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Messages - PiBoSo

1816
Quote from: evo1087 on July 31, 2011, 07:31:37 PM
yeah more surface i agree. Concrete is common here in the middle of turns .

Concrete is already supported.
1817
Thank you for the suggestion.
Dedicated server setup has been extended.
There are up to 10 "slots" and the dedicated server will use the next one at each restart until it reaches the end and wraps to the first one.
An example:

track = Lonato
track2 = Lonato
track2_layout = Short
track3 = Essay
track4 = Essay

As you can see tracks can be also be repeated.

This feature will be available in next build.
1818
Support / Re: aider moi svp
August 02, 2011, 09:27:59 PM

To install a new language create, in Kart Racing Pro installation directory, a folder called UI. Then copy the .STR file into it.
1819
Track Editing / Re: Track creation guide
August 01, 2011, 03:42:21 PM
Quote from: Nitrox on August 01, 2011, 03:34:33 PM
I'm not sure yet how to create the density file, but if it is somehow similar to puddles, I doubt you could remove grass from kerbs this way...

Wiki updated to better explain how density map works.
http://tools.piboso.com/index.php/Track_Creation_Rules#3D_Grass

However it cannot be used to remove grass under objects.
1820
Track Editing / Re: Track creation guide
August 01, 2011, 01:55:48 PM
Quote from: Nitrox on August 01, 2011, 12:42:22 PM
Piboso, could you post an example of the texture file (eg lonato one)? I think I have an idea what it should look like, but this would really help :)

Just create four 128x64 textures with several grass blades drawn on each one ( from bottom to top, like a side-view ). Then pack them into one 512x64.
1821
Track Editing / Re: Track creation guide
July 30, 2011, 01:00:16 PM
Quote from: Aritz on July 28, 2011, 09:10:00 PM
I am trying to do 3D grass.

Is this file correct?

File "grass.grs", content:

grass.tga
gravel.tga

So 3D grass will be created over grass.tga and gravel.tga areas.

Grass_density.tga could be done like rain puddles? (using alpha channel and painted random areas and mapped in the grass.tga in glossiness channel)

Thx

Wiki page updated:
http://tools.piboso.com/index.php/Track_Creation_Rules#3D_Grass
1822



8)
1823
General Discussion / Re: Beta4 and the future
July 26, 2011, 11:35:17 PM
Quote from: Aritz on July 26, 2011, 10:01:22 PM
Any progress report? Thanks :)

Not much to report, unfortunately. Most of the time was lost to work on another project.
Anyway, so far:
- separate weather and track conditions, with dynamic track surface
- gearbox code revised to have neutral between 1st and 2nd gears.
- paints directory structure revised to make installation a bit easier
- support for multiple track layouts and layout editor
- server option to force a limited number of tires for each event, and possibility to re-fit a used tyre set
1824
Support / Re: can't connect to the internet ingame
July 26, 2011, 03:53:00 PM


Everything should be back now.
1825
Support / Re: can't connect to the internet ingame
July 26, 2011, 02:53:33 PM

kartracing-pro.com, support email and this forum still work because they are on a different host.
1826
Support / Re: can't connect to the internet ingame
July 26, 2011, 02:51:17 PM

DDOS attack on i3D.net

1827
Support / Re: can't connect to the internet ingame
July 26, 2011, 02:19:16 PM
Unfortunately everything is down. piboso.com, emails, master server and database.



1828
Track Editing / Re: Kartodromo Ciudad Evita WIP
July 24, 2011, 11:15:23 AM


Thank you for the video.
This is a runner-up for best looking KRP track.

A tip: tick the "Create" check-box of "Shadow volumes" during export. So the kart will get darker in shadows.

1829
Documentation / Re: multi-monitor
July 23, 2011, 03:24:40 PM
Quote from: dibu on July 23, 2011, 02:34:13 PM
Do I understand it right?
The display ID doesn't matter. Only the position in the windows display setup is important for monitors.cfg.
left=2, middle=1, right=0
How is the upper position of wwfowler's setup handled?

The display index is not fixed. It changes for every setup.
A display on top of the middle one has pos_x = 0 and pos_y = 1
1830
Documentation / Re: multi-monitor
July 23, 2011, 01:00:47 PM
Quote from: dibu on July 23, 2011, 12:02:48 PM
I played around a bit with the settings this morning and in the beginning I had the same problems as you described.

It's all a question of setting the correct numbers in core.ini (monitor = ?) and monitors.cfg (display = ?).


My combination was: left=ID2, middle=ID3 (PRIMARY), right=ID1


Here the settings, which worked for my combination:   

      core.ini   -->   monitor=2

      
      monitors.cfg   -->   
               monitor0
               {
                  display = 2
                  pos_x = -1
               ....

               monitor1
               {
                  display = 0
                  pos_x = 1
               ....


I still don't understand how the numbers exactly work. core.ini and monitors.cfg seem to use a different way of counting.
From my logic, I would have expected:

               monitor0
               {
                  display = 1


Just for info: I got about 60FPS. The same setup with Eyefinity showed about 220FPS. (RADEON HD 6870)

The "monitor" setting in core.ini uses 1 as base, because 0 is reserved for default.
So your displays are: 2 for left, 1 (+1) for center and 0 for right.

Performances will be improved in the future, but please note that each monitor is separately rendered, and also a lot of time is spent transferring data.
This is why it is strongly recommended to use much lower resolutions for side views.