I've never used bigrender myself.. but I _think_ if I remember from posts asking a similar question, there's a setting somewhere to use it from the render tab.
It'll still only render to a maximum of 512x384 but it will render the image in sections of that size. You then take the individual images and paste them into a single image in something like photoshop and voila! one big render
Have a look in the render settings window, pretty sure you'll find the bigrender info there.. but I'll also try adn find the thread where this was answered for definite a while ago
A query was posted on our team forum regarding using custom suits with LPH. LPH doesn't actually store or use any such data, but I've now made it possible to display custom previews.
See [POST=442477]post #1[/POST] for info on how to achieve this.
Regards,
Ian
(ps: Could a mod remove the version number from the thread title please? I can then use this thread for any future releases with less confusion ).
Was just about to follow up with something along these lines too. At some point, Silverstone for example was just a dream someone had, scribbled it on paper (or maybe slate with chalk? ) and then the excavators moved in.
Cars the same, someone has a dream, sketches a car, makes a 3D model either digitally and / or via a mould and some get put into production.
Eric sits at home, has a dream, scribbles some notes / drawings on paper.. models them and releases them as part of LFS.
Why do some people desperately want real cars and tracks? No matter how much you want to dream it, you're not a professional racing driver racing for his years salary.. it's a game played at home in an office chair for the most of us.
Fictional, you can make tracks as imaginative as you like (within reason of course if you want it to be believable) and for a snippet of the licensing costs.
rFactor has just about every track you have and haven't heard of available.. does it make it a good game? no.. because so much else is flawed with it.. I'd personally far sooner see more fictional tracks and the current tracks updated to give a little more atmosphere.. such as washboard effects in braking zones.. varying degrees of roughness in grass and "deepness" of gravel traps.
Same thing goes for cars really.. driving a car in a sim is _nothing_ like driving a car for real and most people won't drive the cars in the flesh they're asking for in LFS anyway, so you'd never have anything to compare.. so that makes the real / fictional debate kind of moot for the majority of people IMO and as sims / real cars are completely different, even pretty much moot for any real racing drivers.
fb: Sorry if you comment has flown straight over my head.. were you asking if I need to fix anything? or was it a light hearted comment in reply to my "when I update things....." comment above?
Dan: At least you do make contributions and I think a "drifter" saying something is "pointless" is quite a cute remark no matter what it is
ITBRTI: You can't edit the player name in the text field.. this value is taken from the filename as it's not stored anywhere in the PLY file itself. If you want to change the name to create a new profile, just open an existing PLY file, make the changes you want and save it as a new filename.. it'll update the player name text field with the new filename once it's saved
As you're just starting out for now, it might be easier to grab a copy of the free brazil version available from Splutterfish's web site and then do a web search for 'bigrender' (free too). That'll enable you to use my scenes without having to mess about (yet) and be able to render large images via bigrender. At least you'd be able to get some results quickly.. then you can spend some time learning and changing things like the materials to use whatever renderer you like
I think most people here doing renders started that way.. now many just use my scenes as a base and modify the hell out of them to create much better / more interesting scenes for themselves.. I do too
If you do want to change materials.. hit the 'M' key to open the material editor window and select the relative material ball for the car. You should see a list of material slots. Click on each one in turn and just under the balls to the right, you'll see the 'Brazil Mtl' Davo mentions. Click on that and you'll see a long list of material types.. select 'Standard' from the list. Now you'll need to load the texture again by clicking the small empty square button next to the 'Diffuse' colour.. adjust the specular / glossiness values etc to get the look you want.
There's no right / wrong settings per-se so I can't give you a 'click this, change that to 100, make this grey' etc instructions.. but hope the above is useful anyway and always remember this takes time.. I've now been doing it for a couple of years now on and off and still nowhere near as good as some.
herki: The installer's not actually that big.. LPH.exe == 1.94Mb, Installer == 1.96Mb. The previous version contained loose image files, this one has them embedded as a .RES file and the main reason the binary's so bug (the 34 images in the RES file total 1.3Mb).
Bob: Yup.. as I slowly get around to updating things, they'll all adopt a "standard" of sorts
Ghost: Do you mean that you can't see any .ply files in the Open dialog? or something else?
Note: Uninstall any previous 1.x.x.x versions before installing version 2.
2.0.1.2 Notes
Custom suits can now be displayed within LPH for better representation if you've modded these. To get them to display:
Make a note of the suit texture that you've replaced with your own custom design.
Take a screenshot in LFS from the 'Player' screen like the other preview images in LPH. For best results, this image should be 260x500 px.
Make a note of the driver number in LPH that represents the suit you've replaced.
Save your preview image you've just made from the screenshot in the 'LFS Player Hacker/data/custom_suits' directory relative to the driver style number you replaced, so if you replaced 'Suit_A' which might be driver style '32', save your preview image as '32.jpg'
Now when you browse, if a custom suit is found matching the current driver style number, it'll load that as the preview rather than the built-in image
I wouldn't drive them if they were in the game anyway.. not an open-wheel fan in the slightest.. tintops all the way for me and preferably street cars like the TBO / LRF classes
I don't think any cars in LFS (at least currently) would have such a system.. most of these are aftermarket add-ons aren't they? I know mine was and it only had a 2-way switch... 25psi or 40psi but naturally wasn't running a stock turbo either
It'll depend on the player names in each of the replays. If none contain a ` char, all data will load just fine (the reason I didn't spot this bug before I released this version).. but I hex-edited one of my MPR files and changed my name to include a ` char and was able to reproduce the bug.
I'm rewriting the entire replay reading / parsing functions atm as I've had to rethink the method I was using to be more reliable and stable.. hopefully I'll have this completed over the weekend
Thanks Fisch.. once the error is displayed, that's it.. it won't load any more info and won't hide the 'building list' message.. it's a bug I need to fix unfortunately.. but am working on it as I type this
Thanks for that too buedi.. I've tracked the bug and thought I fixed it last night, but alas....... back to the drawing board
The bug's caused by any replay that has a player name containing a ` char in it. For some silly reason, I used that as a delimiter for splitting up the results of the MPR files but obviously, if that's found "where I don't want it", it screws up the number of array elements and throws the List Index error.
Stupid me decided to use AnsiStrings for this info, so I need to rewrite that as it's just not happening how I want.
Glad you like the other bits.. there's some more "goodies" added too for the next non-bug fix release.. just need to tidy some of it up before beta testing it
I think this stems back before BSM (Bollox School of Motoring it was always referred to then).. was something my Mum was told when she was taught waaaaaaay back in the day and something that was relayed on to me... "now you've learnt to pass your test, you can learn to drive".. was pretty accurate too although my instructor (small firm) was cool and taught well for £12 a lesson
I don't think there's any need for the aggression part if they return to how they were in S1 days.. as the n00b, ok, pro etc settings worked pretty well and if you let them drive for say... 50 or 60 laps (preferably with a mixed grid so they learn overtaking too) they could be quite a challenge sometimes and definitely knew where you were on the track and tried to avoid you but still race hard.. as you say, right now, they have no spacial awareness and follow a fixed path, whether you or any other objects are on it or otherwise
Out of F1C, GTR2, rF (if you can call rF's AI and mean Intelligence with a straight face that is ) and LFS, LFS used to have by far the best AI of them all, IMO
Despite my rants and raves from time to time, I'm _really_ glad to hear the AI are going to be addressed sooner than later. I had some really good AI races back in S1 days when they functioned very well after running some laps of their own.. and my littlen loves LFS, but isn't ready yet to race online yet, so will be a welcome update for him too
Hopefully it'll help some n00bs learn to race before they enter online races and destroy them for others too.. maybe wishful thinking, but there's a few people I know would sooner train offline so not to disrupt others until they're a bit better.
One thing that'll help the renders look better dude... if you open up I think it's the 'XR_INTERIOR1.DDS' (or TGA if you converted it) file in Photoshop or whatever, you'll find a small white square outlined by a dark colour. Paint that white square either black or very dark grey. It's the area in the texture used for the likes of the window rubbers, the rear diffuser, under the wheel arches etc.
It's the same for all the cars, so you'll need to do it for each one, but will definitely make the render look better and more realistic