Released Roggel

Hehe...

I don't like the blur or colour distortions, but I do like the wobble when you go over bumps etc... I know my head moves around when I drive :D

Also, camera shaking is worth having as an option at least. Ie, the camera at Dunsfold on the tyres wobbles as cars pass, especially if they clip the tyre wall the camera is sat on :D

Dave
 
Hmmm, looking at the trees. The xtree shader should be working.

I think what the issue is, is cloning in 3DS Max does something weird to normals or vert info not being passed properly.

I'd merge all the trees using the same shader (so one object in 3DS Max), do that for all the different trees. Then select them all, reset x-form, then collapse and re-export.

I had something very similar and it was fixed using that method.

Shame the dof are all inside the AR... if only we could be sent the trees in a Max file to try fix them :D

Dave
 
Small movements for the cockpit cam, ok.
And yea, I do notice in recordings of GTL with TrackIR my head moves around quite a bit as I move my limbs. Perhaps it is the TrackIR or something else but that motion feels far less upsetting than, say, nfs shift. I am not sure how do go into more detail atm.
 
Hmmm, looking at the trees. The xtree shader should be working.

I think what the issue is, is cloning in 3DS Max does something weird to normals or vert info not being passed properly.
I thought the problem was with shadows being cast onto the trees looking funny (since they show up on one side of the X but not the other). But I didn't look all that closely.
 
Iirc, the xtree shader was excluded from shadow receipt during development. It simply didn't look very nice.

Can't be 100% but I guess you could check better than anyone having a quick glance in the shader file :D

I'm still trying to get my head around reading shaders nice and fluently!

Dave
 
I just worked it out!
remove the cull=none (or comment ; ) from anything in track.shd including ~vf_xtree.
They look as good as Carlswood then.

Which IMHO is still crap. (Yes Dave,they're alright in the distance/background, but trackside they look terrible)
 
Hmmm, I wonder.

I wonder if any given tree is actually two X-trees on-top of each other, with flipped normals!?

They do look better with cull=true, but some of the trees also don't have a back face now.

Seems like a mix of double-sided trees and single sided trees, hehe.

Would be an easy fix with the Max files :)

Dave
 
Thx Ruud, now it works can't understand why, didn't touch anything from last testings. :D

Hehe follow my techniques....

In my newest tracks, not the trees just look approx. good but behave perfectly well for Newton collision detections with a 3 sided closed cylinder shaped transparent textured mesh.

Check out my trees alpha layer in PS or Gimp from my tracks...you see some difference.

About the grass, its shader scale param can be increased in UV size, now it looks not that great, easy stuff to fix.

As others described, there's 1 conception issue, where in case of the car been projected outside the track, we can't re-enter without resetting the car, so you should in those particular cases, build a collision mesh all around the fences some 50m high preferably. That means it will override default collision meshes as seen when commanding 'wireframephys on'.

Another thing is, the nb. of shaders (~200 !!!), I think it's best for fps to do it via atlas textures as found in my tracks where I compact all the stuff together.

Had just an idea, when looking at your roofs & textures, for example, what about using only 1 roof shader which applies to all roofs with different/desired colors via scripting ? Could be cool for fps/GPU optimization !
 
Hmm...

Code:
Sun Jan 08 19:50:11 (INFO): [noqapp/3436] --- application start ---
Sun Jan 08 19:50:11 (WARN): [noqapp/3436] [QN] QNSocket:Write(); failed (0.0.0.0) (10038/<unknown error>)
Sun Jan 08 19:50:11 (INFO): [racer/3436] Racer version: 0.8.36 (Nov 11 2011/15:17:46) - customer: Internet
Sun Jan 08 19:50:11 (INFO): [racer/3436] DGPUShaderManager::Init() Geometry shading is not supported on this card (ATI?).
Sun Jan 08 19:50:11 (WARN): [racer/3436] DGPUShader:Load(data/renderer/fullscreen_shaders_hdr/bloom_shadows_f.cg): The profile is not supported.
Sun Jan 08 19:50:11 (INFO): [racer/3436] WorldRenderer: you have an ATI graphics card (ATI Technologies Inc.). Working around some long-term bugs.
Sun Jan 08 19:50:11 (INFO): [racer/3436] Physics engine: NEWTON v2.34
Sun Jan 08 19:50:12 (INFO): [racer/3436] Safety changed to: SAFE
Sun Jan 08 19:50:15 (INFO): [racer/3436] Loading track 'roggel'
Sun Jan 08 19:50:23 (INFO): [racer/3436] QNClient:Connect() attempt to localhost:25000 (RNetwork)
Sun Jan 08 19:50:23 (INFO): [racer/3436] QNClient: connected to server (our clientID=71)
Sun Jan 08 19:50:23 (WARN): [racer/3436] No AI found for track roggel, car supra_rz (also no ai/default.ini)
Sun Jan 08 19:50:23 (INFO): [racer/3436] Loading car 'supra_rz'
Sun Jan 08 19:50:24 (WARN): [racer/3436] No AI found for track roggel, car supra_rz (also no ai/default.ini)
Sun Jan 08 19:50:24 (INFO): [racer/3436] Loading car 'supra_rz_ghost'
Sun Jan 08 19:50:24 (WARN): [racer/3436] Can't find car.ini for 'supra_rz_ghost' (file 'data/cars/supra_rz_ghost/car.ini' not found)
Sun Jan 08 19:50:24 (INFO): [racer/3436] Can't load ghost car 'supra_rz_ghost'; ghost recording won't work
Sun Jan 08 19:50:24 (INFO): [racer/3436] Crash detected - attempting to recover some data before displaying the crash dialog
Sun Jan 08 19:50:27 (FATAL): [racer/3436] Exception 0xC0000005, flags 0, Address 0x0217A021
(this dialog text is stored in QLOG.txt)

OS-Version: 5.1.2600 (Service Pack 3) 0x100-0x1

0x0217A021 [atioglxx]: (filename not available): (function-name not available)
0x01B4E301 [atioglxx]: (filename not available): (function-name not available)
 
Am I the only one who is mildly bothered about the light cast from the headlights hitting the ground too close to the car?
I seem to recall having this same issue with the brake lights on one of the cars in one of the rFactor 2 vids not long ago. :/

Or in this case did you shorten the distance just for the sake of art?
 
Am I the only one who is mildly bothered about the light cast from the headlights hitting the ground too close to the car?
I seem to recall having this same issue with the brake lights on one of the cars in one of the rFactor 2 vids not long ago. :/

Or in this case did you shorten the distance just for the sake of art?
Ian, you can change it in the car ini...
DSC05663.jpg
 
I know you can change it, but that does not stop people from having them set really close all the time.
It is not just the Racer developers&community either. As I said, I noticed it in an rFactor 2 vid recently.
 
Hmmm, looking at the trees. The xtree shader should be working.

I think what the issue is, is cloning in 3DS Max does something weird to normals or vert info not being passed properly.

I'd merge all the trees using the same shader (so one object in 3DS Max), do that for all the different trees. Then select them all, reset x-form, then collapse and re-export.

I had something very similar and it was fixed using that method.

Shame the dof are all inside the AR... if only we could be sent the trees in a Max file to try fix them :D

Dave

From yesterday memory, I checked Ruud Roggel work & my Atzara recent work. Ok, so globally talking, you have in Roggel :

1. ~ 1100 dofs
2. x2 times more than 1 to 4 kb dofs ..ouch...
3. ~ 200 materials using just 4 shaders.
4. Non optimized textures, alpha layer on most of them isn't needed & should be deleted (done) ~ 20
5. Archived so theoretically 10 - 20% fps optimization

In Atzara :

1. ~2400 dofs !!!
2. x2 less 1 to 4 kb dofs (they shouldn't really exist such dof size, imho it's a waste of everything)
3. - 20 materials using some more shaders than Roggel with bump mapping etc... (takes time to set & 200 is just depressing stuff, haha)
4. Highly optimized DDS textures (approx. 1/2 size of a classical TGA)
5. Not archived so no fps optimization

I started to archive some of my content to check if Ruud is right, hiya he is, it's 10 - 15% on my ATI machine performance increase, so yeah it's good stuff, running at Roggel with 28 fps max. with CSM, live envmap, MB, flares, lights, mirrors..etc...in AR (archive) mode. Check docs to do the same !

Ah, be careful when archiving, some of the dofs (movables + wheels for cars) won't behave correctly, so keep them out from your archiving folder/ ar file.
 
Here's version 3 of track cams, now that I figured out distance zooms.
- fewer extreme closeups of trees
- start/finish line cam is actually at the start
- various tweaks on distances to make cams work better
Works best with 0.8.37c (camera updates)
Code:
cam_default
{
      zoom_far=16.000000
      flags=0
      src
      {
        k=0.000000
        mass=1.000000
      }
      dst
      {
        k=10.000000
        mass=1.000000
      }
}
tcam
{
  count=10
  cam0
  {
    pos
    {
      x=0.000000
      y=300.000000
      z=0.000000
    }
    pos2
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    posdolly
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    rot
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    rot2
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    radius=50.000000
    group=0.000000
    zoom_edge=2.000000
    zoom_close=2.000000
    zoom_far=2.000000
    flags=0
    src
    {
      k=0.000000
      mass=1.000000
    }
    dst
    {
      k=0.000000
      mass=1.000000
    }
    cube
    {
      edge=0.000000 0.000000 0.000000
      close=0.000000 0.000000 0.000000
      far=0.000000 0.000000 0.000000
    }
    keyframes
    {
      count=0
    }
  }
  ; additional camera positions
  ; first step: watch video, mark approx. locations of known on-ttrack cams.
  ; okay, done that.  now driving to them in-game.
  ; there are 6 fixed cams and a chopper
  ; leaving the above camera alone for now, since it doesn't hurt anything, number them
  ; from the start: 1 first chicane 2. third corner 3, fourth 4, last 5
  ; 1 is at: 37.5 -27.3 357.8
  ; 1 zoom is from 12 to 30 to 6
    cam1~cam_default
    {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=45.0000
        y=-27.300000
        z=350.300000
      }
      flags=1
      radius=30.000000
      zoom_edge=5.00000
      zoom_close=20.000000
      cube
      {
        edge=9.49 -28.56 393.0
        close=42.2 -28.97 362.45
        far=82.47 -29.17 321.24
      }
  }
  ; 2 is at: 174.1 -26.9 221.36
  ; 2 zoom is from 2 to about 25 to maybe 12, since it cuts so quick.
    cam2
    {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=174.100000
        y=-25.900000
        z=221.3600000
      }
      pos2
      {
        x=158
        y=-27.2500000
        z=225.740000
      }
      ; posdolly is where the camera starts.  not sure what triggers it.
      posdolly
      {
        x=30.3000
        y=-28.1200000
        z=372.800000
      }
      rot
      {
        x=0.000000
        y=0.000000
        z=0.000000
      }
      rot2
      {
        x=0.000000
        y=0.000000
        z=0.000000
      }
      radius=130.000000
      group=0.000000
      zoom_edge=2.800000 ; was 2
      zoom_close=45.000000 ;10?
      zoom_far=2.800000
      flags=1
      src
      {
        k=0.000000
        mass=1.000000
      }
      dst
      {
        k=0.000000
        mass=1.000000
      }
      cube
      {
        edge=167 -28.7 339.8 ; was 67 for x
        close=158 -27.25 225.74
        far=154 -27 197
      }
      keyframes
      {
        count=0
      }
  }
  ; 2.2: at the bend after the chicane
  ; 2.2 at 221.1 -25.4 35.97
    cam3~cam_default
    {
      ; pos is where the camera goes to.
      pos
      {
        x=221.100000
        y=-25.400000
        z=35.9600000
      }
      flags=1
      radius=175.000000
      zoom_edge=1.000000
      zoom_close=25.000000
      zoom_far=1.000000
      cube
      {
        edge=158.6 -27.2 183.0
        close=215.4 -27.2 35.0
        far=214.5 -27.4 -138.5
      }
  }
  ; insert 2.5.  doy numbering.  This corner wasn't filmed in footage but it makes some sense.
  ; 2.5 is at: 183 -26.2 -438
  ; 2.5 zoom is from 6 to about 50 to 2
  ; 2.5 should start by about 215, -27, -131 in order prev. cam doesn't flip.
      cam4~cam_default
      {
        ; pos is where the camera goes to.  (this is all with flag 8)
        pos
        {
          x=183.100000
          y=-26.200000
          z=-438.00000
        }
        flags=1
        radius=120.000000
        zoom_edge=2.300000
        zoom_close=45.000000
        cube
        {
          edge=204.6 -28.0 -317.2
          close=174.0 -29.34 -430.1
          far=4.85 -27.44 -356.9
        }
  }
  ; 3 is at: -167.3 -24 -342
  ; 3 zoom is from 2 to 40 to 2
  cam5~cam_default
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-167.300000
        y=-24.000
        z=-342.000
      }
      flags=1
      radius=100.000000
      zoom_edge=2.000000
      zoom_close=40.000000
      cube
      {
        edge=-69.6 -27.3 -346.3
        close=-162.9 -27.3 -336.8
        far=-149.9 -27.1 -247.6
      }
  }
  ; 3.5, aka the helicopter's 2nd flight
  ; really this should be a dollied one
  ; anyway, start it around -148.5, -24, -247
  cam6~cam_default
  {
      pos
      {
        x=-214
        y=180
        z=-102
      }
      radius=260
      zoom_edge=1.5
      zoom_close=4
  }
  ; 4 is at: -114.2 -26.5 138.73
  ; 4 zoom is from 2 to about 40, and doesn't turn enough to swap again.
  cam7~cam_default
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-114.2000
        y=-26.500000
        z=138.730000
      }
      flags=1
      radius=115.000000
      zoom_edge=2.000000
      zoom_close=40.000000
      cube
      {
        edge=-121.04 -27.2 27.45
        close=-117.17 -28.23 138.16
        far=-130.88 -28.23 174.92
      }
  }
  ; 5 is at: -214.76 -27.8 329.84  - may nudge up y
  ; 5 zoom is from 2 to about 22 to 2 again.
  cam8~cam_default
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-213.800000
        y=-24.800000
        z=329.84000
      }
      flags=1
      radius=170.000000
      zoom_edge=1.300000
      zoom_close=30.000000
      zoom_far=1.3
      cube
      {
        edge=-184.25 -28.23 278.76
        close=-207.25 -28.23 328.2
        far=-68.6 -27.55 401.48
      }
  }
  ; 6 is at: -31.15 -26.5p 433.9 - may nudge a bit up in y again
  ; 6 should be at: -31.7 -26.6 434.5 to avoid viewing a sign close up
  ; 6 zoom is from 6 to 50 to 6
  cam9~cam_default
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-31.700000
        y=-26.600000
        z=434.500000
      }
      flags=1
      radius=50.000000
      zoom_edge=6.0000
      zoom_close=50.000000
      zoom_far=6.0000
      cube
      {
        edge=-68.6 -27.55 401.48
        close=-33.48 -27.9 429.66
        far=9.49 -28.56 393.0
      }
  }
}
 
Thanks Stereo ! Perfect !

Looking the track in Tracked in splines mode, was wondering what's up with this guy up there ?
LoL, tried to fix it, doesn't seem a 5 minutes affair.... :mad:
 
I think if we could get the DOF, then get them back in zmodeller > 3ds > max, then we could make sure they are good to go and re-export them, and basically bug-fix them... something is wrong with them.

It would be good to get the original Max file/s just for the trees for example, then we can check them, fix them, and then Ruud can recreate a new AR file/update for the track when we do more tweaks too.

Hmmm

Dave
 

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