exactly! racing is not setting pb, slower guys have their right to do their race, i just want to stress the point i bolded, because the most annoying thing is people exiting from pits in the middle of a race just in front or between race leaders and pretend to fight with them and passing them...result -> race screwed! i'm not against people who join in the middle of the race just to warm up, but for those (that are not racing) a blue flag shoud mean "move off the way" imo.
+1 for the welcome message with info, but +1 for a command like /race_info to query the server, the latter should be quite straightforward to implement, because i think it will nicely fit into the scripting system
this is the file i used to be fine with weird mappings of the tarmac and avoid aliasing.
one layer is a grid that you can reuse for other tracks texture to find out how they are mapped, the other layers show the mapping for aston road bump texture (you can "easily" use this for road1 texture too keeping in mind that road1 is something like putting 4 road bump together...hope i explained myself...); those layers show where texture are cut and arrows show point and direction where different regions will join...i guess you will not understand what i'm saying, so just use the green grid before anything else and yo will see in game how it will be mapped, then things will be "clear"...
if you want to play with road paintings, i can give you also the masks of road paintings...let me know.
in the texture itself there is not a glich (as far i can see), but maybe you mean that whenever you do things just one pixel different, it makes appear strange things on random parts of the track? ...well...welcome to the aston madness, then!
i suggest to keep within the boundaries of the original lines and resist to the temptation to correct the painting mismatching, some are mathematically without solution (i.e. the pit yellow lines)
never happened to me, make sure its not a bug in the program that you use to save dds, when i reached the "release" step for each texture, i made the followingto generate dds:
1 - "flatten image" and save as raw (including alpha channel or not depending from the texture requirements -> check the original to know this)
2 - put raw into lfs data\pic folder
3 - delete corresponding dds from data\dds
4 - start lfs -> it will generate the dds without problems
that way you will be sure, you will not have problems
i see you are working on aston, so i just wanted to tell you that now you will face the eric's weird mappings (aston is pure madness) and if you want to save time i already did the reverse enginering of aston mappings, so if you want it, it can give you exact points of where textures get cut and where they do rejoin after a flip and rotate...(illepall), they are not included into sources i uploaded to sourceforge, so if you need them tell me and i will attach here on forum good work!
having 2 block is fine as long as they are very simlar (e.g. 2x512 is very good for dual channel also), at work there were a pc with similar ram slots, it was damn slow, we removed the different one and left it with 2x512...it became a new pc...maybe if you have ramndom general slow downs, you may try remove the 256 MB one and see, that way ram will work at dual channel which is faster
i have 2x512 indeed (same exact brand and model btw...)
yep kinda weird indeed!
maybe they make run your graphic card at an averagely more allocated ram and thus avoiding frequent allocate/deallocate and that could be the reason performance are better...wow! that's amazing!
ah...i always forget some people do it...sorry then for my lack of info...
thanks...well it seems the thanksgiving day!!!
of course a big thank to you, as i said at that time, you made a "proof of concept" of what could be achieved, but also thanks to Devil007 to have started all the fever of hi-res textures and many others...
well some people may be more active than others, but i believe that everyone as times passes by...maybe silently...but is always grateful to people who worked for the community...take Kegetys: he is always respected for his mods and his effort never forgot, so maybe someone my take for granted to have mods to enhance lfs, but i believe most do not
yep, i know there's so much to be done i would have make also grass, mud and curbs, but i decided to focus on tarmac only for the moment to concentrate efforts , with time i believe all modders will cover all aspect of texturing and different tastes.
well we know about scawen's work and iirc from the last interview, victor has or is going to start to work on another version of lfs-world not-desktop-based, what we don't know is what is doing eric, except bf1 and some very minor texture updates, he released nothing, so i really hope he almost finished S3 content, otherwise let's prepare to wait 5 years before first S3 alpha...
thanks for reporting!
there's so much variety of hrdware combinations out there, that is always hard to find where issues may reside...
now i know for sure that 32MB for video card is enough (thanks), so maybe that could means that anttt69's problem may be something with PC's ram or virtual ram swapping
Hi i just wanted to thank everyone that in the last months helped me while i was creating the hi-res tamrac textures. Many people gave me precious feedback while the work was in progress and still now
for future improvements and fixes.
Giving feedback may seem a little thing, BUT for this kind of work it is hard to keep an objective perspective and this is where many people helped me a lot...so thank you all!
this is the reason why many people thought those textures were worth downloading, in fact the Hi-Res tarmac textures were downloaded more than a thousand times!!! only the latest release of blackwood was downloaded 400 times.
this is why i felt obligated to thank every one that spent his time donwloading, try them and write me impressions (some times very detailed and full of screenshots). Thank You!
the distorted grain (at the bottom) is normal as it happens (worse) with original textures too and it is caused by the 3d projection.
the distorted grain except the bottom is cause by eric's weird mapping and only he can solve this.
about the other problem, surely it's not the power of graphic card, but maybe it's ram or maybe the agp aperture size in case you have agp.
another possibility may be the ram...it is enough MB but 1.25 makes me guess you have mixed types of ram that in some cases may drop the system performance a lot.
another possibility is the pagefile causing too much swap, you can try to disable and then delete it (after reboot) and see if problem still persist, if this is the case and you still want to use my textures i may prepare a special version for you at mid-res.
this is very strange as your system has more than enough specs and i tried on very low-end system without a fps drop
just to know: do you use any other hi-res texture pack such as skies, grass etc. ...again this would be not a problem since i tried also with lot of other texture at insane hi-res and not a glitch, i mean hi-res textures usually have no impact on system performance.
it seems the textures are too hi-res (too big) for your system, can you tell me what graphic card do you have? graphic card ram? pc ram? cpu? windows virtual memory setting?
if you can also attach a picture it would be great!
judging from download stats, many people do...
btw because of how i've organised my work, when i will be able to reproduce most of realistic effects, it would be matter of few seconds to save another one or two verions to meet all tastes (e.g. "original feel", "dark and fresh", etc.)
cheers
well another option could be to use acouple days to learn hacking then crack a bank and get a dozen billion bucks, so that you can pay your S2 license and give the rest to me (wth i put the idea i need to be rewarded for this !!! )
i'd suggest fox at fern bay black for the endurance race, the track is long requires concentration always on and has two chicanes that will put your race at serious stake if you make even a little mistake...if you are masochist then do it with f08!
another suggestion is xfr at aston north or aston cadet because they can be a bit of challenge and fun
another suggestion is westhill reverse with fzr
also rb4 with "stunt racers club" layout for blackwood reverse is a ton of fun
i tried to do the "bright" version of similar color as original ones, btw there is a general problem having hi-res texs near lo-res ones anyway, so i guess this could be really solved if and when i'll be able to rework curbs and grass too
what do you mean, i'mnot sure i understood: if it's related to the change of brightness within the track, i can't really do anything since it is hardcoded into lfs
yes, it seems i've not done enough in this respect, whilst someone seem to like a fresh tarmac, i agree this could realistically apply to one track and not for any track
with "bright" version should be fine
yes it is what i need, even for things that already came out, because making a raw statistic i may better understand what is more evident, of course from my point of view is not so easy to keep an objective perspective, that's why i need as many feedbacks as possible
maybe it's not the mouse but "lfs" try putting "minum sleep" at 1 and/or limit your framerate into lfs, it's a common problem in lfs when it's not setup properly...hope it helps...
this is completely false! fxo aside, every rwd in lfs is the fastest of its class...i.e.: fzr is always the faster car...anywhere! fxr has never a chance! xrg is always faster than xfg, thei're almost even only at blackwood; lrf don't even has an fwd!
there are only 3 fwd cars in lfs and 2 of them are the slowest of their class...so, i think you should review your opinion about that.
lfs promote rwd over fwd and awd without any doubt!