i really think the only problem could be memory: how much RAM do you have? what are your windows virtual memory settings? wich windows flavour are you running?
i tested those textures on very low end systems but with enough ram and framerate was totally unaffected, so i guess you have too low memory free (too many apps, less than 512MB, etc.), so that windows keeps swapping like a mad (more than usual -> that's why i always disable virtual memory on windows...)
and who writes this kind of posts? Honestly, why being so insulting? She is, who she is, you don't have to marry her, you don't have to read her threads (even if they are filling the 99% of forum ...just kidding becky :tilt, so learn the best teaching lfsforum has ever given: "smile and wave, just smile and wave"
why are you saying it to me? it's the kitty coming, not me...i know the kitty grabbed and stole everything found at your home, but i have nothing to do with it...but if you need, i sell surveillance systems -> i can make a special price for you...
i thought you'd preferred to come second in this case: the giant kitty has a second personality after the sun sets...
but anyway since you're asking, this night kitty will breathe on your neck too and put you to deep sleep with her onion-breath...remember to leave all valuable things at sight, so kitty has easier work to do, thanks!
don't be so unkind to my giant kitty! ...oh, yeah...sure, she is a female! you wouldn't have treated the kitty so badly if she was a male...apologise to kitty or i will open 10 threads to complain!!!!!!
ok, i'll tell her to visit you too this night after she's done with Shotglass
the picture is not very clear however textures resistant to skidmark is an lfs code problem, i cannot do anithing with it, if you talk about the yellow paintings, i did the best i could, unfortunately it's mathematically impossibl to make it match for all the aston pits, i made to make it look less evident as possible (i'll try to do better anyway), also the "PITS" writing and the yellow lines around it are not textures so i couldnt edited them
i've tested it even on a very low-end PC and frame rate isn't affected at all on any system, the only minimum requirement is RAM (512MB minimum), but from my tests if there's is not enough ram, lfs will crash at start, btw i will try to find out what's dawesdust problem
can you tell me your system specs? how much ram do you have? what are you minimum and maximum settings for virtual memory of windows? have you tried enabling the "half texture size" option under LFS?
many people tried hi-res textures, either mine, either other people works and it seems you are the first person who raised this problem, hence i ask you to please give as much feedback if possible so that we can work it out and document a solution for whoever may encounter the same problem, thank you!
PS since you have forgot to backup the original files (as recemmonded in the installation instructions ) i've attached the original textures for you
it's not an online issue, online is only a little worse, but it's pretty bad even on single player, this issue has been discussed many times and Scawen also explained a bit why, he knows quite well where the problem resides, he only have to plan when to work on it, to find a solution and code it.
the statement TinyK and i made is actually true in any case, male or female and of course as you said does not mean it's becky's fault if someone is a moron, it's just she could avoid them.
thank you sweetie!
actually the giant hello kitty on my hood scares the hell out the people when they see it in their mirrors, so scared (or more probably laughing) that they spin out and jump off the track to let me pass...be aware of the giant kitty...
no, i meant that if collisions are calculated at t1, t2, t3, t4, t5, etc. the probability that two objects start to collide at exactly t1, or t2, etc is about zero, thus 99.9% of times objects collide and since collision detection callback function still wasn't called, object will continue their movements and thus meaning object will overlap -> overlap is the source of the problem.
in few words, i used poisson name to explain it's no lfs flaw for object overlap, it's a mathematical issue.
unfortunately for me, this server even when empty is the one with the highest ping, if i ever succeed to connect it disconnects me after few seconds...i'm so sad...
my previous idea was to release all tracks at once (except south city), but either i have to organize things to make all work most reusable as possible and either i want to make it even better, so with this "quite final" release i hope to get many feedbacks and hopefully some real photos as example to point out things to be refined.
maybe shortly i will release a blackwood version with the same quality -> blackwood has quite simple mappings, while aston has the most weird, unbelievable and crazy mappings ever seen
i think we should not mix damage model issues with collision model issues, i know they are related, but the real problem for collisions is that being granted that collision checks are performed at time intervals, the problem is that Poisson teach us that in such case it is 99.9% (or more) probable that a collision happens in the meantime an thus solid parts will overlap, thus the collision system compensate this situation with an opposite force, the fact is: the solid overlap is an aberration, thus the compensationg force is an aberration too.
the solution to this problem will not be a smaller time interval for collision calculations, but rather a smart handling of the aberration...but we are lucky: Scawen have proved many times to find smart solutions to tough problems...
we only have to hope that collision system is on his todo list for the next major patch
Hello!
in this thread you will find my reworked hi-res textures for LFS. For now i'm focusing on asphalt, but i plan to work also on curbs, grass and maybe everything else.
For asphalt i will always release both a "bright tarmac" version (resembling as much as possible the original LFS tarmac brightness) and a "dark tarmac" version so to match evryone's taste.
As attachment you can find some screenshots (first five for bright version, last two for dark version) to give you an idea, but i strongly recommend to try for yourself as the sense of speed those textures give, is stunning (IMO of course!).
News: - released Blackwood & Aston Asphalt Textures 0.5.1 Alpha fixed (mapping quickfix)
Current Releases:
- Blackwood Asphalt Textures 0.5.1 Alpha fixed
- Aston Asphalt Textures 0.5.1 Alpha fixed
Installation:
- backup your *.dds files of your original LFS (dds files are placed into the "data\dds" subfolder)
- to achieve the best looking results, perform a monitor calibration and set you "white point" at the highest value
- Unzip the zip file into your LFS folder.
New Features (not included into original LFS Textures):
- asphalt cracks
- tridimensional depth of asphalt border
- tire marks simulating an asphalt where cars has passed since many years
- low frequency changes of asphalt elevation simulating a non perfectly plain asphalt
Fixes:
- the bug into original LFS textures of mismatch of road paintings after the starting grid
Known Bugs:
all bugs contained into original LFS textures (except the previously mentioned one wich have been fixed)
you are asking for non-linear mapping of throttle, as far as i know RBR is the only game having this, but LFS has similar thing for steering, so i guess it will be not so hard to have it into LFS, but to be honest i'd like that scawen will keep its purpose for this patch, that is "doing the little things on the to-do list so that for next patch can be focused on few major things"