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November 13, 2019, 07:29:34 am

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Messages - Grooveski

General Discussion / Re: New Forum Software
March 29, 2019, 01:34:25 pm
Shiny!   :D

Thanks for the update and hope it keeps the spammers away.
Didn't relish the idea of going to discord - I popped in one day and it looked a bit too chaotic for this old timer.  :)
Tracks / Re: [REQUEST] Mandalika Circuit
March 29, 2019, 01:24:48 pm
Tracks / Re: Oliver's Mount
March 27, 2019, 10:29:58 pm
Fence collision model reduced by 96%. 

Now for the hedges and trees.
...which won't be quite as drastic.  For the hedges I reckon about 70% reduction and maybe 80% for the trees.
Support / Re: .map file question
March 25, 2019, 06:13:32 pm
Quote from: Myst1cPrun3 on March 25, 2019, 05:56:50 pm
...but IDK how much work that would be for you.

More than there'd be if this thread gets a yes/no.   ;D

Thanks for the offer.  If it comes to trying it for ourselves I'll give you a shout.   :)
Support / Re: How to Open Biped Mixer Files?
March 25, 2019, 06:06:28 pm
Aha - I see what you're up to.

You want a little program called Mixfile Remixer.   ;)
Support / Re: How to Open Biped Mixer Files?
March 25, 2019, 05:50:14 pm
Try Graph Editor > Motion Mixer.

You shouldn't need any plugins - Biped's been built into MAX for decades.
The plugin it used to be part of was called Character Studio.
..and that was about the last time I played with it.   ::)
Support / .map file question
March 25, 2019, 04:18:53 pm
Can you mix and match .map files?

i.e. make a high visual detail track model and a low detail one - use the same .trk file for both, let folk decide which .map version to use and have both versions able to join the same server.
Tracks / Re: Oliver's Mount
March 24, 2019, 03:29:53 pm
My old modding gig included getting million poly tracks down to 100k for squeezing into GP500 so if it comes to making a low-poly version for older systems - that's what I'll do.   ;)

Can't say I'll be particularly happy to do it.  I'd rather spend the time setting up LOD models and occlusion cull boxes...
...but since GPB doesn't support those I guess that won't be happening.

Every chance I'll be one of those who needs a low-poly version.  Although I recently upgraded it was done on the cheap - an i3 processor and 16gb was a fourfold lift over my old components but I'm still running my old GTX750Ti and waiting for 10 series card prices to bottom out.

So yeah - apologies in advance to those who may not be able to run the full shiny version but I will do something about it - will likely try going low-res first, then low-poly if that's what it takes.
Tracks / Re: Oliver's Mount
March 24, 2019, 12:44:02 am
Bush planting continues...

Highlight of the session was rejiggng the bottom field UV so the hedgeline matched up with Jefferies Jump and the new bushes.  I've known for ages that it was off and seeing it fixed is pretty satisfying.   ;D
May seem like a triviality but it's the little things...

Celebrated by firng up dk4edit and adding some paddock eyecandy.  :)

Tracks / Re: Oliver's Mount
March 22, 2019, 10:07:16 am
Over half-way round with the high-poly bushes.

Once they're all in I'm going to have a go at optimising the collision model. 
There's quite a lot of junk in it at present.  :-[  Some bits don't need to be there at all - others can have their col-model poly counts lowered.

At the least it'll reduce the .trk filesize and perhaps also the loading time.
...but of course what I'm really hopng for is to claw back a few FPS.   :)
Tracks / Re: Oliver's Mount
March 20, 2019, 01:20:30 am
Found the problem.
...way back in lightwave.   :o
That's a new one on me.  Wasn't even visible in LW, only in the export.
Some kind of vertex numbering glitch.  Simply cut&pasting the whole layer fixed it.
Tracks / Re: Oliver's Mount
March 20, 2019, 12:26:59 am
Thanks for the frame count - I'm getting much the same - drops to 80 after Mere(and briefly after Mountside).  120-170 everywhere else.
Good news is that it goes up after the bridge, and that's the bit of the rise that still needs more trees.  ;D

That's likely the way I'll play it from now.  Add stuff where the fps is high, lay off where it's low.

If GPB ever gets double-sided surface support there will be an instant 20% poly reduction.  Keeping all the backside models on their own layers so the damn things are easily deleted in the future.

Noticed that the marshals are all messed up.  Serious normal problem.
There's always bloody something.   ::)
Switching on smoothing swiches off normal recalc in the MAX exporter. I got MAX to do a recalc but....
...aw, sod it, I'll worry about it when it's time for the next version.
Tracks / Re: Oliver's Mount
March 19, 2019, 02:26:54 pm
Start lights flipped, ditched the poles and tied them to fenceposts - bit more OM style. 
Will fine-tune the positions when the grid markers go down.

Tracks / Re: Oliver's Mount
March 19, 2019, 04:29:25 am
Updated to V0.3 in first post.