• Welcome to the largest (sim) racing website in the world!
    Blurring the line between real and virtual motorsports.

WIP Gizmo Trail

Discussion in 'Racer Tracks' started by luthobu, Feb 9, 2010.

  1. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Playing with CG.. there is no doubt.. it is amazing...
     

    Attached Files:

  2. Mingus

    Mingus

    Messages:
    137
    Ratings:
    +0
    aww you have that Saarinen-arch:) I'd love to see more architectural buildings on your track! I said I would give you a wishlist about that... now i remember it again:D I'll do it these days (just wishes you know:) )
    It looks really nice I must say! But maybe the roads are too straight and clean u know, maybe you can make them less perfect? Also the grass texture (I don't know much about track stuff) you can see the 'step and repeat' to good. Makes it also less realistic.
    Just some thoughts, still looks really nice.
     
  3. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    @mingus: thanks! About the roads.. have had tons of complaints and comments..
    I have changed some, removed some, beat them hit them and stabbed them.. heh.

    Another thing is that this track is very big, and only the city center area is square,
    the rest is hills and valleys and highways.. so a few straight roads won't hurt..

    But yeah, I am working on it. Also the grass, it is just a placeholder until the right
    content is in place - BUT - I actually like the repeat effect.. looks like a lawnmower
    just cut the grass
    . If you only think in terms of 3D you think error.. if you think RL,
    then it works.. sort of.. I guess I'll make a lawnmower and put it there.. heh.

    Finally, if you compare these images with the very first I posted, then you will
    understand the progress :)
     
  4. itzkc

    itzkc

    Messages:
    6
    Ratings:
    +0
    when will the next alpha be ready?
     
  5. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Not sure. Working on it. Major changes.. for the better.. yes.

    [​IMG]
     
  6. Penge88

    Penge88

    Messages:
    13
    Ratings:
    +0
    Oh yeah, snowy part? Looks amazing, i hope we can test it in this summer yet! :yummy:
     
  7. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    @Penge88: Yeah.. snow. I hope to be able to release a beta very soon,
    but the last weeks I have been uninspired. Yesterday I decided to clean
    up the track, and 1. remove the parts I did not like, 2. move the parts I
    did not think were in the right place, 3. create the additions I have been
    postponing. So.. after two days of modeling it now is seeming to come
    together. The changes were what I needed to get "back on track" (pun
    most certainly intended). I am waiting for the right moment, when the
    track is more beta than alpha.. or even production ready.. soon I hope.

    Thanks to all for your patience.. I know many have been waiting for it,
    and I am doing my best to make it as complete and bugfree as possible
    before releasing, even a beta..
     
  8. itzkc

    itzkc

    Messages:
    6
    Ratings:
    +0
    will it work with the non cg version of racer?
     
  9. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    @itzkc:
    Yes, it will. But the default will be cg. Since the skydrome is changed
    in 0815 I will have to add a script that replaces the cg stuff with no-cg.
     
  10. Penge88

    Penge88

    Messages:
    13
    Ratings:
    +0
    We won't bother you to release it at this moment! :) YOu release it when you will feel the right time to do it. We are all waiting fr this patiently. :)
     
  11. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Not given up, just taking a break. Really wanted to release a beta, but it's not good enough yet. So.. that explains the silence.
     
  12. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    *bump*

    Believe it or not, but I actually did a tremendous amount of work on the track yesterday.
    It was a peaceful and quiet session, and while listening to Madam Butterfly's laments I
    removed all the parts I was unsatisfied with and improved others. Also, with the changes
    I noticed how important the details are, that just a minor tweak actually could improve
    the look of an entire area. Amazing.

    Am going to add some super-low-poly objects soon, like neon lights, huge banner ads
    like Times Square, some houses and shops, road markers, signs and railings.. then,
    perhaps when Racer is stable I will have it ready for at least a beta test. Seems like
    taking a break was the smartest move ever.. seeing with fresh eyes is seeing anew.

    Screenies are posted in the screeshot section of the forum, to keep things tidy..

    Stay tuned.. but don't hold your breath.
     
  13. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Well. Time for an update I guess. Good news: it's looking good. Bad news: major FPS problems.
    So, cannot add anything due to it already being overloaded; don't know what to remove; so..
    I fear a major redesign is in order. CG is good, but it steals all the resources.. what a terrible
    dilemma.

    Edit: After a very short and brief consideration, I have come to the conclusion that I will
    do some tweaking, then dump a preview release here. Should be done before Monday
    morning. Just want to get it out, since I have made promises, and need the feedback..
     
  14. aadilf1

    aadilf1

    Messages:
    715
    Ratings:
    +166
    nice
     
  15. QuadCoreMax

    QuadCoreMax

    Messages:
    767
    Ratings:
    +71
    Try to instanciate most objects, it will increase your fps. I remember somewhere on racer.nl, Ruud talking about tracks optimizations issues, should be easy to find.

    Also, try to reuse most mats, don't abuse too much with the resolution, try to tile them...3D Optimization is an art.
     
  16. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Thanks QCM for the tip. Since this is "only" a preview release I will not include the whole track,
    just the major parts that are working as I want them to. So the FPS issue will hopefully not be
    a big problem in the preview release. Also I noticed that flags=1024 puts alot of stress on FPS,
    even if you do not hit the objects. That should really be optimized better in Racer. Removing
    several cones actually increased my FPS by ~10(!).

    About textures, I was wondering how they are called by the renderer. Say I have a texture named
    bigtexture.tga, and it is called in several places with different names, like this (example only):

    Code:
    shader_bigtexture~vf_standard
    {
      cull=none
      layer0
      {
        map=bigtexture.tga
      }
    }
    shader_bigtexture2~vf_chrome
    {
      layer0
      {
        map=bigtexture.tga
        shininess=30
        reflect=1
      }
    }
    
    Is the texture then loaded twice, or reused by the renderer? How are textures actually loaded
    by the renderer when called, i.e. do different shader names call for additional loading? If no,
    then I might reuse the textures more, even though some have complained that there is not
    enough variety in the textures as is, and maybe use some color coding to change the tint
    instead..

    PS: Sorry.. no release today.. still not satisfied. But really close now :)
     
  17. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    *bump again*

    Was going to release a preview today, but got sort of hung-up on modeling.
    The good thing is that I have fixed alot, added alot, cleaned up alot; which
    in turn means I am closer than ever to a preview release. Soon, very soon.

    Some "teasers" attached..
     

    Attached Files:

  18. luthobu

    luthobu

    Messages:
    1,120
    Ratings:
    +179
    Update:

    "Soon" is a highly relative word. After reading QCM's post several times I started to look
    at how the track was put together, hoping to be able to optimize as much of it as possible.

    I think my gravest error was to put together the main city surface with adjoining "blocks"
    that were not properly connected. This left not only huge gaps in the surface, but also
    made it quite impossible to make additional curved roads. Not only that, surface shifting
    has been a huge problem from the start (i.e. a surface block gets "pushed" accidentally
    and thereby shifts the entire surface).

    To rectify the problem I am redoing the entire city surface area, using the "old" area as
    a template. To keep everything aligned I will use Zmod's "Create > Surface > Flat" and
    set a larger amount of steps so I can remodel the surface based on one big "block". It
    is not as bad as it sounds, in fact, it lets me move vertices in a way I cannot do at the
    moment, and instead of adding roads here and there, I can just move the existing ones
    (vertices) without loosing alignment. But it takes time..

    The same will be done to the desert area. But, the desert is slightly curved at the end.
    This procedure is based on a flat surface, so I might just bend the entire lower part a
    bit to get the downward curve towards the southern valley.

    Don't think I will post again in this thread before I have something to share. The thread
    is growing, and looks more like a personal track-blog that an forum ;) So, hopefully,
    the next time I post here (this thread) it will be to announce a beta.

    Finally, thanks to QCM, I am grateful for the advice, and have looked at Lil-Lake to get
    some examples.
     
  19. Harey

    Harey

    Messages:
    1,388
    Ratings:
    +622
    Take your time redoing it Luthobu, can't wait to see what it looks like once you've redone it :doublethumb:
     
  20. Ian Strom

    Ian Strom

    Messages:
    760
    Ratings:
    +264
    ^^^
    What Harey said!
    :)
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.