Yeah, it is slow with all the interface settings. But that is me, using a 2015 software (says so on the tin) with iirc 6-7 years old hardware. As I said, with selected scene only all is well! The new lightning is very much appreciated. Will need some getting used to - somehow I still invert the grayscale in my head. But does the lightning of the "back of faces" really mimic the game enby xandy - Grand Prix 4
Thank you for your reply. Only one quick test: for all three (plain / plain&wire / wire) it is slow to zoom/rotate with 120k faces / 160k vertices track (all scenes visible) With selected scene only - as maxi82 suggested - it is ok.by xandy - Grand Prix 4
Thank you very much for the 2015 version! On my lappie rotate/zoom etc with all scenes of track visible is quite laggy and slow though - and this is compared to ver 1912XE which is fast and smooth on the same machine. I load the track's .gp4 (no dat/bin/textures, wireframe and normals on, sunrays off) and it is hard to zoom on any object using the mouse. Even with "Disable Shading&quoby xandy - Grand Prix 4
for me it is #2 (would have been #1 a year ago) but it would be a close race concerning the run-time of gp4.exe (with gpxpatch, tweaker, csm, tsm) on the one and GP4Builder (with other tools) on the other hand seen over the years - I like to tinker with shapes, textures etc. The modding and the playing are - for me - equal in motivation to stay with gp4 (I don't play any other racing sim).by xandy - Grand Prix 4
Thank you very much for all the 2015 cars!by xandy - Grand Prix 4
Well, well, well. That looks (after a glimpse at the .gp4) like a real beauty! Hope my lappie can handle the poly-count (and thanks for the low-res textures). I'm reluctant to do money transfers over the web - old fashioned I'm for sure. So no monetary donation from me. But you can have all my appreciation - for what that is worthby xandy - Grand Prix 4
Okay - that's perhaps not the newest thing. But there is an easy way to get "fake 3D" rails/fences (and other two-sided objects) which I haven't seen used in tracks, at least not on regular basis. Lets start with a simple rails object (done with the great FenceBuilder of GP4Builder). The normals of the faces point toward the track and the material option "two-sided&quoby xandy - Grand Prix 4
my 2 cents (1) imho you are on the right track with the camera views and view angles ... (2) There are limitations for projecting 3D object on a flat surface (your PC screen). Front of the cockpit (where the steering wheel is) and end of the cockpit (where the driver's head is) are more or less equal in width on real cars. On your screen you see the front and some tires right and left.by xandy - Grand Prix 4
Really enjoy the 2014 content "Thank you" to GeZeRe, Isaint, Excalibur, Hega and all GP4 lovers great stuffby xandy - Grand Prix 4
don't know about "must see", but a nice clash of teammates giving each other plenty of room ... my first attempt at a GP4 video - no sound yet and not embedded sorryby xandy - Grand Prix 4
my rig has died on me again and as I don't really need a Windows Desktop PC I'm not sure about repair and all the hassle Prblanco and Laguna have given permission some time ago with credits to - Prblanco,Laguna for the original track - cleberpister,plodekk,murielsan for prior work on the track - F1Virtual for some objects/textures - Josekast for 2011 pitstands and garages -by xandy - Grand Prix 4
thank youby xandy - Grand Prix 4
for me it is always a pleasure to use GP4Builder if I have said this already (and I should have) it does not matter - cannot be said too many times I think so thank you for the new version it is not too late to whish you all the best for 2014, is it? Have a good oneby xandy - Grand Prix 4
all the best for you all and thank you for being here in 2013by xandy - Grand Prix 4
new round of tests Object Classes and Track Lightning test setup: - sun vector set to top down (0/0/-1) - wall with ten parts and for each part manually set normals to get sun vector/normal angles in the range from 90..180 degrees - texture for wall parts with 3 coloured stripes (red (RGB=127/0/0), green (0/127/127) and blue (0/0/127) - 2 different Illumemmissive Colour setting (black -by xandy - Grand Prix 4
it always a good idea to make one test more back to Prblanco's request Ambient Lightning and Illumemmissive Colour setting in Material Editor Black (RGB=0/0/0) - tested above White (255/255/255) - no Ambient Lightning Red (255/0/0) - no Ambient Lightning Green (0/255/0) - no Ambient Lightning Blue (0/0/255) - Ambient Lightning as with Black "no Ambient Lightning" meby xandy - Grand Prix 4
@Prblanco nice explanation - thank you and ... "good reason to not deviate too much from the default values" - you are the one with the "dark" Sepang 2009 (0.300 - AmbientLevelRebalance), aren't you concerning further tests: I've already cleaned up the gp4, so must rebuild the wall with the normals (not much to it) and will do it later this week you meanby xandy - Grand Prix 4
@Turbo Lover - thank you did a further test with a RGB texture texture has three parts RED (RGB 127/0/0), GREEN (RGB 0/127/0), BLUE (RGB 0/0/127) after re-running the tests shown in the last post the result for RED (RGB 127/0/0) looks like this dependant on the sun/normal angle only the R-value of the shaded surfaces changes, i.e. with the default setting (magenta line) and anby xandy - Grand Prix 4
by xandy - Grand Prix 4
I'm still at it - but with a different approach at first I only wanted to describe the effects of changes in weather.wdt with terms like "darker", "shaded surfaces" etc but for a better understanding of the ambient lightning or fogging I think some objective data is needed to get it I - build a simple wall in GP4Builder with 5 rectangualar parts using "TrackMat&by xandy - Grand Prix 4
AmbientLevelRebalance original tracks: 0.470 (Barcelona) to 0.500 (Imola, Melbourne, Monaco, Monza, Sepang, Suzuka) observations for AmbientLevelRebalance - usable range 0-1 - lower values give darker shaded and lighted surfaces -- effects on tarmac of track/pitlane (all what is painted per .bin I think) - lower values bring darker tarmac - jip mappings and track "glare" arby xandy - Grand Prix 4
@prblanco thank you very much for the information - I'll do the "test for the rest" AmbientFogScalar original tracks: always set to 0.250 not much to report on this one same as with AmbientConstant observations for AmbientFogScalar - usable range 0-1 (perhaps !!!) - no discernible effect on track lightning (with positive values - did test quite a lot) - negative vaby xandy - Grand Prix 4
AmbientFogConstant original tracks: 0.750 except for Spa with 0.800 observations for AmbientFogConstant - usable range 0-1 - lower values give darker shaded and lighted surfaces (see below concerning the use of these terms) -- most differences are visible in the range from 0 to 0.4 -- effects on tarmac of track/pitlane (all what is painted per .bin I think) - lower values bring darkby xandy - Grand Prix 4
AmbientConstant original tracks: 0.240 or 0.250 (Imola, Melbourne, Monaco, Monza, Sepang, Silverstone, Suzuka) not much to report on this one observations for AmbientConstant - usable range 0-1 (perhaps !!!) - no discernible effect on track lightning (with positive values - did test quite a lot) - negative values give coloured tint to shaded surfaces (-8=yellow tint / see picture beloby xandy - Grand Prix 4
first of all my starting point: weather.wdt from the original a1ring (only SkyDomeHeight changed) test will be done with only one variable at a time, so correlation of variables must be analyzed later on version 2 1.000 ;DirectionalFogScalar 0.240 ;AmbientConstant 0.750 ;AmbientFogConstant 0.250 ;AmbientFogScalar 0.480 ;AmbientLevelRebaby xandy - Grand Prix 4
for some time I wonder how far we can/could push the GP4 engine's lightning/shading capabilities yes - they are rather basic compared to modern game engines but let's collect the "wisdom" about the tweaks available in track making to mod track lighting imho the file weather.wdt is quite powerful - some settings (I think the first 7 variables) seem to influence shading (oby xandy - Grand Prix 4
as the first night track Singapore always was one of the great GP4 tracks a little bit of visual enhancement could imho achieved with - splitting objects (lightband) which have parts with fully transparent textures and parts with opaque textures to avoid popups - splitting adbridge objects which have self-illum textures on both sides to avoid flicker - remapping fences in runoff areas to aby xandy - Grand Prix 4