The F1 2010 Conversions Thread - Updated Ferrari P4

Posted by jucksman 
Re: The F1 2010 Conversions Thread
Date: October 11, 2010 04:57PM
Posted by: Gigi4
What about using only objects and make new tracks and banks?







Re: The F1 2010 Conversions Thread
Date: October 11, 2010 05:53PM
Posted by: fongu
Gigi4 Wrote:
-------------------------------------------------------
> What about using only objects and make new tracks
> and banks?

and use a poly cruncher to make them use less polies if that's the case


Re: The F1 2010 Conversions Thread
Date: October 12, 2010 09:47AM
Posted by: SchueyFan
There's not much point converting most F1 2010 tracks because GP4 ones are equally or more accurate in many cases.

Using some textures or 3D objects could be more useful though.





X (@ed24f1)
Re: The F1 2010 Conversions Thread
Date: October 12, 2010 10:06AM
Posted by: Gigi4
SchueyFan Wrote:
-------------------------------------------------------
> Using some textures or 3D objects could be more
> useful though.


That's more or less what I meant :-)







Re: The F1 2010 Conversions Thread
Date: October 12, 2010 11:37AM
Posted by: Chrische
As i said in another thread, people who judge the process of converting things from other games must understand,
that no one here benefits financially by providing the community with conversions..

in ethical terms, i don't see a big problem there, either..
i mean, the rfactor community converted any gp4 track to their game and i don't remember anyone of them complaining :)

regards
Chrische

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Loading Screens part I: [uploaded.to]
Ferrari F10 (by scratch): [www.grandprixgames.org]
Yeongam main straight bridge: [www.grandprixgames.org]
Re: The F1 2010 Conversions Thread
Date: October 12, 2010 06:12PM
Posted by: gildoorf
My point is:

GP4 is GP4.

It has its own idiossincratic features, bugs, qualities, and most important: a compromised and productive living community, great talents on 3d making, graphical art and F1 expertise, and one of the most impressive track making tool of simulation environment, yet upgraded and released time by time.

If we have our own tools to create our own tracks and cars the way we want, why should we grab them from a simulator created for 2010 machine specs, for a brand new audience not so interested, I think, on simulation as GP4 fans are?

It´s not an ethical question, everyone wants more and more fast updates, but there´s always a price to pay, these new cars and tracks were designed on a way different basis, and I know how hard it is to know my poor machine is not allowed to support so many fps. It´s frustrating.

I admire people like Laurent, Tony, MarioB, Mitsuro Sano, Daimon, F1 Virtual Team, and many others who are no longer here... who believes in GP4 and still put lots of effort and brainstorming to improve it and keep it alive.

We believe it´s always possible to be more and more accurate in terms of simulation, and GP4 is still the best base for this.

I don´t like converted stuff. But that´s a single and personal opinion.

That´s my point.





Edited 1 time(s). Last edit at 10/12/2010 06:14PM by gildoorf.
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 11:16AM
Posted by: mpad
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 12:04PM
Posted by: ramf1v
@mpad.....yum yum
Are these difficult to convert ? and whats the polycount etc.......

F1Dev
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 12:26PM
Posted by: schroeder
gildoorf Wrote:
-------------------------------------------------------
> My point is:
>
> GP4 is GP4.
>
> It has its own idiossincratic features, bugs,
> qualities, and most important: a compromised and
> productive living community, great talents on 3d
> making, graphical art and F1 expertise, and one of
> the most impressive track making tool of
> simulation environment, yet upgraded and released
> time by time.
>
> If we have our own tools to create our own tracks
> and cars the way we want, why should we grab them
> from a simulator created for 2010 machine specs,
> for a brand new audience not so interested, I
> think, on simulation as GP4 fans are?
>
> It´s not an ethical question, everyone wants more
> and more fast updates, but there´s always a price
> to pay, these new cars and tracks were designed on
> a way different basis, and I know how hard it is
> to know my poor machine is not allowed to support
> so many fps. It´s frustrating.
>
> I admire people like Laurent, Tony, MarioB,
> Mitsuro Sano, Daimon, F1 Virtual Team, and many
> others who are no longer here... who believes in
> GP4 and still put lots of effort and brainstorming
> to improve it and keep it alive.
>
> We believe it´s always possible to be more and
> more accurate in terms of simulation, and GP4 is
> still the best base for this.
>
> I don´t like converted stuff. But that´s a
> single and personal opinion.
>
> That´s my point.


+1

matt
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 12:50PM
Posted by: ramf1v
I think f1 2010 tracks will be good for reference only....maybe as a base / template to start from,..... I haven't looked at them yet but if the models are like the game play, they're gonna be crap / rushed / thrown together, and I seriously doubt they will be accurate.
But I'm with gildoorf 100% on this.....I simply couldn't convert, it would feel like cheating.....what would be the point ?.....Could definitely improve them tho ;)
Can't comment more until I've had a look at one.

F1Dev
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 03:28PM
Posted by: senna9194
ramf1v Wrote:
-------------------------------------------------------
> @mpad.....yum yum
> [www.cheesebuerger.de]
> h/a020.gif
> Are these difficult to convert ? and whats the
> polycount etc.......


i think that the rbr showed from mpad isn't converted,but made by him.i'm converting the merc,and i think that it isn't really difficult,as far as you import the .pssg shape in 3dsimed and export it in 3ds format,then in 3ds max you fix the normals(after having attached all objects) and move the mapping in the mapping square,then you detach the objs in order to get all the objs gp4 needs(and create some like the mirrors),then you export it to .3ds and then to gp4.then adjust the height if needed(still have to arrive to this part;))



My GPGSL Career
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 03:36PM
Posted by: ramf1v
ahh my bad...now i get what mpad was saying...........Pretty standard conversion technique then.... what's the quality of the mesh like ?.......If there's guy's like mpad /; gezere etc making quality cars from scratch , is it worth converting these ?

F1Dev
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 03:47PM
Posted by: senna9194
ramf1v Wrote:
-------------------------------------------------------
> ahh my bad...now i get what mpad was
> saying...........Pretty standard conversion
> technique then.... what's the quality of the mesh
> like ?.......If there's guy's like mpad /; gezere
> etc making quality cars from scratch , is it worth
> converting these ?

the mesh is good,also the bodylines are "reported" on it(that's nice,even if it took me a bit of time to fix the normals in the proper way),but qualitively talking i didn't like to see that the fwing supports weren't properly attached to the nose cone,same for the nose cone camera,as far as the lastest gp4 cars i saw had those elements(apart the camera,that's an optional thing that depends from how it's in real life).For sure i used their Mercedes's mirrors for my fantasy car after having meshsmoothed the support;)the polycount is around 17k if i remember well.well gp4 modders can make a better (and free;)) job imo.



My GPGSL Career
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 03:54PM
Posted by: ramf1v
senna9194 Wrote:

> gp4 modders can make a better (and free;)) job
> imo.

......nuff said

F1Dev
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 03:58PM
Posted by: fongu
to be honest, the cars are better than I expected, but yes our modders have been doing better jobs - but our 2010 modders seem to be scarce at the moment :(


Re: The F1 2010 Conversions Thread
Date: October 14, 2010 07:36PM
Posted by: mpad
Though has promised to be engaged never more in modelling, but... Could not resist temptation convert at least one of these excellent cars.
Geometry of the highest quality. Excellent Shape/tex
Approximately 14 000 polys. Livery: base 2048х2048, interior 1024х1024. Scale of models same as in rF. Converting fast and pleasant.
I recommend to all fans of conversion.
Re: The F1 2010 Conversions Thread
Date: October 14, 2010 07:42PM
Posted by: senna9194
mpad Wrote:
-------------------------------------------------------
> Though has promised to be engaged never more in
> modelling, but... Could not resist temptation
> convert at least one of these excellent cars.
> Geometry of the highest quality. Excellent
> Shape/tex
> Approximately 14 000 polys. Livery: base
> 2048х2048, interior 1024х1024. Scale of models
> same as in rF. Converting fast and pleasant.
> I recommend to all fans of conversion.


ah ok,then it's a convertion.I thought you made it from scratch,didn't know you aren't anymore engaged into modelling:(



My GPGSL Career
Re: The F1 2010 Conversions Thread
Date: October 17, 2010 09:05PM
Posted by: kimifanaat
I tried some cars which you can already download, but it seems to me that the cars are quiet dark. I've changed my settings to 'Dynamic', but nothing really changed.

Re: The F1 2010 Conversions Thread
Date: October 19, 2010 08:42AM
Posted by: ramf1v
Hmmm morals aside , if your wanting the ultimate f1 sim...you can have it with GP4's game engine, and f1 2010's track models (mine are better tho';). ;)
The only problem is the lighting and shadows on track objects and the high poly count.

I've just studied a few tracks, modeling is average, textures are basic, polycount is huge....sun tower is 3000 + polys....mine is 879 and looks better imho ;
......models will need remapping and texture baking to make them look good in game.

I'm in two minds with this, I've put so much work into yas marina, and now i'm looking at a complete version....attention to detail isn't great tho...they all have a "rushed" feel about them.

Things I have modeled for gp4 are in the f1 2010 track.... 3d kerbs, 3d fencing etc...i think we can look at these tracks and see how they can be improved optimized for gp4.
I certainly won't be using any models for my track , but these tracks are a good reference for positioning and scale (They were laser scanned apparently ).
Early days...but these tracks WILL be ripped aplenty by modding groups...... it's just a case of when.....not if.

Maybe the track modding approach for gp4 has to change to keep up with the times.......more polys more detail etc.........raise the bar, and the minimum system requirements.

F1Dev
Re: The F1 2010 Conversions Thread
Date: October 19, 2010 12:08PM
Posted by: jan1710
kimifanaat schrieb:
-------------------------------------------------------
> I tried some cars which you can already download,
> but it seems to me that the cars are quiet dark.
> I've changed my settings to 'Dynamic', but nothing
> really changed.


Sorry... but where i can download some cars ? Can't find a link here...
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