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July 20, 2019, 09:59:40 pm

News:

World Racing Series beta14 available! :)


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Messages - Grooveski

16
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.
17
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.
18
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.  :)

19
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.   :)
20
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.
21
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.
22
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.

23
Tracks / Re: Oliver's Mount
March 19, 2019, 04:29:25 am
24
Updated to V0.3 in first post.
25
Tracks / Re: Oliver's Mount
March 19, 2019, 12:58:38 am
Paddock's not even half done.  There are still fences and bushes and more hedges and all sorts of junk to go in there.
Been gathering models throughout the build - and it's been a long build.   ;)
Somewhere there's all the furniture to deck out the cafe as well.  When it's furnished I might move that side window off the WLL selection so the riders can go through and in.   ;D

Just noticed another problem in the pits - damn - last minute move and forgetting the ground isn't flat anymore.
Straw that broke the camels back - Three errors on the first model you see - not a good look ::).  Running off V0.3 with fixes, will be up tomorrow.
26
Tracks / Re: Oliver's Mount
March 18, 2019, 11:10:40 pm
27
Updated to V0.2 in first post.
28
Tracks / Re: Oliver's Mount
March 18, 2019, 11:02:26 pm
Quote from: Myst1cPrun3 on March 18, 2019, 06:51:51 pm
I love road racing, and I love OM, but sometimes, particularly with how fast bikes are these days, sometimes I think it just takes the p**s safety wise. tEspecially considering a modern super-sport 600 is faster than a super-bike was only 15 years ago.
But they ain't forced to do it, and it isn't gonna stop me having a bash at it later in life should the opportunity present itself like but still  ;)


It's all well and good that the riders accept the risk...
...but twice in one day bikes went through/over the fences and into the crowd - was something like eight spectators injured between the two crashes.

I expect to be adding new fences and airbags in a later version of the model.  I'm guessing at the top of Sheenes Rise and at Drurys - that's certainly where I've had the most big offs.
29
Tracks / Re: Oliver's Mount
March 18, 2019, 11:00:26 pm
Quote from: Myst1cPrun3 on March 18, 2019, 10:36:42 pm
The cafe is  a favourite stop of mine however, so I hope the windows are Reinforced lol.


Even more chance of that now.  There's a little hedge on the right now before it that fires you straight at that side window.  :)
Noticed while I was deliberately trying to get on top of the long hedge, which I didn't manage to do.
...but someone will.   ;D
30
Tracks / Re: Oliver's Mount
March 18, 2019, 10:23:22 pm
Upoading now.

The main pit object has a couple of problems.
Know how to fix the normals problem(model all broken up in places) but the other is the wierd shadow glitch that you get on all sorts of walls/buildings/bridges...
...where the shadow of the bike appears on the object that's supposed to be casting a shadow onto the bike.

Had the same problem with the hedge up at the top of the track.  As you were riding alongside it the shadow of the bike was showing on the top of the hedge(towards the sun position, where no shadow has any right to be  :( ).

Fixed the hedge by removing everything but the nearest face from the WLL selection(putting it on a layer that didn't receive shadows).
...but if a bike goes up and lands on top of the hedge I don't know how GPB will react.   :-\
It's only the long hedge from the Esses to Memorial that this was done to.  Feel free to land on top of any of the others.  :D