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March 29, 2024, 10:24:07 AM

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Topics - h106frp

41
Bug Reports / stands do not receive bike shadows
April 18, 2020, 01:17:36 PM
Noticed that the bike stands do not appear to receive the bike shadows which creates an odd appearance.
42
Support / What does blend_exp in sfx.cfg do?
April 16, 2020, 09:31:01 AM
As per title;
What function doe 'blend_exp' in sfx.cfg perform?

Thank you
43
CAWS Mod Team / Ducati 916 rework WIP
April 06, 2020, 02:26:34 PM
WIP 1 - was going to be a quick update, but......

Started update to b18 spec;
Update slipper clutch parameters to b18 - adjustable in garage
Update to modelled inertia, CoG adjustments = livelier handling
Chassis Stiffness reduced and damping adjusted to suit
New seat unit geometry, exhaust geometry adjusted to suit
Fixed some geometry shader issues
Updated to full rocker/linkage rear suspension physics model
Fixed tyre to track clearances
New single livery texture for all bodywork for simple paint creation
Added custom ambient shadow models for chassis and tyres
Updated stand textures and added ambient shadow model
New OEM grip models and textures with throttle animation
Fixed some wet weather tyre file bugs

Updated b17.2 16/05/2020
https://drive.google.com/file/d/1i44oseKXZ577lBBumTvzIjKkKtdrvsmS/view?usp=sharing

All support files are in the zip - stand, third person dash and tyres. Copy to respective folders. Some old paints are still included but have not been updated.

b17.1
New sounds - OK but not great
Animated cables
Animated steering damper
Animated rear suspension
New textures and shaders
Updated tyres
Updated physics
Updated slipper clutch
Added third person dash

b17.2
Updated some tyre graphics
Updated shift timings
Engine sounds tweaked a bit
Updated GEOM, VR PID and chassis vaslues to smooth bike handling
More work on updated textures and shaders
New rear suspension model, textures and animation
44
CAWS Mod Team / MV500 Triple update
March 29, 2020, 08:20:26 PM
Updated for b17 MV500 Triple
https://drive.google.com/file/d/1d7hiPWw7AaSUFB7rDulYRL7OhfCNn6Dt/view?usp=sharing


Updated items;
New tyre textures and maps
Extensive update of  bike textures and maps
Updated physics, VR and tyre parameters
Updated suspension spring/damper/static sag values
Animated suspension
Animated cables in 1P and 3P
Front sprocket blurring
New 3P dash in the same style as the 1P

All support files are in the .zip and should be copied to the repective directories i.e. tyres, stand, third person dash
I fyou do not want to use the dash remove the line 'dash = MV500' from hud.cfg in the bike direcory
Paint templates and a .pnt are also zipped

And I wanted to link this back in - the original release video - bike model is for the original bike but cool video and tune from Napalm Nick
45
Bug Reports / Fork leg texture flickering
March 28, 2020, 09:42:18 PM
When watching in replay under certain conditions the fork stachion can be seen flicering through the fork slider (much like the track sign issue) could a keyword be added to bike objects to ensure rendering order?
46
Bug Reports / animation pivots issue
March 28, 2020, 10:35:41 AM
When using shapeanim is the animation always linked to the topmost bike object pivot?

i.e. if trying to animate something on the steer is it always linke to the steer pivot? I am trying to animate relative to the brake lever pivot but my animation appears locked to the steer pivot although I have a pivot at the correct position on the brake lever. in the video you can see the brake pull block animation slides correctly when the steer is rotated but simply pivots when the lever is pulled - it should be the other way around. Could the animation be linked to the first pivot encountered in the hierarchy as this would appear much more flexible in application.


Thank you.
47
Bikes / Animated parts in action
March 22, 2020, 01:18:57 AM
Still some adjustments to make but rear shock and front/rear brake cables animating after a lot of trial and error.
48
Support / blur textures
March 09, 2020, 01:03:19 AM
Can anyone recall the procedure for adding blur textures to bike parts?
49
Classic rider.
With a bike with a low seat height the only way I have found to get the rider to seat on the moving bike correctly is to bias the 'rider' foot reference below ground level such that at rest his ankle is below the track surface.
The rider does not appear able to achieve the 'seat height' (posterior) on low bikes as if constrained in some way and just hovers above the desired position.

This is the seated pose required for classic bikes (acute angle at hip and knee) ;


Also of note after endless replay during my animation trials is the odd pivot of the rider thottle hand which appear to be at the wrist rather than the palm which appears to create other constraint issues in the arm - the lods also appear incorrect with the hand pivoting in the wrong axis so it sticks out sideways.
50
Stumbled across this;

And immediately though what a brilliant device that could be applied for brake control or even torque feedback steering.  just a cheap ratiometric hall sensor used to create a pretty decent to a force sensor.
51
After a lot of trial end error I have a working animated shock but I do not appear to be able to apply any working shaders. Tried a basic value call and a full map without any success. THe same texture will shade OK if its not animated.
The texture also appears quite dark in game but looks OK on the shock refernce image in bikeED

52
Support / Bike animated parts
February 29, 2020, 10:24:58 AM
Is support for bike animated parts (shock, cables) implemented in b17?
53
Bug Reports / New bike ed inertia calc
February 28, 2020, 11:11:42 PM
Using the m2 snd the example inertia.cfg I have tried moving the engine (largest mass) fwd-aft and up and down, the graphic appears to update in line with the movements but the last 3 numbers in the top left which I assumed are the effective inertias required for bike.cfg chassis section do not change from the values declared in bike.cfg. Where do i observe the result values?
54
Support / 3d grass colour map
January 22, 2020, 08:56:38 PM
How is the final colour of the grass derived from the base grass texture and the colour map? Does the colour map use the alpha channel for mixing?

Thank you.
55
Support / Shader map texture sizes.
December 30, 2019, 02:13:42 AM
@PiBoso,
Could you offer some guidance on suitable texture sizes for normal/specular maps?
If the original texture was 1024*1024 what would you suggest as a suitable shader size without impacting performance unduly?
Is the effect of scaling a shader map down by a ^2 to reduce render time by half or a quarter of the time?
Any other tips for shader map creation?

Are shaders processed using the GPU or CPU?

Thank you.
56
CAWS Mod Team / Mallory Park - Work in progress
December 22, 2019, 05:16:11 PM
I have been messing with this for a while - completely scratch built Mallory Park, depicts the circuit for the period around 2012 to 2016.
57
Bug Reports / Wet weather game instability
December 10, 2019, 10:32:20 AM
After a huge number of dry weather laps with no issues I have started to map some wet weather (puddles) to a model and have constant core.exe crashes.

Using the M2 bike as mod bikes appear to core entering the track...
Whenever I try to leave the track to return to pits or switch to replay cameras the game crashes to desktop, in-game crashing (just a low speed lowside) the bike appears to have a pinball effect on the physics with the bike flying off as if it suddenly weighs nothing, after this I appear to have no traction whatsoever with the bike just spinning the rear.

Off track grip is also hopeless with the rear just spinning even with barely any throttle.
58
Bug Reports / Incorrectly mapped 3D grass - resolved
October 29, 2019, 11:10:03 PM
Experiencing problems with 3D grass elements appearing at various places around the model, floating in the air or on track.

Many appear inverted and reversed and appear to be projected along infinite lines not related to any model objects.

Using the 64 bit Max exporter.

Thank you
59
Bug Reports / TREE prefix object and normal maps
October 29, 2019, 11:05:49 PM
Plane trees (X or Y billboard style) require the prefix TREE to avoid shadow issues on faces but if a normal map is applied the tree reverts to being oddly shadowed as if the TREE prefix is no longer active - is this expected behaviour?

Thank you
60
CAWS Mod Team / OESTERREICHRING
October 07, 2019, 10:14:55 PM
Testing b16b and found this among the unfinished pile.
Fast, flowing and fun. Classic period track.
https://drive.google.com/file/d/1iI2zLFbXY6Q1jrOmssYgAxo6RhClbOth/view?usp=sharing