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Messages - Frank Hermann

1
Max 2009 here, and a 2,1 Ghz Dualcore, 4 GB Ram and a Geforce GTX 460

for exporting the map file (100 MB - incl. Shadow volume and Shadowmaps): 3 Min 30 Sec
for exporting trp file: 7 Sec

just for comparison...
2
Track Editing / Re: Track creation guide
December 19, 2011, 11:30:17 pm
hey schwoni, i just tested büren and i noticed the fps drop also during T1. But i have no idea where i comes from. My suggestion would be the chain, with this amount of polygons, but you said you tested it already, and there is no effect. So i dont know :(
3
Track Editing / Re: Track creation guide
December 19, 2011, 02:30:57 am
I wouldnt say that one highres asphalt texture is a problem. Im using alot of high res textures with aplha channel and everything still looks fine in singelplayer. But im sure there will be a point where i have to reduce some texture resolutions, when im getting to a final version of my track. But for me its better to start with a high res version, which i can use in the future too.

Back to Tarmac, i would use one sqaure texture for the high res stones in 1024x1024 or 2048x2048 pixel and on top a second layer with a different mapping in resolution like 256x1024 or 256x2048 for the rubber and dirty look!
4
Track Editing / Re: Track creation guide
December 18, 2011, 05:52:37 pm
You just need soft edges, the inside of the shapes could be filled with white! But the fading of the grass from top to bottom like on your picture has an nice effect!
5
Tracks / Re: Büren Track
December 16, 2011, 01:07:28 am
nice :) like the details ... keep running.
6
Suggestions and wishlist / Re: Do you want AI?
December 13, 2011, 03:37:28 pm
web-based server browser! :)
7
Suggestions and wishlist / Re: Do you want AI?
December 13, 2011, 02:51:44 pm
Agree (you were writing faster ;)

PiBoSo I think we all wonder how fast you are developing your racing sims. Compared to other developers and bigger teams it seems like you are developing your code somewhere in the space where the time is going slower. We dont know, but for sure your time is limited like on earth, so slowing down the development for months, just for ai dont seems to be the best idea!
I was interested what your answer would be on this topic. But it was no big suprise, that you thought of an realy good AI, which we know from other sims isnt that easy to make.

But what about an very easy AI, which just drives the ideal line, created by our selfs out of a fast replay lap. For a bit human like look, the AI should not use exactly the same line on the straights. There dont has to be overtaking, and the ai dont has to react to the player, we know that from rfactor where it was implemented but didnt work very well. This advaced Ai could be an update for the future. But i agree, maybe there other things that are more important than AI. But especially as a track designer i would also love to play with it ;)

8
Suggestions and wishlist / Re: Do you want AI?
December 12, 2011, 01:35:33 am
Definitely yes, because its good for the Future of the Game. At the Moment you cannot Race, because there are not enough Players online. Racing alone against the clock isnt exiting, so we are using KRP not very often and sometimes completely forget the Game for a time!. With AI you could race when you want, and we would start using KRP much more often, which would be also good for the Online Part. Because we would check more often the servers, and maybe join them! My Theory ;)
9
Track Editing / Re: Track creation guide
December 09, 2011, 07:58:44 pm
today i found something interesting out about the visualisation of Fences.

My fences were not looking good, like on the pic "before". Also they were disappering in the distance.
Now i found out, that you need soft edges at the texture or lets call it anti aliasing. When you draw a fence just with lines of 1 or 2 pixel without anti aliasing you get problems. An easy way is, to take you original fence and increase the texture. My fence is now 1024x1024px (512x512) and it works very well now! Maybe with softer edges 512x512 should also work.





10
Suggestions and wishlist / Re: Curbs
December 08, 2011, 11:56:21 pm
Quote from: Racehard on December 08, 2011, 09:42:53 pm
You won't hear the sound of curbs then.


no worries, i dont want to make them flat. There should be still a good sound and feeling after the update. Thx PiBoSo for the tip ;)
11
Suggestions and wishlist / Re: Curbs
December 08, 2011, 08:43:31 pm
Quote from: PiBoSo on December 08, 2011, 08:20:51 pm
Quote from: Frank Hermann on December 08, 2011, 07:27:34 pm
I wil try to fix the Problems with the slippery curbs in Kerpen, in the next update.


Some of the kerbs at Kerpen have a compact "square wave" shape, and the collision detection of KRP doesn't handle them correctly.
However, the plan is to improve the code in one of future releases.


i wanted to experiment with invisble plates (with road grip) which i place in the curbs, so that the tire has in the best case more grip.
12
Both Directions for Kerpen are coming ;)
13
Suggestions and wishlist / Re: Curbs
December 08, 2011, 07:27:34 pm
I wil try to fix the Problems with the slippery curbs in Kerpen, in the next update.
14
Track Editing / Re: Exporter request
December 07, 2011, 10:33:22 pm
Thx for looking for it ;)
Seems like i need a newer Max Version :(
15
Track Editing / Re: Exporter request
December 07, 2011, 08:27:25 pm
Hey, i hoped you could request soon, now thats soon ;) Thx for you time!

unfortunately it doesnt work :( as seen on the attached picture.

Cheers Frank