Hi all,
After a long time away, decided to resinstall LFS (latest patch) but have noticed some horrible graphical bugs (see attached)
It seems dark surfaces are the more obvious and also seems to be in association with your eye level and angle of viewing the track surface as it's amplified when the road ahead drops down or when you're braking and the car dips forward.
Westhill has the same effect with a very obvious centre line.
This is caused by bad texture mapping and saw it all too often in toca rd3 conversions for other games as the road surface, like in LFS was mapped in 2 halves rather than a 1024x1024 mapped across the entire width of the road.
After experimenting with blackwood for a texture update, I noticed there's no uniform method that's been used to map the track surface at least, it seems to be done with "random patches".
The biggest worry is if there's no method within the track tools to uvmap to a spline to enable mapping around curves / corners, then remapping / fixing the tracks is going to be a nightmare.
Apparently I'm not the only one to have noticed this.
I've tried resaving the files with 6 mips and also tried various filters and nothing will even make it acceptable let alone fix it.
Is this something that's going to be addressed soon? I'd like to try and get back into racing LFS for a while if I can, but with these texture joins, it's an unpleasant experience.
I'm running a FX5900XT card with 91.47 or something drivers, 2xAA, 4xAF (8xAF made no difference either and no AF results in a sparkle-fest due to no mipmaps being used in the textures). I've tried changing the trilinear / aniso optimisation settings, clamp negative mips, but it always looks the same.
Any suggestions that I can look at are welcome
The other problem I've noticed at Westhill (only tried BL1 / Westhill for a few laps since the reinstall) is that the pit entry / exit lines (the "do not cross onto the track" lines) have some dodgy LOD values or something as they seem to appear in stages when I'm about 10' away.. quite distracting.
Regards,
Ian
PS: The XRR also sounds like a Dyson now
After a long time away, decided to resinstall LFS (latest patch) but have noticed some horrible graphical bugs (see attached)
It seems dark surfaces are the more obvious and also seems to be in association with your eye level and angle of viewing the track surface as it's amplified when the road ahead drops down or when you're braking and the car dips forward.
Westhill has the same effect with a very obvious centre line.
This is caused by bad texture mapping and saw it all too often in toca rd3 conversions for other games as the road surface, like in LFS was mapped in 2 halves rather than a 1024x1024 mapped across the entire width of the road.
After experimenting with blackwood for a texture update, I noticed there's no uniform method that's been used to map the track surface at least, it seems to be done with "random patches".
The biggest worry is if there's no method within the track tools to uvmap to a spline to enable mapping around curves / corners, then remapping / fixing the tracks is going to be a nightmare.
Apparently I'm not the only one to have noticed this.
I've tried resaving the files with 6 mips and also tried various filters and nothing will even make it acceptable let alone fix it.
Is this something that's going to be addressed soon? I'd like to try and get back into racing LFS for a while if I can, but with these texture joins, it's an unpleasant experience.
I'm running a FX5900XT card with 91.47 or something drivers, 2xAA, 4xAF (8xAF made no difference either and no AF results in a sparkle-fest due to no mipmaps being used in the textures). I've tried changing the trilinear / aniso optimisation settings, clamp negative mips, but it always looks the same.
Any suggestions that I can look at are welcome
The other problem I've noticed at Westhill (only tried BL1 / Westhill for a few laps since the reinstall) is that the pit entry / exit lines (the "do not cross onto the track" lines) have some dodgy LOD values or something as they seem to appear in stages when I'm about 10' away.. quite distracting.
Regards,
Ian
PS: The XRR also sounds like a Dyson now