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March 28, 2024, 11:10:27 AM

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Messages - OS-Chris

16
Track Editing / Re: Track editor for dummies
December 14, 2010, 12:50:29 PM
If your just starting out with 3D modelling, I wouldn't recommend 3D Studio Max as it has a steep learning curve. Your better off creating the track in Bobs Track Builder (BTB) which has a far shorter learning curve, then converting it to KRP.

There is so much to learn to create a track from scratch (let alone the conversion process which isn't a walk in the park either), I doubt anyone can give you a walkthrough from start to finish. You'll have to learn step-by-step. When you come up against something you don't understand, search online for tutorials or post in one of the many BTB and/or 3DSM forums. That's how most modders learn to do it (besides lots of trial & error). GL ;)
17
Track Editing / Re: Karting Sallent (Spain) WIP
December 14, 2010, 01:37:25 AM
Yes, you can optimize the meshes in 3DSM but in a lot of situations, it's easier to do it in BTB as BTB handles the UVW mapping for you. In 3DSM, if you join 2 polygons together, then you have to manually reapply the UVW mapping (unless you keep a UVW map modifier at the top of your modifier stack for terrain, track surfaces are a major pain-in-the-rear).

What I would do in BTB is; reduce the number of segments (without starting BTB, I think it's called panel width in the track surfaces window) used on the straights (i.e. 1m segments in corners, 3-5m segments in the straights). Then, where possible, I'd merge as many terrain vertexes as I could without getting rid of too much detail (elevations & vertex alpha (material blending)). Based on the screenshots you posted, I would aim for around a 30-40% reduction in overall polygons. The more efficient you can be, not only with polygon count, but with collision models & textures as well, the more FPS everyone will get, and therefore, more people able to run on your track at once ;)
18
General Discussion / Re: Force Feedback
December 14, 2010, 01:09:51 AM
@SODI : you could try adding a steering deadzone
19
A cheap way of adding bumps to tracks (that rFactor & Simbin (to a lesser modifiable extent) do), is a TDF style definition file (which the modder creates) that defines how bumpy each material is. Then it's just a matter of alternating materials on the track surface and voila, no extra polygons and while it's not the ultimate solution (laser scanning), it's better than a flat track.

P.S: I've driven way more lifeless tracks than Lonato, I'm not dissing the track at all, just requesting an added feature ;)
20
Support / Re: trying to race online
December 13, 2010, 01:44:33 PM
Quote from: karter26 on December 13, 2010, 11:55:00 AM
thank you where do i change these on my computer i have windows 7
Start -> Network -> Network Infrastructure -> [your device] -> right click -> View device webpage
from there, it's dependent on your router model, consult your manual regarding either "port forwarding" or "virtual ports/server"
21
Track Editing / Re: Karting Sallent (Spain) WIP
December 12, 2010, 11:55:21 PM
You really should optimize the meshes. There are enough polygons there to make a 5km track (with terrain).
Looking good though, GL with it ;)
22
Track Editing / Re: Track tools released
December 12, 2010, 03:52:56 PM
Quote from: PiBoSo on December 12, 2010, 02:59:44 PM
Track tools updated to add 3dsmax 2010 32bits plugin.
Thanks mate, much appreciated ;)
23
Track Editing / Re: Track creation guide
December 12, 2010, 12:23:54 AM
Thanks for the reply.

It's a shame we can't share resources between tracks as I've got a track that can have 10+ layouts and if 1 layout is 40Mb, then 10 layouts is 400Mb :O

Anyway, are you sure the 2010 plugin is included in Track Tools (and yes, I meant 32-bit), I only see 8/9/2009 ?
24
Support / Re: DS & Running a server
December 12, 2010, 12:12:53 AM
25
Track Editing / Re: Converting from rfactor
December 11, 2010, 11:58:44 PM
It can be done, it seems you just need third-party 3D modelling software like 3D Studio Max or Blender. Import, modify according to the following rough guide. Save & then import into PiBoSo's software, add centreline & pit bays (and whatever else), then export to KRP format. I'm still learning the process myself and once I'm clearer on the process, I'll either do a separate guide or help PiBoSo finish his guide ;)

http://tools.piboso.com/index.php/Track_Tools
26
Off-Topic / Re: Hello Hello
December 11, 2010, 11:14:22 AM
Welcome from another KRP newbie (and iRacer), I wouldn't say I've migrated (nothing will replace iRacing within the next year or 2 IMHO).

I see a few familiar names in the leaderboards and no doubt there are a few other iRacers racing under their aliases. When the networking code is a bit better, I look forward to some close racing with you all ;)
27
Suggestions and wishlist / Best times - online & offline
December 11, 2010, 11:04:14 AM
At present, the best times screen accessed from the front menu, only records lap times from "Testing" sessions. IMO, it would be good if it either used both to show an overall best time (and show whether it was set online or offline), or have a separate list for each.
28
Support / Re: Problem with runing the game.
December 11, 2010, 04:51:42 AM
I tried to find minimum game specs but can't find them.

My guess is if video driver updates don't fix the problem, your video card is probably not supported (i.e. it appears that card doesn't support Shader Model 2, perhaps that's the problem).

Hope you guys can get it fixed. Otherwise, a new graphics card might be in order ;)
29
Bug reports / Online best times
December 11, 2010, 04:43:18 AM
Best times (on the home screen) doesn't seem to record times for online sessions (at least for the KC3)
30
Track Editing / Re: Kingston Park Raceway WIP
December 11, 2010, 04:39:21 AM
Quote from: machoo on December 11, 2010, 02:53:37 AM
I dont see any picture
ImageShack had an outage for a few hours, back now though. Thanks for the kind words all :)