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(12-08-2021, 12:00 AM)checkpoint10 Wrote: [ -> ]I can imagine how to fix it with a series of BSPN but I'm looking for an easier way if possible.
Probably, there is no easier way.

But you can read this through again.
(03-01-2021, 05:25 PM)Dennis Wrote: [ -> ]Where to use the BSP commands?
---single objects---
FACE - 2D object, visible from one side (road surface, terrain surface, outside wall of a building)
FACE2 - 2D object, visible from both sides (billboard, trackside wall)
BSPF - 3D object, which isn't completely visible from point of view. One part of the object hides the other part. (house)
LIST - 3D object or a part of it, which is completely visible from point of view. No visible part hides another visible parts. (hillside, flagpole)
---multi-object collections---
LIST - Objects far away, which always appear in the same order
BSPN / BSPA - Near objects, which can appear in different order. BSPN for 2 objects, BSPA for 3 objects. I used that, as I redone the drawing order of the track segments, to import them as TSOs.
BSP2 - I haven't needed it yet.
I want to add to this list, that BSPA should be used, if the middle object is on the area of drawing, like a wall with one object on each side. BSP2 should be used in the same case, if for the middle object FACE2 would be used, if it would be on its own.
Only LIST function in track 3do is reversed when driving/view in backwards direction. So for you it's maybe better to not to joined trees with LIST function, but use BSPA or BSPN instead. Or place all trees as TSO inside track. Trees are located along the track so TSO LIST function should works fine for them.
Has anyone seen this graphical issue? It only happens in the chase view in the replay or in Arcade view mode while driving.

Mip texture size is 512x353 because I was trying to put all 4 sides of the building in one mip with reasonable amount of detail. It's also a large building - 372 feet high.

It looks like, there's another MIP showing up too for the same area. Can you identify, which MIP it is?
(01-23-2022, 08:50 AM)Dennis Wrote: [ -> ]It looks like, there's another MIP showing up too for the same area. Can you identify, which MIP it is?

It looks like a grandstand crowd mip is showing up for a brief moment.
I would keep standard sizes for the mips. Most buildings are a bunch of identicals storeys, you can have a good looking one in 32 px high, puting the .3d info  at <256> (well 255) you have 8 storeys repeating on top of each others (even smaller mip with width tweaked). Here a smaller polygon for the higher part of the building showing only once would do the trick I think.
(01-23-2022, 08:15 AM)checkpoint10 Wrote: [ -> ]Has anyone seen this graphical issue? It only happens in the chase view in the replay or in Arcade view mode while driving.
Polygons are too big, that's why you see such effect. Try to divide it into two or better three parts.
how is it possible to take a MIP and make it repeat, say if we did a 100 story building with only a 2 story mip, "tiled" 50 times? I would not know how to code that into a 3d file....
As I wrote, in your case if your mip is let's say 16px high, you need 800 (16*50) as amount but you write 799 because the count starts at zero. Then you have the 100 floors for your building. Then again a single floor would suffice and you make it show 100 times.
(01-23-2022, 05:02 PM)Eddie500 Wrote: [ -> ]As I wrote, in your case if your mip is let's say 16px high, you need 800 (16*50) as amount but you write 799 because the count starts at zero. Then you have the 100 floors for your building. Then again a single floor would suffice and you make it show 100 times.

I think I'm doing a poor job of explaining my question. 

I understand the math associated with what you are trying to do.  In fact, I think your idea is very efficient.  What I don't understand is how to code your idea into a 3D file.

For example, let's look at a 3d file I made for the building at 333 west colfax in denver:  Here is my 3D code

Code:
3D VERSION 3.0;

% USER DEFINED POINTS
%     
%                 (-149,63)        northeast               (0,63)
%                    A--------------------------------------B
%                    |                                      |
%                    |                                      |
%                    |                                      |
%                    |northwest      L1=85         southeast|
%                    |                                      |
%                    |                                      |
%                    |                                      |
%                    |              southwest               |
%           (-149,0) D--------------------------------------C (0,0)
%                   
%southeast
C1se: [<0, 0, 85>, T=<63, 0>];
C0se: [<0, 0, 0>, T=<0, 0>];
B0se: [<0, 63, 0>, T=<0, 46>];
B1se: [<0, 63, 85>, T=<63, 46>];
%
%southwest
D1sw: [<-149, 0, 85>];
D0sw: [<-149, 0, 0>];
C0sw: [<0, 0, 0>];
C1sw: [<0, 0, 85>];
%
%northwest
A1nw: [<-149, 63, 85>];
A0nw: [<-149, 63, 0>];
D0nw: [<-149, 0, 0>];
D1nw: [<-149, 0, 85>];
%
%northeast
B1ne: [<0, 63, 85>, T=<63, 47>];
B0ne: [<0, 63, 0>, T=<0, 47>];
A0ne: [<-149, 63, 0>, T=<0, 158>];
A1ne: [<-149, 63, 85>, T=<63, 158>];
%
%top
At: [<-149, 63, 85>];
Dt: [<-149, 0, 85>];
Ct: [<-0, 0, 85>];
Bt: [<0, 63, 85>];

%POLYGONS
top: POLY <231> {At, Dt, Ct, Bt};
northwest: POLY <37> {A1nw, A0nw, D0nw, D1nw};
northeast: POLY [T] <231> {B1ne, B0ne, A0ne, A1ne};
southwest: POLY <37> {D1sw, D0sw, C0sw, C1sw};
southeast: POLY [T] <231> {C1se, C0se, B0se, B1se};

northeast: MATERIAL MIP="333wclfx", GROUP=3, northeast;
southeast: MATERIAL MIP="333wclfx", GROUP=3, southeast;

%BSP TREE
nil:NIL;
_top: BSPF (At, Dt, Ct), nil, top, nil;
_northwest: BSPF (A1nw, A0nw, D0nw), nil, northwest, _top;
_northeast: BSPF (B1ne, B0ne, A0ne), nil, northeast, _northwest;
_southwest: BSPF (D1sw, D0sw, C0sw), nil, southwest, _northeast;
_southeast: BSPF (C1se, C0se, B0se), nil, southeast, _southwest;

This particular building is 149ft, by 63ft with a height of 85 feet. I only needed textures on 2 of the sides, and since the building is not super detailed I used 64 pixels to represent the 85ft of height.

I know that 64 pixels is not a big mip, but lets say I wanted to layer this as four rows of 16 pixels.... how would I code this?