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March 28, 2024, 08:30:17 PM

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Messages - bison160

91
Support / Re: Issue with map.bat not working
November 08, 2015, 06:32:21 PM
OK thanks, Not real familiar with batch files but as soon as I saw that example/example string I figured that was probably the issue. I tried changing it to lernerville/lernerville.map, and it didn't work, obviously because there is no lernerville folder in the root lernerville folder.

Thanks for getting me squared away. Excited to see what new issues I have now that I'm past this one...haha
92
Support / Re: Issue with map.bat not working
November 08, 2015, 04:23:28 PM
Yep. They are copied from the example track download. No edits.
93
Support / Issue with map.bat not working
November 08, 2015, 08:16:17 AM
Hey guys,

So Im trying to get a basic track in game. I followed steps that I could find and created a Heightmap 4097x4097 IBM Raw file. (also tried 2049) and set up the HMF as basic as possible. I put the files in a folder as you can see below and ran the map.bat to generate the .map file. It opens, sits there for a minute, closes. But, No .map file. Any idea's on where I'm going wrong. Ive been trouble shooting this for a couple hours after working on project all day so I'm sure its something dumb im overlooking, but any help would be appreciated.

Thanks
94
Tracks / Re: Shaders available?
November 04, 2015, 05:19:33 AM
Thats a bummer!

Can you tile the spec/bump maps differently than the main map? Say I were to do a 1 for tiling on the base map, then could I do say a 50 for spec/bump? Not sure if this would work out right or not, but may be worth a shot if possible.
95
Tracks / Re: Aussiedirt speedway experiment
October 29, 2015, 06:15:15 AM
Any new progress to report here Aussiedirt? Would like to see how you have progressed. Maybe we can share some tips to get these things rolling!
96
Tracks / Shaders available?
October 29, 2015, 06:13:42 AM
Ok, I have searched and searched and read what little documentation there is on textures and shaders and am clear on the basic process but I just can't find the info I'm looking for.

Background info: I am working on dirt oval, using heightmap or MXB style track so it can use deformation. I have built my heightmap, and am working on the best way to do the texturing.

Now...I have done track texturing several ways in the past, but this is a bit of a new one to me. I understand that the base texture for the heightmap cannot be mapped, and just uses a planar map and is tileable. Texturing with one base map, is not going to look good. I either have to do a huge 1:1 map covering the entire track, which would look good from afar, but lack any detail. Or I could use a base map, tiled tightly which will give good detail up close, but be very bland if zoomed out at all. I noticed in PiBoSo's Knoxville, there is a tight tiled base texture for detail and then a slight appearance of darker grooves or lines that follow the path of the track.

I understand the detail map for the standard track mapping, but is it possible to add a detail map to a MXB style track? Would this be done in the .shd file?

I saw this in the docs page, but it doesn't really say where to put the secondary texture or its parameters, and obviously you can't chose a secondary map channel..
     "For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping. Textures with alpha channel will be drawn with alpha blending, while ones without alpha channel will be drawn with multiply blending."

Also, in the Shd. File, are specular maps, bump maps tileable separately from the base texture or will they assume the base textures tile value?

Can I get a list of available shader params in addition to these.....

1. Spec
2. Bump
3. Reflection

Thanks in advance for you assistance.
97
Setups / Re: sprint car setups
October 27, 2015, 04:47:51 AM
Yes it is. I can't even make it a lap...And I have won many races driving the real thing. Also, very experience sim racer and have to problems in any other sim.

Hoping it's more of a wheel issue than a physics issue, but I can't get anything to feel comfortable enough to get around the track.

Car just wants to spin out going in and the only way I can get it to correct is to pin the throttle which makes the left rear plant and it shoots straight to the wall. Very frustrating.

I think something like a street stock or modified would have been a much better place to start with dirt cars. Sprint cars handle so different than anything else. Getting a plain old car to feel right on dirt first would have been the best way to start IMO.
98
Cars / Re: Monster truck
October 21, 2015, 05:30:22 AM
Awesome! My kid is gonna love this!
99
Nope, not going to install another version of Max...I think Ive got a lot of tinkering to do before I get too carried away. Never really used height maps before so I have a lot of experimenting to do on that side of things. Ive been playing with finding a good way to convert a modeled track surface into a heightmap. Definitely a different way of doing things, but I can see the advantages.  :)
100
Just curious if OP ever got this straightened out. If not, are you using slate material editor or the old school globes? I don't think FBX works well with the slate editor.
101
That is worrisome 😕 it won't be an issue for some time...at least until I get the hang of getting basic track surfaces in the game, but at some point it will certainly be a show stopper because my scenes generally have in the hundreds of objects....hope this can get remedied sooner than later.
102
Thank you sir! I overlooked that in the track tools. I will play with it and see what I can come up with!
103
Dillon,
I know 3dsmax, basically out of necessity, but whatever program you choose to learn, just stick with it. I have been using it for about 10 years. I started with no experience, just a passion for building and an urge to always want to do things better. After 10 years, if I started a new project tomorrow, I would most likely find new ways to do certain things quicker or better. There are so many ways to do the exact same thing, so the biggest thing is learning the methods that work best for you and provide the best results. Finding those methods for me was a lot of trial and error. I guess I am the kind of person that looks at something, and thinks..."there has to be a better way to do this."

As far as resources....Youtube is a wealth of information. Whatever the task for the day is...youtube it....watch/play along with the tutorial, then put your mind to it and see if there is any way you can improve what youve done. Rinse and repeat. Before you know it you will be throwing down quality models and textures.

Have fun with it and Good Luck!
104
I have been searching for the right platform to create some dirt oval content including laser scanned tracks. I have done tracks/vehicles for several titles and professional projects. Therefore, I use licensed versions of Max. I currently use 2015 but have access to 2012. After playing with simulations based on Gmotor and AC, and now WRS, I really like the potential of a dirt oval sim in this engine.

I understand the current plugins for exporting only support up to 2010. Are there any plans to provide tools for later versions of Max?

I remember trying the demo a few years back and thought it had potential then, but seeing the dirt sprint car and knoxville track was enough for me to jump in and purchase the sim. I am excited for the chance to see what I can do with this new sandbox! Thanks PiBoSo for the work you have put into this so far. I am very impressed! If I can be of any assistance, let me know.

Josh

Here are a couple shots I did while testing my version of Knoxville surface in rFactor1.