• Welcome to Kart Racing Pro Official Forum. Please login or sign up.
 
April 18, 2024, 04:41:23 PM

News:

Please read the FORUM RULES


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 - Snappe

46
Quote from: Aritz on July 10, 2011, 12:55:38 AM
Maybe this can help, there were seconds until the engine pushed, and it was the second gear!

http://www.youtube.com/watch?v=5irxOye73vI&feature=player_detailpage#t=566s

That's an awesome video :-D
47
Paints / Re: A couple of questions :)
May 26, 2011, 04:10:59 PM
Check out http://tools.piboso.com/index.php/PaintEd

If you still have any questions, ask away!
48
Thanks! I have the same problem!
49
Bug reports / Downshifting lag
April 12, 2011, 03:46:23 PM
What downshifting lag?
50
General Discussion / Re: Beta3
April 01, 2011, 04:11:30 PM
Quote from: Racehard on April 01, 2011, 02:49:59 PM
The KC1 and 3 bug is most important at the moment in my opinion, I stopped driving KC1 and 3 since beta 2, because the engine stalling all the time is very annoying.

That's not a bug... Enable idle helper if you keep on stalling!
51
No, switching the eye off won't work. You need to make the RGB channels white, this is specific for the rain in KRP. Ignore the RGB channels in the tutorial I linked, it's for second life (but the procedure is still relevant).

Boris: I'm afraid I've never used BTB so I can't really help with the grass issue
52
Quote from: Aritz on March 15, 2011, 09:35:11 PM
By the way, I have another bug that you can see in the second picture, all the texturized walls are shown only from one side, if you are in the other side, the wall is invisible. Look at the roof of the boxes.

It's not a bug, this is standard 3d engine behaviour, all polys facing away from the camera are not shown. You will need to flip the roof polys so that they face downwards!

As for the rain, I can't quite make out what is going on from the screenshots... Make sure that the RGB channels are all white, and your puddles are in the alpha channel only! This link might help (specifically steps 3 & 4)
53
It'll work, but it's not a good thing to do. For instance, if you were to implement 3d grass, the grass blades would go through the tarmac!
54
You have grass geometry going through the road all over the place... You need to make sure there is no grass geometry under the road. Did you make this track in Max, or use BTB?
55
What do you mean exactly, 'grass on asphalt'?
56
To create the puddles texture you need to draw in the alpha channel, keeping the RGB channels white. It's best to just try it and see how it looks ingame!
The method I describe uses a second UV mapping for the puddles, covering a much larger area than the tarmac texture. So your puddles texture will loop, but at a much larger scale than the tarmac.
57
Quote from: Aritz on February 28, 2011, 01:35:59 PM
Snnaper, could you make a little tutorial of how do the puddles? I am not so good in 3Dmax and even with your explanation in track creation guide post, I wasn't able to do them. This is my last thing to do and if you can help me, I will release the final version of Magescq track this week.

Thank you  :D

Sorry, I somehow missed this post. What part specifically are you getting stuck at?
To add modifiers in Max: when you have objects selected, select Modifers -> UV Coordinates -> UVW Map from the menu bar.
58
Track Editing / Re: time problem on track
March 11, 2011, 11:07:36 PM
Your centerline needs to be in the center of the track.... You seem to have drawn it as the racing line instead!
59
General Discussion / Re: DrivingItalia.NET server
March 10, 2011, 01:55:53 PM
It's fixed! Thanks!  :)
60
General Discussion / DrivingItalia.NET server
March 08, 2011, 03:38:52 PM
To the admin of the DrivingItalia.NET server

While it's great that you're hosting a dedicated server, it's not so great that you've got wind speed set to 55mph...

Any chance you could change this to something under 30mph (14m/s)?