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April 26, 2024, 03:49:04 PM

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Messages - whitham69

1
Track Editing / Re: Te Puke Kart Track NZ
April 11, 2012, 09:52:11 PM
The amount tracks change over there life span it never worth going to anal as it sure to be wrong at some point in time.

2
Track Editing / Re: Tracks database
February 27, 2012, 07:15:08 PM
yeah people put out half complete beta's and move to another project or release beta after beta with just afew more texture added and no one know where they stand
3
i know the tracks can be loaded into both game as the software the same, im unsure if the timing would work i never checked as the kart tracks are little small for the bikes to go around, drop it in the folder if it dont work you can always delete it.
4
Thanks Evo. after getting some more bug reports and doing some bench testing we think it a memory issue more than graphic now. just sat in the pitlane im using gb of ram.
5
Im afraid your 2 wheel cousin need abit of help again  ::)

We just released nordschleife and were getting complant about FPS, Do any of your tracks have this amount of objects or polys? The track can be downloaded from http://forums.piboso.com/showthread.php?tid=6if your intrested. it should work on KRP as your tracks run on GPbike, im unsure if a cart could around due to ground clearance.

Have you found any fix's or things that the software dont like?


Scene Totals:
  Objects: 1456
  Shapes: 0
  Cameras: 0
  Lights: 0
  Helpers: 1
  Space Warps: 0
  Total: 1457

Mesh Totals:

  Verts: 426061
  Faces: 191463
6
Track Editing / Re: Shadows
February 04, 2012, 04:37:30 PM
sorry not the amount of polys, the pysical size of the object,  A 10 meter high pole might cast a shadow a 1 meter high pole might not, i've never check it only a guess.
7
Track Editing / Re: Shadows
February 04, 2012, 01:53:22 PM
Could be a model size related issue. There has to be something writen to stop small objects casting shadow or every small step curve would cast and could cause FPS issue. But that just my guess.
8
Does anyone know what the maximum number of segment and lenth for the center line is please. we got 26 km and it causing an core.exe crash
9
Track Editing / Re: Shadows
February 02, 2012, 08:46:48 PM
make a shadow tga and model and use the decal prefix to add them to the track, it wont move around but you got a shadow
10
Track Editing / Re: 3D Grass
January 26, 2012, 09:08:23 AM
i belive most people use game pads, i like my saitek stuff but people use the 360 controlor which is fairly cheap. wheels can be used as well. I never made the honda skin but those skins wont work in the beta we got now,

there could be afew ways to get that effect in the picture, density map, invisible plan, could even be something under the sand model. It's alot to learn and remember it why im glad there two of working on ours.
11
Track Editing / Re: 3D Grass
January 25, 2012, 11:41:29 PM
Yeah me and Nak work togeather on the bike tracks, i do most the converting and modeling and he does the files structure and pretty handy with Photoshop , most thing we can figure out but sometimes we come across terms and process we struggle to find any good referance for.

Thanks for the help, we (Nak mainly) been trying toget this looking good for a while, it nice to know we can release fully working ok looking tracks at last
12
Track Editing / Re: 3D Grass
January 25, 2012, 11:14:16 PM
yeah we got that sorted now, grass look ok at last, problem we have now is grass under the tarmac in afew places, there no grass model or texture under the tarmac, were going to try a density map to try and cure this but niether of us have seen a density map before, were guess we can just export a render of the track from max and paint black and white  for grass placement.
13
Track Editing / Re: 3D Grass
January 25, 2012, 07:02:24 PM
So changing the setting will help the grass blend in alot better, i give that a go. also the draw distance is alittle low as you can see from the picture all the graphics are set at max, is there anyway to increase the draw distance for the grass?


max_density = 50
height = 0.05
height_diff = 0.1
width = 0.05
width_diff = 0.03
texture = grass_blades.tga
colormap = grass_color.tga


[url

Uploaded with ImageShack.us][/url]

14
Track Editing / Re: 3D Grass
January 25, 2012, 01:29:38 PM
you guys had any suscess making the grass looking good. we got it working but the grass still looks like flat plans and stands out a mile, on piboso track you hardly notice the 3d grass which is how it should be.
15
Suggestions and wishlist / Re: Engine Tuning on Track
January 09, 2012, 08:57:44 PM
That something i never got while watching karts on TV, i raced club and national level bikes from 125cc to 1000cc i even help testing with the 500cc modenas GP bike of Kenny Roberts snr and not once did mechanic say to me block the air in take, we change maps on the 1000cc superbikes(injection) and added restrictor or differant reed valves jets needles to intake mainifold/carb, are these motors under tuned or something as that would wreck highly tuned 2/4 stroke running it lean like that unless the top and bottom are not set at optium tune, we rebuild the motors ever 700/1000 miles on the 2 strokes.Back in the days of no motor limits you set them so lean for max power that they would siezed or blow as they cross the finish line,  i only tryed the kiddy karts you get given at places like chedder gorge so im nieve to the engine tune these karts have. i understand why it done but not why it needed to be done.