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Riverside track project - Printable Version +- Forums (https://www.icr2.net/forum) +-- Forum: CART Racing Headquarters (https://www.icr2.net/forum/forumdisplay.php?fid=1) +--- Forum: Indycar Racing 2 - CART Racing (ICR2) (https://www.icr2.net/forum/forumdisplay.php?fid=2) +--- Thread: Riverside track project (/showthread.php?tid=1537) |
RE: Riverside track project - checkpoint10 - 05-22-2024 What do we think we can do to fix this? The issue is that there are many sections in this area and the turn doesn't appear until we get close. I was thinking of extracting the polys from that turn and making a TSO out of it, so that it is rendered as a TSO when you are in the earlier sections. Or even just a very simplified model of that area. Another idea would be to somehow adjust the .3D file to truly increase draw distance - somehow making the game load a few more sections ahead when you are at those DLONGs. That would require new research though. For the gap below the grandstand on the left, I think the current hill doesn't go far enough out when seen from normal driving angles. I was thinking of making a much simplified hill that extends farther out. This will still need to be done in conjunction with something to cover up the track, as I mentioned above. RE: Riverside track project - Pavel 69 - 05-22-2024 Track elevations are exact copy of GPL Riverside'71 track and I think it's pretty accurate. About hill 3do's. I only made basic 3do files. And some of them need to be made wider to cover more area outside of the track. And this portion under grandstands is one of them. I like idea of copy part of the track as object. Track polygons will hide this fake 3do as you get closer to the hill. But I'm sure there will be problems when car spins and you will look in reverse direction. So much better will be to figure how to turn on this track section earlier. RE: Riverside track project - Dennis - 05-22-2024 (05-22-2024, 03:34 AM)checkpoint10 Wrote: What do we think we can do to fix this? The issue is that there are many sections in this area and the turn doesn't appear until we get close.I worked on this problem years ago. I made TSOs from the LO subsectors. It worked quite well, but on my track, I reached a point, where it got too complicated, because there were too many objects visible from too many places. If you want, give me your address, and I will send you some of my old 3D files for inspiration. I think, the number of sectors drawn, is hard coded in the game. We haven't found back then anything in the 3D file, what could change it. The only confirmed thing is (06-26-2023, 02:29 AM)Dennis Wrote: The drawing distance is 8 low resolution subsectors forward and backward and the low resolution subsector the car is within. The subsector, the car is within is drawn in high resolution of course, the other ones in both directions are 3 in high, 2 in medium and 3 in low resolution. UPDATE I looked at my old files to refresh my memory. I could add the hills quite well, until it got complicated. At the track segments, I had drawing problems, where the normal sectors and the TSO sectors joined together. The wall didn't look correct, and the AI cars disappeared for a moment at that point. RE: Riverside track project - checkpoint10 - 05-22-2024 I just tried Dennis's method and it looks like it worked. Don't know whether AI cars would still be drawn from far away (I left in the DYNO statements in the TSO), but at least you can see the corner coming from farther back. RE: Riverside track project - Tony_D 26nz - 05-22-2024 Just watched Checkpoint's full lap video from yesterday. This track is Great!! RE: Riverside track project - Pavel 69 - 05-22-2024 (05-22-2024, 06:20 AM)checkpoint10 Wrote: I just tried Dennis's method and it looks like it worked. Don't know whether AI cars would still be drawn from far away (I left in the DYNO statements in the TSO), but at least you can see the corner coming from farther back.Looks good. I think this object we should manually add to 3d tructure of track sections so it will be drawn alway last, behind all other details. Every tracks section begins with: secXX_sX_HI (MED or LOW): FACE ([< point 1>], [< point 2 >], [< point 2 >]), LIST { track section details }; So maybe we can replace FACE with BSPF to add this TSO underneath every section. secXX_sX_HI (MED or LOW): BSPF ([< point 1>], [< point 2 >], [< point 2 >]), nil, LIST { track section details }, TSO; RE: Riverside track project - checkpoint10 - 05-24-2024 Pavel I will try your method later. In the meantime I created a hill beneath the grandstand. But now I have to deal with a disappearing car problem, probably because there is now a TSO overlapping the track that I guess is being drawn after the car. The car also disappears in the TV view. I will see if Pavel's fix may address that. RE: Riverside track project - checkpoint10 - 05-24-2024 Second angle of disappearing car. RE: Riverside track project - Dennis - 05-24-2024 I think, you have to move the TSO track sectors backward to another sector. They mustn't be visible, when you arrive there. At least, this is how I did it. Let's say, you want to insert sector 10 as TSO. Then look, in which sector your car is, when sector 9 is fully visible, and then, which sector is visible most backward at that time, and assign your TSO sector to that. That's the best solution, which I figured out. It solves the issue with the player car, but with the AI cars, I got the same effect, but it happens then as far ahead as possible, but in TV view, it's still visible. In theory, this method could be optimized, but it's nothing, what I wanted to do by hand. That needs automation, and a modified structure of the 3D file. The game draws a fixed number (17) of LO subsectors at a time, so we always know, which subsectors are visible, depending on the player car position. It should be possible to draw exactly that subsector as TSO, which joins to the final regular drawn subsector. For this, each LO subsector has to be a separate 3DO file, and the necessary ones have to be assigned to the 17th LO subsector before their own position (and after too, to get the same effect backward too). At the moment, the TSOs are assigned to sectors in the 3D file, it would need a structural change, to get it one level deeper. Or another idea, which I've got right now. It's also possible to insert just an extra line to the right position into each subsector (all levels), with the the 3DO of the 17th LO subsector before and behind. With this method, the drawing distance would increase from 8 to 25 subsectors in each direction. RE: Riverside track project - samsepi0l - 05-24-2024 A little pop-up at a distance is not the end of the world. Approaching that first corner my eyes will be glued to the curbs making sure I hit all of the apexes. Nearly all of the tracks have a little pop-up and honestly it does not bother me. In my opinion getting the drawing order right is more important. |