Thanks for the photo's dude, the team stands are beauties, oh what I could do with a camera and a race track...sigh, I'm going to make a concerted effort to get a photographer on-board who visits these tracks regularly, has a good eye for detail and knows the requirements of a reference modeller, difficult because they all want to take "tourist" shots and not technical views.by ramf1v - Grand Prix 4
Yeah I figured that, I'll leave it at 100%, less hassle obviously there's no way to stop gp4 overriding things.by ramf1v - Grand Prix 4
auscain Wrote: ------------------------------------------------------- > Amazing resolution possible. I may just take you > up on the offer. I do wonder about the planet > being global in this situation. One of the > advantages of taking overhead shots at 300m of > altitude is that we are able to line up each scene > in a flat plane. So I wonder about the distortion &by ramf1v - Grand Prix 4
Sure Alessio, fire me a PM with the links... all are welcome. thxby ramf1v - Grand Prix 4
I'm using CSM & TSM, the pitstop info matches the info I insert into the .dat with CMagic, there's no problem there, everything works as it should on a 100% race length. ALL the cars stop twice in the given window. From the md3 file ..... 0 ; pitstop group 1 % 0 ; stop 1 0 ; pit window 1 0 ; 0 ; 0 ; 0 ; 0by ramf1v - Grand Prix 4
Excalibur Wrote: ------------------------------------------------------- > ramf1v écrivait: > -------------------------------------------------- > ----- > > Excalibur Wrote: > > > -------------------------------------------------- > > > ----- > > > Does someone knows the logo at the top of the > > rear > > > fin, please? >by ramf1v - Grand Prix 4
Excalibur Wrote: ------------------------------------------------------- > Does someone knows the logo at the top of the rear > fin, please? > > @Excalibur, you may have found it already....by ramf1v - Grand Prix 4
nm, I read lo2k's post a bit further down. Does anyone know if there's a definitive method of altering the MD for pitstops when running less than 100% ? tiaby ramf1v - Grand Prix 4
Hmm, actually I think I've figured out the problem, If you start the game with CSM then go to the ingame options and drag the race length slider from 20% to 100% the problem with 2 stops occurs. If you start the game with CSM set the race length to 100%, quit and restart via CSM, the race length is set at 100% and everything works as it should. So to conclude, set the race length to 100%by ramf1v - Grand Prix 4
re, the OP, if magic data is stored in the .dat why does Cmagic pull it from the exe ? thxby ramf1v - Grand Prix 4
I think I'll leave this alone and wait for Lo2k to add the function to builder ,otherwise I'll turn this forum blue.... It'll be so much easier editing the .dat file directly, makes sense really, I'm not stupid, I just don't get why something so straightforward should be so nerdishly over complex. I'm just thinking of new users and stuff like this putting peoby ramf1v - Grand Prix 4
When I "Import Defaults" using TSM does the info come from the circuits.dat or the GP4.exe ? EDIT: Right it comes from the exe afai can tellby ramf1v - Grand Prix 4
Yes, 100 % 58 laps, How does the CMagic thing work when using CSM ? It all seems a bit over convoluted. How do you allow for 50% race ?by ramf1v - Grand Prix 4
Ditto for me, I was going to post the very same question, I tested for a while but gave up out of frustration. think I'm doing it right....by ramf1v - Grand Prix 4
Yeah reference is a pain but I'm learning to deal with it, early morning browsing whilst sucking on a strength 5 and late night searching to tire me out. I use XnView with categories to quickly display photo's in my collections with the relevant details... for the finite details I use the "Clipboard" function, to pull out selected areas of photo's and save littleby ramf1v - Grand Prix 4
Thanks guys, adjusted the proportion slightly today, I was way out in the first screens, there's some structure at the back that needs adding, I'm not sure what it is right now, looks like a viewing pod of some kind. As always the garages seem to differ slightly at each venue. EDIT: That's Soulbringers excellent Ferrari f2012 in the scene btw.by ramf1v - Grand Prix 4
np, I have the full version should you need a really high res image, it goes up to silly resolutions like 36768 x 36768...should be enoughby ramf1v - Grand Prix 4
AndrewHarper Wrote: ------------------------------------------------------- > Really impressive work! > > Must be difficult to find all the reference > material as things like TV don't really pan out > enough to see all the detail in the garage. > > Thinking about putting some X Factor "stars" at > the back with their headphones on!? haha. Actuby ramf1v - Grand Prix 4
I've been meaning to do this for a long time, but thought it a good idea to start a thread where I can ask, and provide, specific difficult to find textures for projects. Like a lot of modders I have literally amassed 100'000's of photo's of the F1 scene over the years, frustratingly sometimes that "perfect" angle doesn't always exist, it's either too smalby ramf1v - Grand Prix 4
Aussie, not sure what your using to download satellite imagery, but check out Google OZi I use an older version and you can save out mahooosive resolutions.by ramf1v - Grand Prix 4
Nice work aussie, good to see it's still active.by ramf1v - Grand Prix 4
There's one with basic advert updates kicking around somewhere, and I think Hega's also working on a 2013 version...by ramf1v - Grand Prix 4
It's a complete rebuild not just a "texture update" so it may take some timeby ramf1v - Grand Prix 4
AndrewHarper Wrote: ------------------------------------------------------- > Really impressive work! > > Must be difficult to find all the reference > material as things like TV don't really pan out > enough to see all the detail in the garage. Thx, from a 3D artist POV it's a logistical nightmare Generally crap reference material and generally crap texture soby ramf1v - Grand Prix 4
Check my FB page for updates, there's been some progress but I've not had any time to work on this recently. Improved Pitlane detail and re-modelling of Pit buildings is about the only progress.by ramf1v - Grand Prix 4
A few wires.... At last stage for Ferrari, the garage is now one mesh and one texture, I just need to bake the lighting and shadows into the scene, paint the main texture and turn the 3d light frame into 2d planes. Garage polycount is 1034 faces, and the overhead car light frame is 600 faces, I can drop a few faces here and there but this is pretty much where it stands.by ramf1v - Grand Prix 4
It's more if the track can handle it, I'm spending a lot of time optimising and reducing / remodelling sections, but the poly count still remains pretty high for each garage. I'm working on the Ferrari 2011 , it's just about done, poly-count is 1,620 faces, if they all average that it's going to be a pretty big hit, but maybe 20,000 faces + for 12 garages isn't tooby ramf1v - Grand Prix 4
Thx, gotta keep improving things your pc should easily handle these.... They are taking quite a long time to finish, mainly down to finding good reference, stubborn attention to detail, and including Ambient Occlusion in the work flow. This entire game could be graphically transformed into a masterpiece if everyone used texture baking and ambient occlusion, it makes a huge difference, but itby ramf1v - Grand Prix 4