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April 25, 2024, 10:57:22 AM

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Messages - Steven

16
Tracks / Re: Autodrom Most
November 12, 2017, 09:15:47 PM
Thanks for the comments! I'm glad you like it.
One important thing I completely forgot to mention here though is that I converted this track from rFactor (with permission by the original creator Zdenek)!
(I just wrote this in the Readme and the in-game info.)
17
Tracks / Autodrom Most
November 11, 2017, 09:41:01 PM

Autodrom Most
Originally created by Zdenek for rFactor







Notes:
- without shadows at the moment
- NDS version included as layout
- trackname for dedicated server with underscore ("Autodrom_Most")

Version 01 (11.11.2017)

https://www.dropbox.com/s/0yboa2oaojau3lq/Autodrom_Most_v01.zip?dl=0
18
Cars / Re: F1 2017
November 03, 2017, 08:13:09 PM
Try putting a minus behind the axis in the gfx.cfg (or change the orientation in your model).
19
Cars / Re: F1 2017
November 03, 2017, 05:06:17 PM
Take the F3000 as an example. In the gfx.cfg under "chassis" and "cockpit" there is "steer" and "name = B05_SWHEEL".
In your 3d model the steering wheel needs to be one object with one of its local coordinate axes as the rotation axis. Put it's name behind "name" in the gfx.cfg.
For the wheels look for "lf_wheel", "rf_wheel" and so on in the gfx.cfg.
The wheel needs to be in the coordinate center. Put the name of your wheel .edf behind "model" / "file =".
20
Have a look here: http://forum.piboso.com/index.php?topic=3771.0
Changing "scene = 0" to "analog_scene = 1" should make it work.
21
Support / Re: Multiplayer problem
May 29, 2017, 06:36:59 PM
We had the same problem with a Vodafone/LTE router here.
As teeds already mentioned this seems to be a limitation of the router and it can't differentiate between the two PCs. When we got our router we didn't find anything to set up in the router to make it work. From what I understood "port triggering" might be an option (but our router doesn't support this).
Luckily we had another router to connect to the LTE router that solved it.
What I also thought about is to connect the PCs directly and share one PC's internet connection. Maybe this way the PC is able to differentiate between the two connections.
22
Support / Re: Surfaces and track shadows
May 14, 2017, 08:55:28 AM
Does "DECAL_" not work for this?
23
Mods / Re: fbx2edf parameter options
March 31, 2017, 08:45:18 PM
Thank you!

If somebody wants to try this:


fbx2edf.exe input.fbx output params.ini [-q]


possibilities for params.ini:

[params]
type =
lightdir_x = 1
lightdir_y = 1
lightdir_z = 1
shadowvolumes_create = 0
shadowvolumes_supersampling = 2
shadowmaps_create = 0
shadowmaps_scale = 0.2
shadowmaps_supersampling = 2
merge_vert = 0
merge_dist = 0.0001
scale = 0
scaling =
use_normals = 0
use_smgroups = 0
use_angle = 0
angle =
outfilename =


type:
0   edf
1   map
2   edf (shadow?)
3   trp
5   wss

"-q" just seems to hide the log.
"outfilename" replaces the name "output".

When creating a .trp it also creates a file containing the trackcode (the files have strange random names).
Also together with
tracked.exe -merge track.trp center.tcl
it is possible to get the .map and .trp and merge the centerline in one go.
(Merging the centerline just doesn't work with files/paths including whitespaces (quotation marks don't work?).)
24
Mods / Re: fbx2edf parameter options
March 04, 2017, 07:20:41 PM
Thanks for the answer, but what I wanted is to launch fbx2edf with a .bat file for example. So it would be possible to generate the .trp and the .map "at once" without adjusting the options in the fbx2edf converter everytime.
To show the problem with "Recalculate" - left side is with parameters and right is with the UI with "Recalculate" on.
25
Mods / fbx2edf parameter options
February 25, 2017, 01:41:37 PM
I wanted to use fbx2edf with parameters.
Most of the things work, but for the map file the command doing what "Recalculate" in the UI does seems to be missing.
Is it possible to get some information on this or is there a complete list with the ini options somewhere already?
It would be good to create the trp and map all together this way and not to have fbx2edf running all the time.
26
Mods / Re: Multiple rpm lights?
February 09, 2017, 04:10:39 PM
Have a look here:
http://forum.kartracing-pro.com/index.php?topic=1071.msg9488#msg9488
Don't get confused by "min". It's an absolute number at least for GPB.
28
Bug Reports / Sprint Car tire bug (beta10b)
December 17, 2016, 09:11:47 AM
When rejoining a server after a core.exe and going to track (tried on Knoxville), the game immediately crashes again. In the garage the tires look like in the screenshot. Changing the tires solves the problem. So far it happened everytime after a core.exe and for me and Obelix90.

The crashes (for me) were usually caused by sliding on the side and hitting a wall and only one time when just driving slowly and with no apparent reason.
In generel crashes happen less often (and as said mostly under special circumstances like hitting a wall with the car on its side or at high speed).
29
General Discussion / Re: GP Bikes beta9
October 03, 2016, 12:50:27 PM
Quote from: HornetMaX on October 03, 2016, 11:33:44 AM
Quote from: Steven on October 03, 2016, 10:51:05 AM
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?
Ah, missed that, thx. But if I'm off-track with engine stalled and I press-and-hold, where do I respawn ? Where I am or somewhere else ?
At Victoria you spawn on the side of the track. On the other tracks you spawn in the pits. "checkleft.tl" and "checkright.tl" are needed for each track to spawn on the side.
Like you said for the stalled engine it would be good to have any kind of starter but at least you still have the option to reset.
30
General Discussion / Re: GP Bikes beta9
October 03, 2016, 10:51:05 AM
Quote from: HornetMaX on October 03, 2016, 10:22:09 AM
Quote from: Steven on October 03, 2016, 09:58:35 AM
Quote from: HornetMaX on October 02, 2016, 04:28:31 PM
I'd only fix the engine stall problem (engine stall without falling = must go to pits): that's annoying *and* unrealistic.
Maybe I really don't understand the problem, but when holding reset you only go to the pits when the new lines haven't been done. On Victoria (as the only example at the moment) you will spawn on the side of the track with the engine running and mostly like it's been before I think.
Go on the track (Victoria) and let the engine stall *without* falling (i.e. you're still on the bike, but the engine is off). Pressing the reset key/button does nothing, you don't respawn.
PiBoSo didn't mention specifically but you can now hold the reset key for some time for a second reset option. I think that's the point of misunderstanding?