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If Rendition makes it even more picky, that's a shame... I wrote the message because the amount of polys is huge, even if it's peanuts compared to big textures, a lot of building like this might be problematic. Isn't it possible to repeat the same poly appearing on top of itself, (a big bulky object was made like that on this track ?), like with 4 or 5 polys on a level, you have a detailed skycraper 4 or 5 polys overall that use no texture whatsoever and looks really crisp. Or a single textured poly with tex, also with the object placement around the track that would make it appear on top of itself. Anyway, good luck with your project.
Thanks Eddie. I'm playing with different techniques depending on the building. As far as I can tell, the game doesn't care how many untextured polys it needs to render at any given time (e.g. my crowds of people at Detroit with 700+ polys have no FPS impact) so taking advantage of that seems to be a promising approach. I was surprised that my skyscraper worked with hundreds of textured polys too without the same kind of slowdown you'd expect from using a complex carset.
Two more buildings that are now untextured polys only.

[Image: attachment.php?aid=2359]
Very excited to release Detroit Downtown - Rendition version!  NOTE: this version is not compatible with the non-Rendition game

It has been tested with the Rendition wrapper from the Aug. 8, 2024 build. I used my CARS91 carset which is based on the default carshape.

Garage works and all objects are in place. As discussed in previous posts, I used a combination of combining textures, making some buildings without textures, and finally converting some .MIP files to .MI4. The .MI4 seemed to have the most significant impact towards getting the track to work.

I did not fix any of the minor graphical bugs from the original version as my main goal was simply to get the track to work.

[attachment=2368]

[Image: attachment.php?aid=2369]
Awesome work SK. It's great to see what your motivation and persistence will bring!
(08-16-2024, 04:47 PM)checkpoint10 Wrote: [ -> ]Very excited to release Detroit Downtown - Rendition version!  NOTE: this version is not compatible with the non-Rendition game

It has been tested with the Rendition wrapper from the Aug. 8, 2024 build. I used my CARS91 carset which is based on the default carshape.

Garage works and all objects are in place. As discussed in previous posts, I used a combination of combining textures, making some buildings without textures, and finally converting some .MIP files to .MI4. The .MI4 seemed to have the most significant impact towards getting the track to work.

I did not fix any of the minor graphical bugs from the original version as my main goal was simply to get the track to work.



[Image: attachment.php?aid=2369]

That track looks awesome. That's really excellent work.
(08-16-2024, 06:35 PM)sharangad Wrote: [ -> ]
(08-16-2024, 04:47 PM)checkpoint10 Wrote: [ -> ]Very excited to release Detroit Downtown - Rendition version!  NOTE: this version is not compatible with the non-Rendition game

It has been tested with the Rendition wrapper from the Aug. 8, 2024 build. I used my CARS91 carset which is based on the default carshape.

Garage works and all objects are in place. As discussed in previous posts, I used a combination of combining textures, making some buildings without textures, and finally converting some .MIP files to .MI4. The .MI4 seemed to have the most significant impact towards getting the track to work.

I did not fix any of the minor graphical bugs from the original version as my main goal was simply to get the track to work.



[Image: attachment.php?aid=2369]

That track looks awesome. That's really excellent work.

Do you mind if I post a video of this track on my channel?
@sharangad Yes, that is fine to use Detroit in a video!
Detroit Downtown - Rendition Edition in action:
https://youtu.be/dIbjK_NUbU0
[EDIT] Also works on real hardware. (V2100) [/EDIT]
Thanks for the video! The track is a bit challenging to learn, isn't it? ;-)

Good to know it works on the real hardware, too.
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