Pirelli Tyres 2014-2016 - Excalibur - Update[RELEASED]

Posted by Excalibur 
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 04, 2014 05:08PM
Posted by: Alessio88
awesome thanks

Greetings
Alessio


CoM3 oN McL4R3n.....:)
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 04, 2014 07:28PM
Posted by: alex-139
Thank you very much for update!
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 11, 2014 10:42AM
Posted by: TomMK
Quote
Excalibur
But I won't work on [2D Tyres] anymore, personaly...

Can I ask if anyone else is able to make a 2D version of these tyres? I wish I could but I've no idea how to. I only use 2D tyres in my Laptop Edition mods so I really want a 2D version of these.... :)

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 11, 2014 02:30PM
Posted by: Excalibur
TomMK écrivait:
-------------------------------------------------------
> > But I won't work on [2D Tyres] anymore,
> personaly...
>
>
> Can I ask if anyone else is able to make a 2D
> version of these tyres? I wish I could but I've no
> idea how to. I only use 2D tyres in my Laptop
> Edition mods so I really want a 2D version of
> these.... :)

There is something very exciting behind the scene but I can't tell you more for the moment. Hope the author will release it in public, soon! ;-)

____________________________________________________________________________________________________________________________________________

Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 11, 2014 02:41PM
Posted by: vesuvius
Yup, something exciting is coming like Arnaud said, I would say release is near :)



Edited 3 time(s). Last edit at 11/11/2014 02:43PM by vesuvius.
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 11, 2014 04:08PM
Posted by: Turbo Lover
I WANT A RELEASE DATE NOW!!!




















;)



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: November 11, 2014 06:11PM
Posted by: quickslick
yeah, for the season 96 tyres, too ;) :)
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: January 04, 2015 03:16PM
Posted by: stefano86k
Hi I have a problem with the rims on a clean installation of GP4. I don't know what is wrong, I tried the rims on a random team, but they are different. In this example I tried advanti (mercedes) and apptech (toro rosso) rims on team #00 and #02, but the rims' color looks the default game version. This is my perf file

[File]
Version=213

[TyreTextureNames]
Name #00=supersoft
Name #01=soft
Name #02=medium
Name #03=hard
Name #04=advanti
Name #05=apptech
Name #06=bbs
Name #07=enkei
Name #08=motegi
Name #09=oz1
Name #10=oz2
Name #11=rays

[TreadTextures]
Team #00=2
Team #02=3

[WheelTextures]
Team #00=4,5
Team #02=4,5

Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 26, 2015 12:19PM
Posted by: Pont
My tyres are all white...i really don't understand what i'm doing wrong
Pont écrivait:
-------------------------------------------------------
> My tyres are all white...i really don't understand
> what i'm doing wrong

Ok, first check that the files are correctly installed into your wad:
-.gp4 files go into your cars/cars folder of your wad
- Tyres textures go into your cars/cars/tyres folder of your wad.

If it is ok, you have to edit your performance file and use the last version of GpxPatch (4.30a [rsdi.home.xs4all.nl]), as following:

[File]
Version=213

[TyreTextureNames]
Name #00=supersoft
Name #01=soft
Name #02=medium
Name #03=hard
Name #04=advanti
Name #05=apptech
Name #06=bbs
Name #07=enkei
Name #08=motegi
Name #09=oz1
Name #10=oz2
Name #11=rays

[TreadTextures]
Team #00=3,3 (means that the first team will use the hard tyres for both drivers)
Team #01=2,3 (means that for the second team, 1st driver will use the medium treads and that the 2nd driver will use the hard ones)
Team #02=2,3
Team #03=3,2
Team #04=3,2
Team #05=1,2
Team #06=2,2
Team #07=3,3
Team #08=3,3
Team #09=2,2
Team #10=2,2

[WheelTextures]
Team #00=10 (means that the 1st team will use the oz2 rims because Ferrari is my first team into my order)
Team #01=9
Team #02=7
Team #03=10
Team #04=4 (means that the 5th team will use the advanti/ blue stripe rims because Mercedes is my 5th team into my order)
Team #05=10
Team #06=8
Team #07=11
Team #08=5
Team #09=10
Team #10=6

Depending of your order, you can change the treads and rims regarding the TyresTexturesNames.
Once your Performance file is edited like above, save it and into GpxPatch / GpxSet, load your performance file. Launch the game. The textures should appear correctly.

____________________________________________________________________________________________________________________________________________





Edited 1 time(s). Last edit at 04/26/2015 06:15PM by Excalibur.
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 26, 2015 07:44PM
Posted by: Pont
Ok, first check that the files are correctly installed into your wad: done
-.gp4 files go into your cars/cars folder of your wad -- done
- Tyres textures go into your cars/cars/tyres folder of your wad -done

If it is ok, you have to edit your performance file and use the last version of GpxPatch (4.30a [rsdi.home.xs4all.nl]), as following: done

[File]
Version=213

[TyreTextureNames]
Name #00=supersoft
Name #01=soft
Name #02=medium
Name #03=hard
Name #04=advanti
Name #05=apptech
Name #06=bbs
Name #07=enkei
Name #08=motegi
Name #09=oz1
Name #10=oz2
Name #11=rays

[TreadTextures]
Team #00=3,3 (means that the first team will use the hard tyres for both drivers)
Team #01=2,3 (means that for the second team, 1st driver will use the medium treads and that the 2nd driver will use the hard ones)
Team #02=2,3
Team #03=3,2
Team #04=3,2
Team #05=1,2
Team #06=2,2
Team #07=3,3
Team #08=3,3
Team #09=2,2
Team #10=2,2

[WheelTextures]
Team #00=10 (means that the 1st team will use the oz2 rims because Ferrari is my first team into my order)
Team #01=9
Team #02=7
Team #03=10
Team #04=4 (means that the 5th team will use the advanti/ blue stripe rims because Mercedes is my 5th team into my order)
Team #05=10
Team #06=8
Team #07=11
Team #08=5
Team #09=10
Team #10=6

Depending of your order, you can change the treads and rims regarding the TyresTexturesNames.
Once your Performance file is edited like above, save it and into GpxPatch / GpxSet, load your performance file. Launch the game. The textures should appear correctly. done

I still have white tyres for all teams.:-(
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 27, 2015 03:14PM
Posted by: Pont
[screenshot.net]

pls find attached my screenshot........white tyres
Isn't it related to Hi_res textures ?



Could you show your performance file, please?

____________________________________________________________________________________________________________________________________________

Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 27, 2015 08:50PM
Posted by: Pont
here it is. fyi i started with a fresh gp 4 installation.

** GP3edit - Performance File **

[Team #00]
Name=ferrari,ferrari
Performance=845,855,963
First Driver=1,michael schumacher,16256,128,16256,128
Second Driver=2,rubens barrichello,15936,384,15936,384

[Team #01]
Name=mclaren,mercedes
Performance=840,845,5782
First Driver=3,mika hakkinen,15872,576,15872,576
Second Driver=4,david coulthard,15872,640,15872,640

[Team #02]
Name=williams,bmw
Performance=850,860,4336
First Driver=5,ralf schumacher,15808,512,15808,512
Second Driver=6,juan pablo montoya,15616,704,15616,704

[Team #03]
Name=benetton,renault
Performance=815,820,2891
First Driver=7,giancarlo fisichella,14720,1024,14720,1024
Second Driver=8,jenson button,14464,1152,14464,1152

[Team #04]
Name=bar,honda
Performance=825,835,3854
First Driver=9,jacques villeneuve,15424,576,15424,576
Second Driver=10,olivier panis,15552,448,15552,448

[Team #05]
Name=jordan,honda
Performance=825,835,3373
First Driver=11,jean alesi,15552,640,15552,640
Second Driver=12,jarno trulli,15872,416,15872,416

[Team #06]
Name=arrows,asiatech
Performance=790,790,5300
First Driver=14,jos verstappen,14848,832,14848,832
Second Driver=15,enrique bernoldi,14720,896,14720,896

[Team #07]
Name=sauber,petronas
Performance=830,835,2891
First Driver=16,nick heidfeld,15488,512,15488,512
Second Driver=17,kimi raikkonen,15360,512,15360,512

[Team #08]
Name=jaguar,cosworth
Performance=825,830,4818
First Driver=18,eddie irvine,15232,512,15232,512
Second Driver=19,pedro de la rosa,14976,768,14976,768

[Team #09]
Name=minardi,european
Performance=790,790,6746
First Driver=20,fernando alonso,13952,1024,13952,1024
Second Driver=21,alex yoong,14592,832,14592,832

[Team #10]
Name=prost,acer
Performance=825,830,3854
First Driver=22,heinz-harald frentzen,14976,640,14976,640
Second Driver=23,tomas enge,13952,1152,13952,1152


[File]
Version=213

[TyreTextureNames]
Name #00=supersoft
Name #01=soft
Name #02=medium
Name #03=hard
Name #04=advanti
Name #05=apptech
Name #06=bbs
Name #07=enkei
Name #08=motegi
Name #09=oz1
Name #10=oz2
Name #11=rays

[TreadTextures]
Team #00=3,3
Team #01=2,3
Team #02=2,3
Team #03=3,2
Team #04=3,2
Team #05=1,2
Team #06=2,2
Team #07=3,3
Team #08=3,3
Team #09=2,2
Team #10=2,2

[WheelTextures]
Team #00=10 (means that the 1st team will use the oz2 rims because Ferrari is my first team into my order)
Team #01=9
Team #02=7
Team #03=10
Team #04=4 (means that the 5th team will use the advanti/ blue stripe rims because Mercedes is my 5th team into my order)
Team #05=10
Team #06=8
Team #07=11
Team #08=5
Team #09=10
Team #10=6

[Gears]
Team #00=7
Team #01=6
Team #02=6
Team #03=6
Team #04=6
Team #05=6
Team #06=6
Team #07=7
Team #08=7
Team #09=6
Team #10=7
Have you also selected to use this performance.txt with gpxpatch ? Could you also post your f1graphics.cfg here
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 29, 2015 05:28PM
Posted by: Pont
Here it is

1 ; f1graphics.cfg controls all settings (default 0)
1680 ; [RELEASE] Game 3D Horizontal Resolution
1050 ; [RELEASE] Game 3D Vertical Resolution
1 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [RELEASE] Enable hardware T&L if available
0 ; [RELEASE] Run in a window
0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [RELEASE] Force use of reference rasterizer
0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2
73 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
1680 ; [DEBUG] Game 3D Horizontal Resolution
1050 ; [DEBUG] Game 3D Vertical Resolution
1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
1 ; [DEBUG] Enable hardware T&L if available
1 ; [DEBUG] Run in a window
0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
0 ; [DEBUG] Force use of reference rasterizer
0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2
153 ; [DEBUG] AutoPerformance (Automatic Performance Setting)
0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth
1 ; Increase car texture quality (1 on, 0 off)
0 ; Low track geometry (1 on, 0 off)
0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
4 ; Number of mipmaps (0 => off) v2
1 ; Use compressed textures if supported
1 ; Full 32bit textures
7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
1 ; Render targets must match the main formats v2
1 ; Enable Fogging
1 ; Enable AdvancedCarShader v2
1 ; Pre-light track (Update track lighting using CPU)
0 ; Low res geometry track (1 low res, 0 normal)
0 ; Rotate wheels via textures v2
0 ; Bump map track (requires DP3; 0 => off)
4 ; Load balance : Frames over which to sample occupancy
110 ; Load balance : Start load decrease if occupancy over this
90 ; Load balance : Start load increase if occupancy under this v2
75 ; Load balance : Speed of load decrease ( < slower > faster)
33 ; Load balance : Speed of load increase ( < slower > faster)
1 ; Enable mirrors
2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2
2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2
16 ; Magnify mirror (16 => normal <16 wide >16 zoom)
133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
1 ; Overide show own car if mirrors set low
100 ; Cockpit zoom (0 to 100) v2
2 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
9 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
3 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
512 ; If Jitter, how many ?
50 ; For normal reflections scale LOD (0 to 100%) v3
20 ; For blured effect reflections scale LOD (0 to 100%) v3
1 ; Maximum allowed heat hazes in a single view v2
0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
1 ; Enable rain droplets on lens/visor
0 ; Enable visor when in cockpit view
1 ; Enable sky messages
1 ; Enable true type fonts
50 ; Environment map strength (0=>use game default)
0 ; Full dynamic video walls v2
30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000 ; Number of particle time slices per second.
0 ; TV style overlays on track cameras.
24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4 ; Multiplayer overlays - show for N closest
0 ; Enable user-defined gamma ramp v2
100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4
100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4
200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4
131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3
100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3
190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3
64 ; Size in texels for shadows over each car v2
256 ; Size in texels for projected shadows under each car
256 ; Size in texels for blurred projected shadows under each car
0 ; Attempt to page the over shadows
0 ; Attempt to page the under shadows
1 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
2500 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
100 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1 ; [MAIN VIEW] Display track shadows
2 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
400 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
1 ; [MAIN VIEW] Reflect cars in wet track
1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
200 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MAIN VIEW] Draw Particles
1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
1 ; [MAIN VIEW] Draw crowd camera flashes
1 ; [MAIN VIEW] Draw sky
0 ; [MAIN VIEW] Draw heat haze v3
1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
1 ; [MAIN VIEW] Draw Bushes
1 ; [MAIN VIEW] Draw trackside cameras
1 ; [MAIN VIEW] Draw trackside cranes
1 ; [MAIN VIEW] Draw distant buildings
1 ; [MAIN VIEW] Draw near buildings
1 ; [MAIN VIEW] Draw horizon strips
1 ; [MAIN VIEW] Draw trackside photographers
1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
1 ; [MAIN VIEW] Draw trackside platforms
1 ; [MAIN VIEW] Draw videowalls
1 ; [MAIN VIEW] Draw Misc. trackside objects
1 ; [MAIN VIEW] Draw trackside fences
1 ; [MAIN VIEW] Draw trackside walls
1 ; [MAIN VIEW] Draw track kerbing
1 ; [MAIN VIEW] Draw bridges
1 ; [MAIN VIEW] Draw Near stands
1 ; [MAIN VIEW] Draw Far stands
1 ; [MAIN VIEW] Draw Near land
1 ; [MAIN VIEW] Draw Far land
1 ; [MAIN VIEW] Draw track marshalls
1 ; [MAIN VIEW] Draw large trackside signs
1 ; [MAIN VIEW] Draw small trackside signs
1 ; [MAIN VIEW] Draw Near trees
1 ; [MAIN VIEW] Draw Far trees
1 ; [MAIN VIEW] Draw video-wall screens
1 ; [MAIN VIEW] Draw shadows on track v2
1 ; [MAIN VIEW] Draw Required trackside buildings
70 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100 ; [MAIN VIEW] Car lod : scalar
1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
812 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
183 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
93 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
0 ; [MIRROR VIEW] Display track shadows
1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [MIRROR VIEW] Enable wet weather reflections
50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
0 ; [MIRROR VIEW] Reflect cars in wet track
0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [MIRROR VIEW] Draw Particles
0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [MIRROR VIEW] Draw crowd camera flashes v2
1 ; [MIRROR VIEW] Draw sky v2
0 ; [MIRROR VIEW] Draw heat haze v2
0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [MIRROR VIEW] Draw Bushes v2
1 ; [MIRROR VIEW] Draw trackside cameras v2
1 ; [MIRROR VIEW] Draw trackside cranes v2
1 ; [MIRROR VIEW] Draw distant buildings v2
1 ; [MIRROR VIEW] Draw near buildings v2
1 ; [MIRROR VIEW] Draw horizon strips v2
1 ; [MIRROR VIEW] Draw trackside photographers v2
1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [MIRROR VIEW] Draw trackside platforms v2
1 ; [MIRROR VIEW] Draw videowalls v2
1 ; [MIRROR VIEW] Draw Misc. trackside objects v2
1 ; [MIRROR VIEW] Draw trackside fences v2
1 ; [MIRROR VIEW] Draw trackside walls v2
1 ; [MIRROR VIEW] Draw track kerbing v2
1 ; [MIRROR VIEW] Draw bridges v2
1 ; [MIRROR VIEW] Draw Near stands v2
1 ; [MIRROR VIEW] Draw Far stands v2
1 ; [MIRROR VIEW] Draw Near land v2
1 ; [MIRROR VIEW] Draw Far land v2
1 ; [MIRROR VIEW] Draw track marshalls v2
1 ; [MIRROR VIEW] Draw large trackside signs v2
1 ; [MIRROR VIEW] Draw small trackside signs v2
1 ; [MIRROR VIEW] Draw Near trees v2
1 ; [MIRROR VIEW] Draw Far trees v2
1 ; [MIRROR VIEW] Draw video-wall screens v2
1 ; [MIRROR VIEW] Draw shadows on track v2
1 ; [MIRROR VIEW] Draw Required trackside buildings
25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
400 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
62 ; [MIRROR VIEW] Car lod : scalar
0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
1037 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
171 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
81 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
1 ; [VIDEOWALL VIEW] Display track shadows
1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
0 ; [VIDEOWALL VIEW] Enable wet weather reflections
50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
0 ; [VIDEOWALL VIEW] Reflect cars in wet track
0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Draw Particles
0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on)
0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2
1 ; [VIDEOWALL VIEW] Draw sky v2
0 ; [VIDEOWALL VIEW] Draw heat haze v2
0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
1 ; [VIDEOWALL VIEW] Draw Bushes v2
1 ; [VIDEOWALL VIEW] Draw trackside cameras v2
1 ; [VIDEOWALL VIEW] Draw trackside cranes v2
1 ; [VIDEOWALL VIEW] Draw distant buildings v2
1 ; [VIDEOWALL VIEW] Draw near buildings v2
1 ; [VIDEOWALL VIEW] Draw horizon strips v2
1 ; [VIDEOWALL VIEW] Draw trackside photographers v2
1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [VIDEOWALL VIEW] Draw trackside platforms v2
1 ; [VIDEOWALL VIEW] Draw videowalls v2
1 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
1 ; [VIDEOWALL VIEW] Draw trackside fences v2
1 ; [VIDEOWALL VIEW] Draw trackside walls v2
1 ; [VIDEOWALL VIEW] Draw track kerbing v2
1 ; [VIDEOWALL VIEW] Draw bridges v2
1 ; [VIDEOWALL VIEW] Draw Near stands v2
1 ; [VIDEOWALL VIEW] Draw Far stands v2
1 ; [VIDEOWALL VIEW] Draw Near land v2
1 ; [VIDEOWALL VIEW] Draw Far land v2
1 ; [VIDEOWALL VIEW] Draw track marshalls v2
1 ; [VIDEOWALL VIEW] Draw large trackside signs v2
1 ; [VIDEOWALL VIEW] Draw small trackside signs v2
1 ; [VIDEOWALL VIEW] Draw Near trees v2
1 ; [VIDEOWALL VIEW] Draw Far trees v2
1 ; [VIDEOWALL VIEW] Draw video-wall screens v2
1 ; [VIDEOWALL VIEW] Draw shadows on track v2
1 ; [VIDEOWALL VIEW] Draw Required trackside buildings
31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
67 ; [VIDEOWALL VIEW] Car lod : scalar v2
0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 29, 2015 05:34PM
Posted by: kedy89
Edit: scrap that.

Edit 2: works fine here with your perf file. I'd guess that you either have the textures in the wrong place, or that they have the wrong names.




Some mods
F1 1996 | F1 2002 | F1 2007 | F1 2011 | F1 2013 | F1 2015 | F1 2018



Edited 2 time(s). Last edit at 04/29/2015 05:43PM by kedy89.
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 29, 2015 08:05PM
Posted by: Pont
[screenshot.net]

i tried it again, pls have a look....strange.
Re: Pirelli Tyres 2014 - Excalibur - Update[RELEASED]
Date: April 29, 2015 08:09PM
Posted by: Pont
and another one

[screenshot.net]
Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy