Re-Instal and big problems [Fixed]

Posted by Jan88666 
Re-Instal and big problems [Fixed]
Date: December 28, 2019 05:13AM
Posted by: Jan88666
Hi, i have big problems after instal gp4 at win10.

I installed the game as described in the instructions, everything works so far.
The problem is if I change something in the cars.wad, the vehicles always switch between old and new shapes, there are even shapes that were completely deleted from the cars.wad ?!
I have included a small video where the problem can be seen.

[daten-transport.de] (video in the link)



Edited 1 time(s). Last edit at 02/20/2020 11:37AM by mortal.
Re: Re-Instal and big problems
Date: December 28, 2019 08:30PM
Posted by: munnzy
my guess is that when you installed the new cars did you just add lod0 for each car. so when the game seen from a distance swaps to the old shape.
to overcome this either use team editor and use the option for FORCE BEST CARSHAPE under the carshape tab to use lod0 only.
or
add the other lods for each car lod1,lod2 etc along with the tex file hi and without the hi.
hope this makes sence if not come back to us.
regards
munnzy
Re: Re-Instal and big problems
Date: December 29, 2019 12:57PM
Posted by: Jan88666
Thank you it works!
just a little question, it is better the lod. to copy or to put on the best shape via the team editor?
because I now have an extremely high processor load, but my pc is more than fast enough.
regards
Re: Re-Instal and big problems
Date: December 29, 2019 07:27PM
Posted by: munnzy
Hi
I am happy that worked for you.
I have used both methods.
If you install lod0 and copy this and change the names to lod1 and lod2 ect you are asking the graphics card to draw a more detailed car from close up to the furthest distance.
this can be less if you run the graphics test within the game and lower the frames per ser to a lower amount maybe 30 ish.

using team editor to force the lod0 only does exactly the same but making the cars.wad smaller helps as it seams GP4 does not like a carswad that is over 1GB in size.

This done by deleting the tex and lod files for the cars that are not being used.

By this i mean sometimes you can install a car maybe call for alfa romeo car_c38_car1_lod_0.gp4 that does not exist in the original cars.wad
So by doing this maybe car_benetton_car1_lod_0.gp4 is now not used so you can delete the lods for this car and also the hi_tex files and the normal tex files.

Before doing this please always back up you cars.wad as it does not like having the jaguar files deleted for some reason as it tends to replaced files it does not like with this car.

hope this helps
regards Munnzy
Re: Re-Instal and big problems
Date: December 30, 2019 02:51AM
Posted by: Jan88666
Thank you,

everything is done :)

But...two new problems, my slimtex dosent work, and the bigger problem my cpu utilization is after I insert all 11 vehicles in the cars wad at over 5000% ... if the vehicles replace single or not all 11 in the cars wad the utilization is at 10-20% ...

my cars.wad is now 950mb in size.

can this be due to f1graphics?

0 ; f1graphics.cfg controls all settings (default 0)
1920 ; [RELEASE] Game 3D Horizontal Resolution
1080 ; [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
1542 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800 ; [DEBUG] Game 3D Horizontal Resolution
600 ; [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
0 ; [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
0 ; Low res geometry track (1 low res, 0 normal)
0 ; Rotate wheels via textures v2
1 ; Bump map track (requires DP3; 0 => off)
1 ; 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
1 ; 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
0 ; Cockpit zoom (0 to 100) v2
1 ; 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}
2 ; 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 ?
60 ; 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 ; Full dynamic video walls
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
3 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
9 ; [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
1 ; [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



Edited 1 time(s). Last edit at 12/30/2019 02:52AM by Jan88666.
Re: Re-Instal and big problems
Date: December 30, 2019 10:10AM
Posted by: huskyman49
Hi,
I can't see how f1graphics could have any influence when it's not activated (0 ; f1graphics.cfg controls all settings (default 0))?
Re: Re-Instal and big problems
Date: December 30, 2019 06:27PM
Posted by: munnzy
I feel huskyman49 has a point lol
Re: Re-Instal and big problems
Date: December 30, 2019 09:51PM
Posted by: Jan88666
-.-! ....XD

Okay...i trie it WITH the confiq XD
Re: Re-Instal and big problems
Date: December 30, 2019 10:58PM
Posted by: huskyman49
Re: Re-Instal and big problems
Date: December 31, 2019 12:48AM
Posted by: Jan88666
doesent change anything...7000% cpu workload...:-O
Re: Re-Instal and big problems
Date: December 31, 2019 01:00PM
Posted by: huskyman49
I wonder how your cars.wad can have 950MB? Hopefully you didn't put all *.tga files into it...?
Could be helpful to send the cars.wad so someone could have a look into it...

Have a sound and successful 2020 (D)
Karl
Re: Re-Instal and big problems
Date: December 31, 2019 04:20PM
Posted by: Jan88666
I have no idea, i delete the "old" data and put the new in...the cars are from 2018-2019.

my "other" cars.wad with fantasy cars works perfect. 10%cpu

here the 2019 cars.wad and all cars for it. maybe you find the problem
[www.dropbox.com]
Re: Re-Instal and big problems
Date: December 31, 2019 05:17PM
Posted by: quickslick
you have still some carshapes and tex files of the original cars in your cars wad. Furthermore there are some tex files from cars, that don't have shapes like the hi_renault tex files and the rs19 tex files.
Re: Re-Instal and big problems
Date: December 31, 2019 05:53PM
Posted by: Jan88666
so i deledet every old tex /shape ...in a new original wad. after them i put the new cars in there, now the cars.wad are 721mb big and the cpu are 4000%

how big is your cars.wad?
Re: Re-Instal and big problems
Date: December 31, 2019 07:17PM
Posted by: gap177
My 2019 cars.wad is 571MB. I use 2048x2048 textures. PO between 20 - 40%.

Glenn (Cdn)
Re: Re-Instal and big problems
Date: December 31, 2019 07:19PM
Posted by: quickslick
haven't installed the new cars yet. But the reason why your cars wad is so big, is that the shapes and tex files are very big. You should downsize all the 22 MB texfiles to 5MB ones
Re: Re-Instal and big problems
Date: December 31, 2019 07:20PM
Posted by: Jan88666
Maybe is this the problem?
1920 ; [RELEASE] Game 3D Horizontal Resolution
1080 ; [RELEASE] Game 3D Vertical Resolution

But this is my monitor resolution...

i have no idea why the cpu from the 2019 wad 4000-7000% and the others are 10-15%
Re: Re-Instal and big problems
Date: December 31, 2019 10:33PM
Posted by: huskyman49
My actual biggest *.wad is around 230 MB. Can't see any advantage in 22 MB texfiles... My biggest ones are just around 5 MB, so downsizing (as #quickslick recommends) is advisable...
Re: Re-Instal and big problems
Date: January 01, 2020 12:23AM
Posted by: Jan88666
how can i downsizing the files?

Can you trie it with my cars.wad or with the cars for these wad?

i have now a complete new cars wad. i delete all cars_loads and all tex. files from the cars, put only the cars_load-0 (for car1 and car2)and the tex-files for these cars in the wad and after these...its 700mb big...

PS: Happy new year!



Edited 1 time(s). Last edit at 01/01/2020 12:24AM by Jan88666.
Re: Re-Instal and big problems
Date: January 01, 2020 10:15AM
Posted by: huskyman49
What program do you use for the textures? Photoshop? I'm using Corel PaintShop Pro but have also a free version of Phototshop available.
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