tracks...lol.
78
Tracks / Re: shading/smoothing issues
December 20, 2015, 08:13:55 AM
I generally reset x forms and convert to editable poly. As a last step before exporting. I've never used patch but it's worth a shot I suppose. I am out of ideas for now.
79
Tracks / shading/smoothing issues
December 19, 2015, 12:34:42 PM
Having some nasty shading issues. Model is smoothed correctly in max. I export to fbx and then convert using the fbx2edf converter. The model turns out with really bad jagged shading. Any help would be great.
80
Tracks / Scaling Issues...need help.
December 19, 2015, 12:30:31 PM
Ok. So not really sure how to explain this but I'll do my best. I am really scratching my head on this one. And searching the boards have led me nowhere. I created my heightmap. Ran the map.bat and come up with my track in the viewer. I wanted to begin placing trackside objects so I followed others advice and created a plane in max the same size (550x550m) as in my .hmf, moved it so the bottom left edge was at 0,0, then added a displace modifier to it, using my heightmap as the displace map. I set the scale the same as in my hmf (48.511m.) which was my highest vertice in my model I created my heightmap from.

From there, I created 12 tires and placed them around my track in max and lined them up to the displaced plane I had created. I then exported the 12 tires as an fbx, and converted to edf. added it to my hmf and ran the map.bat. I load the new map file in the viewer and my tires are about 5 meters too low(perfect on side to side placement). I adjusted them so that one of the tires on the flat part of the infield are perfectly aligned on the up/down axis. Then I looked at the other tires, and the ones that are on the banking are now too high.

Any Idea's what I'm doing wrong here? thanks.
81
Mods / Re: Ways to change Draw distance in MapViewer?
December 17, 2015, 06:48:47 PM
I have noticed some degrading of the textures on Knoxville as well, but it seems even worse in the viewer. Here are a couple examples. You can't even get a decent screenshot. On the Knoxville track in game, the one trackside cam is on one straightaway outside the track, and it can follow the car all the way around the track and you never see anything close to this bad. This track is comparable to Knoxville in size too so I know that's not the issue. I can't imagine how back a large track like Daytona or Talladega, or even an intermediate track like Kansas, Las Vegas, etc. We really need larger draw distances for ovals.
82
Mods / Re: Dirt oval content
December 17, 2015, 06:45:30 PM
First peak at my test/learning project. I have a lot of the trackside models done, just been playing with getting textures looking acceptable and haven't got them in yet. If anyone has any idea how to increase the draw distances, please let me know!
83
Mods / Ways to change Draw distance in MapViewer?
December 17, 2015, 07:43:52 AM
I am finally getting some track textures that I can live with and would like to take a couple screenshots in the viewer to show, but if I zoom out far enough to capture a shot of the whole track, the textures block out terribly. I am working on blending a couple different layers and want to know how its going to look from trackside cams, but have the same problem. When looking down a straightaway from the entrance of T1 towards T4, the textures on the turn are blocky and look terrible. Is there a way to increase the texture LOD rate? Will it look the same in game? I don't notice PiBoSo's knoxville doing it and its roughly around the same size track.

Any help would be greatly appreciated!
84
Paints / Re: Kyle Hirst #17 2016 Sprintcar [DL]
December 14, 2015, 03:30:28 AM
B E A-uitful! I see you got that track worked in pretty good too!:)
85
Mods / Re: Future of Track building
December 12, 2015, 08:21:42 AM
Welcome aboard! Lots of potential here!
86
General Discussion / Re: World Racing Series beta8
December 10, 2015, 07:51:47 PM
Thanks PiBoSo, only had a few minutes to play with it last night, but ran a few laps in the 360 wingless. no core crashes from things that caused them in B7. Physics seem to be improved to and I actually could string together a few easy laps. Looking forward to getting in some more time with it this weekend.
87
Tracks / Re: fbx2edf.exe crash
December 06, 2015, 07:09:45 AM
Have been working on trackside objects so hopefully I can get them placed this weekend and finally get a preview shot up for you guys.
88
Tracks / Re: fbx2edf.exe crash
November 23, 2015, 06:10:01 AM
Nice! So only 10 mats in a multisub. Noted! I really wish I could get something decent looking for my track texture so I could move on to objects.
89
Tracks / Re: fbx2edf.exe crash
November 21, 2015, 04:54:18 AM
Just a thought but are you leaving the  bottom faces o. The wall model? I read somewhere you have to do that.
90
Tracks / Re: fbx2edf.exe crash
November 20, 2015, 12:07:05 PM
So, I haven't got this far yet, although I am probably going to try to add a few objects in over the weekend. However, Have you tried just merging all of your objects into one object in max. I know this doesn't seem ideal, but maybe it would be a workaround for now. Merge all trackside objects into one object. Export as fbx, then convert to edf with fbx2edf.

Performance wise, it shouldn't be too much of an issue at this point, but could start causing issues once you start getting more objects and high poly counts in the scene all merged into a single object.

Curious. Is this a new problem? have you ever been able to convert multiple objects or is this a new issue? If new, maybe a bad model/texture it doesnt like?