That is a pretty healthy view anyway from another angle. Assume the worst, not the best case :)
Even in range as it were there can be issues with the approximations used in any model.
While I...
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That is a pretty healthy view anyway from another angle. Assume the worst, not the best case :)
Even in range as it were there can be issues with the approximations used in any model.
While I...
This was supposed to be in reply to this thread
http://isiforums.net/f/showthread.php/3558-Specular-issues-with-car-body-in-rf2
but as I typed it a lot of it got covered, sorry for confusion...
your post was not rude at all and I did bring it offtopic, a habit I have sometimes but points taken. When i said a good track I was referring to some cad data of sorts or good reference, even if...
Yes you are right I mean I didn't read the whole dicsussion at the time, but thought would throw that thought in there anyway, to make for interesting discussion and to look at the value in the...
Thanks you so much for saying this. I haven't read all the posts,. Much has been said about laser scanning, but there is another side that track accuracy alone is not a limiting factor.
I was...
I doubt we'd see it in rF2. Some game engines do support this however, so it is possible, but I doubt any of these automatic methods would yield results that will yield any decent quality for car...
That is not so hard to do. In fact I made this very shader, but if you look for example at the fresnel shader and ISI supplied shaders you can work this out if comfortable with code without too much...
True enough Mr Purist :) I was coming form the point if running multiple threads, rF1 does not do much of this, but worded it badly.
wow, find that very surprising, that much ? perhaps I should be putting it back in, given that rF1 was designed to use a single core CPUs by design. there is some threading but fairly minor I do...
I don't think it is needed any longer. At some point there was a windows bug, perhaps in XP or Vista. don't recall which, but to circumvent this bug ISI added this option. So AFAIK there is no...
I suppose I should have said, but i think with the right code changes in rF2 what I said can be made to work I believe, but changing mods afterwards in the way you say (If understood correctly )...
alrighty, I am not a track maker but making your own track objects woul be much better way, or simplify the meshes.
EGO engine is much better optimised to deal with large polycounts compared to...
What you are looking for is modelling with splines and making shapes with them in 3D, one way for example spline cage modelling, there are different ways.
Remind me sometime, got to run, but...
I was thinking along those lines, one such possible system would be to allow overides ( at least for the wildcard materials) for all others maps besides the diffuse one through the upgrades and veh...
There was an issue in rF and trymedia around the time the patch was created, the result was that sounds pre this 1.255 patch would no longer work with a lot of cars from previous versions.
If you...
Another factor that can cause this, when an opponent car shares the same texture and material as you the driver, this will depend on mod, but in that case, that same texture will reduce to the...
You can declare an object as deformable on export if you want. In any case if you have declared that instance with the same name in the gen in the damage file also, it will allow vertex deformation....
Scott said that gmts are cleaner and more streamlined, I would imagine while things are better optimised code wise and also in terms of making better use of current hardware, particularly shadows,...
You can do that both ways, make the body object just say the floor, the rest a debris or other instance. i don't recall the exact details now, but in fact the gmt is the whole body in the gen in the...
It is possible, assuming we are on the same wavelength, but you will get an issue with the body not changing in the spinner selecting a body upgrade, have a look at ctdp 2006 mod gen files, where I...
I've always liked that approach from ISI, kind of "In you face" what you see is what it is at the time of development, no pretentiousness, not trying to delude the adience. Nice and refreshing to...
Looks great, keep it coming :)
only minor comment, and at that a tentative one, as the monitor I view it from is not my usual one, but the atmoshpere, colours, hues seem to be that of a rather...
Not sure I understand, but anyway as Bee said per last comment,what you see in client may not tally with server replay. Can't your admins just accept it is just an rF feature :) let them read this...
As far as i recall this has to do with some cars that have low ride height in combination with suspension settings, bump stop values, high values for fast ans slow rebounds and possibly soft springs...
As such there is nothing to stop us as from developing shader ourselves, provided they leave the platform open and remove some the rF1 limitations. A lot is possible right now with shaders in rF1, if...
In all fairness, it depends on your end goals what you can afford, ISI try to make a product to support many cars on tracks all at once whilst maintaining performance on a fairly wide range of...
I like everything I see there, keep it going, nice atmosphere time of day and looks like the driver is having some animated fun on the steering wheel besides just steering it :)
Agreed, at...