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(05-12-2022, 07:22 PM)samsepi0l Wrote: [ -> ]I wouldn't overthink it. You can't forget that we will be moving at speed. These are the same limitations we've always had- nothing is new. I think when everything is singing in chorus, it will look much better than the default tracks.

I have a similar parking garage in Denver that I am just about to re-do now so it is sorta "slanted" like you say on purpose. I also have a VERY crooked building that is part of the Denver judicial center that was demolished about 15 years ago (lucky I was able to "time travel" and get street maps pics for images!)

How many pixels per foot are you using for your MIPS just right smack at the edge of the track like that?
Thanks - yeah it's probably a case where no one would notice if I didn't bring it up. I was thinking, if it really bothered me, I could slice the building lengthwise into several floors, which at least will force straight lines through the building where the floors are. But I'll put that in the "nice to have" bucket.

The texture ended up 96 pixels high. So it's like maybe 1.5 pixels per foot.
It was bothering me all day so I went ahead and did the fix. Basically I divided the front of the building into several sections lengthwise. I wouldn't normally do this, but I decided given the cars get so close to the building, as well as being prominently on the TV cameras, it's well worth doing. Also if anyone else runs into this situation, here's another one for your bag of tricks.

[Image: attachment.php?aid=2114]

And here's the result!

[Image: attachment.php?aid=2113]
(05-12-2022, 07:40 PM)checkpoint10 Wrote: [ -> ]The texture ended up 96 pixels high. So it's like maybe 1.5 pixels per foot.

I have been sticking with 2px/ft for the really close mips - but it may be overkill
(05-13-2022, 12:23 AM)checkpoint10 Wrote: [ -> ]It was bothering me all day so I went ahead and did the fix. Basically I divided the front of the building into several sections lengthwise. I wouldn't normally do this, but I decided given the cars get so close to the building, as well as being prominently on the TV cameras, it's well worth doing. Also if anyone else runs into this situation, here's another one for your bag of tricks.

One thing you may also try is to use 'vertical' mips instead of 'horizontal'.

I haven't done deep analys of this but as you know ICR2 papy tracks all default mips are 'vertical': track walls, grass, asphalt, long buildings and grandstands. I think there maybe reason for this. Maybe graphic ICR2 graphic engine don't like horizontal stretching of texture but accept vertical stretching?

Good example is walls vs asphalt. In ICR2 Asphalt 'vertical' mip is drawn well in yoyr eaxample, but wall 'horizontal mip (I think it's horizontal) has some distortions. OPE uses N3 graphics engine and N3 tracks all use horizontal wall mips. Maybe N2/N3 better handles horizontal stretching that's why Detroit looks better in OPE.
(05-13-2022, 06:34 AM)Pavel 69 Wrote: [ -> ]One thing you may also try is to use 'vertical' mips instead of 'horizontal'.

I haven't done deep analys of this but as you know ICR2 papy tracks all default mips are 'vertical': track walls, grass, asphalt, long buildings and grandstands. I think there maybe reason for this. Maybe graphic ICR2 graphic engine don't like horizontal stretching of texture but accept vertical stretching?

Good example is walls vs asphalt. In ICR2 Asphalt 'vertical' mip is drawn well in yoyr eaxample, but wall 'horizontal mip (I think it's horizontal) has some distortions. OPE uses N3 graphics engine and N3 tracks all use horizontal wall mips. Maybe N2/N3 better handles horizontal stretching that's why Detroit looks better in OPE.

My building actually uses a vertical mip (128x373) because I couldn't fit the side of the building onto a horizontal mip anyway. There are other buildings around my track that use horizontal textures and they appear to have the same type of distortion as the parking garage.

Regarding the asphalt texture, looking at the ICR2 screenshot zoomed in, there seems to be still jaggedness to the asphalt texture - it's like the game can only draw pixels as rectangles. Attaching an example where I have increased the contrast.

[Image: attachment.php?aid=2115]

I use horizontal mips for the walls because I couldn't get MRK to work properly when I tried vertical mips before.
Oh, ok. So there is no difference between using vertical or horizontal mips.
And I also couldn't figure it out how to map vertical wall mips with mrk.
I never knew about this. I tend to bounce back and forth between fat and tall MIPS, just depending on which dimension I need to be close to a power of 2.

My MIPs for denver are probably randomly split, a little each way.
Recently I have been experimenting with a Rendition V2100 card that I bought last year. I will be posting a more detailed report about this later, but you can see some photos that I posted to my Twitter.

One thing relevant to track editing is that some of the new/modded tracks do not work on Rendition (they produce an "Insufficient memory to load track" error), and I have a suspicion that it relates to a maximum texture size. It seems that Rendition ICR2 may not handle mip sizes greater than 256x256 (i.e. 65,536 pixels). To clarify, a mip of 1024x16 still seems to work, perhaps because it is less than 65,536 pixels.

I tested a few of Pavel's tracks and noted that Meadowlands oval, Mid-Ohio and Elkhart all work fine. My Nashville and Rio tracks also work. Pavel's IMS did not work, and it also happens to be the one that has a few textures bigger than 256x256. On Detroit, I was also pushing the mip sizes for example with 512x300 which I believe contributes to the problem.

I am going through the exercise of downscaling some of my textures on Detroit to see if I can get it to work on Rendition. Fortunately there aren't that many, and I believe the impact will be hardly noticeable.
Great that you get Rendition version running!
I can tell you that some carsets andt track combinations also produce Insufficient memory errors in Dos version. For example IRL carsets that use Robert's Dallara '02/03 carshape and contain 40 cars have problems with N3 Indy track converted to ICR2 (not my). If I was able to load race then I had only 5-10 seconds replay. Attempts to accelerate time in race could cause CTD. And there were others new/modded tracks converted from N3 that were impossible to run with this carsets. That time I found for myself the limit: track dat size + carset dat size should be not greater than 12 MB.

Now I'm using Windy and think it doesn't have such limits.
I disproved my own theory above by swapping an oversized texture for a small texture in Pavel’s Meadowlands, which still loaded in Rendition. So I think the problem is simpler, probably just the total size of all the mips in the track, possibly somewhere around 4mb. I then loaded my own Detroit track where I’ve replaced some but not all of the oversized mips, and it loaded in Rendition! It looks really great except for some artifacts on the ground when traveling at speed. I will post pictures later as I don’t have enough time today to write more.