• Welcome to Kart Racing Pro Official Forum. Please login or sign up.
 
April 19, 2024, 09:40:39 PM

News:

Kart Racing Pro release13e available! :)


Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Ozzy_UK

1
Track Editing / Re: Daytona Sandown UK Track (WIP)
December 11, 2018, 09:41:38 PM
Just to let you guys know now that Battlefield 5 is out the door we have a bit more time over Christmas to work on this!

We hope to have something playable by Christmas...
Also hoping to port to UE4 for Kart Kraft too (which a friend of mine is working on)

Hopefully updates soon!
2
Thanks for the write up! Super useful!
Oz
3
Cool, thanks for confirming...
Most assets are at 4096 square but might half that for stuff like the go-pro sign...

The lamp posts have detail down to the stitching on the Daytona protector pads... maybe a bit OTt but I am a perfectionist!

I think track poly count won’t be too bad, all our dev PCs are Dual GTX 970’s or single GTX1080TI’s so we are used to working back from that! Lol.

Most of these are sub 500 poly’s per item. (Lamp post with 4 lights, and timing hut are under 600...)

Our optimised track mesh is about 20,000 polys with flat curbs, including the surrounding ground. Just the track is about 10,000.
We were going to do true geometry kerbs but I read a thread about them causing spins off throttle? Is that fixed?
4
Thanks, we are used to working more with Unity/Unreal/Frostbite so 16k textures are pretty common. 4k for small objects is pretty normal with them.

I don't know what the limitations are on the KRP engine...
5
Wanted to share some updated track side assets I built over the weekend...

Does anyone know what the maximum texture size is, and how larger textures impact performance?

Looking forward to your feedback as I haven't done any modelling/texturing since back in 2014...
6
I really want to share more updates with you guys, I have been super busy building more environmental assets over this week.
Updating everything I can and remodelling anything that I can improve on.
Finding time is always the hardest bit with a 50hr plus a week job, 3 kids and a super busy wife!

Things are definitely going in the right direction though!

We have a track with kerbs (albeit flat geometry at the moment), and it's all about 12,000 poly's.
We also have the topology mapped out for height ready to deform the track over.

Hopefully I'll have some images for you guys next week!

For those of you in the UK, enjoy your long weekend!
7
got some updated height data :)
8
Cool, useful info.

We are authoring textures between 4K and 16k square as we want to import to RFactor 2 as well, if we need to uses lower poly versions for KRP then we will do.

Main thing is getting a high poly version we can work back from if we have to reduce complexity.

Luckily I have the help of another very talented environmental artist. I may work in the industry but I'm just The IT guy. Fortunately I have a couple of studios of developers I can tap into for assistance too!
9
Is that 100k per frame or per track?
10
Quote from: AidenKempf on May 01, 2018, 03:53:10 AM
Quote from: Ozzy_UK on April 30, 2018, 06:03:32 PM
Thanks :)
if that means your going to keep working on it im excited, keep the work up, the screen shots look good

It Does, remodeling a load of the world assets i created as i want higher poly count given the GPU jump since 2014!
we have a much higher poly version of the track built in the last few days too, along with proper geo'd kurbing...

im excited about this again!
11
Track Editing / Re: Daytona Sandown UK Track (WIP)
April 30, 2018, 06:03:32 PM
Thanks :)
12
Track Editing / Re: Daytona Sandown UK Track (WIP)
April 27, 2018, 06:20:48 PM
Quote from: bootdisk on April 28, 2015, 10:34:59 AM
Just some other feedback for you - don't get me wrong your work is great, but I can tell you that, in standing by the side of the track for weeks at a time, the elevation changes are wrong - from memory there are no real changes in elevation - the track is pretty flat - though there may be a slow, gradual incline from one side of the track - the start finish straight is maybe 10 foot lower than the back straight.

I am going there again on Saturday so I will make a mental check for you.

Great work though!

Lee

you are quite right, the elevation top (by pit entry) to bottom (entry to turn 1) is less than 18 feet...  i got it horribly wrong initially, i am fixing this!
i have a ton of my own videos from here to use for reference now too :)
13
Track Editing / Re: Daytona Sandown UK Track (WIP)
April 27, 2018, 06:10:36 PM
Hi Guys, been away a little while...

I built a house and had another child, however...

my kids are just getting into Karting and have started Racing here at Sandown Daytona, so i am resurecting this project!

i am so sorry i never finished this but i have some help (and much needed motivation now)! hurrah!

i hope to progress this again soon.

Cheers and Sorry!
Oz.
14
Track Editing / Re: Daytona Sandown UK Track (WIP)
January 13, 2015, 07:28:00 PM
does max support fbx, does all the texturing info and data work correctly too? does it support normal or bump maps, transparancy maps etc?

only ever used the directx exporter before from max... most game tools we have work from within max/maya for working with our frostbite game engine (or unity or UE4).

many thank
Oz.
15
Track Editing / Re: Exporter request
January 13, 2015, 11:02:35 AM
Nearly ready to export my first track...

Any support for max 2012, 2013, 2014 or 2015 yet?

They are the only versions I have.

Thanks!