The trees look awful.
Seems to be xtree shader, or lack of, related...
I'll take a look tonight as I noticed that on the original video, they looked not so good. With the Xtree shader they should look great though!
Dave
The trees look awful.
Please no. This is not SHIFT or GRID.Ie, camera shake as the car drives past.
I thought the problem was with shadows being cast onto the trees looking funny (since they show up on one side of the X but not the other). But I didn't look all that closely.Hmmm, looking at the trees. The xtree shader should be working.
I think what the issue is, is cloning in 3DS Max does something weird to normals or vert info not being passed properly.
Sun Jan 08 19:50:11 (INFO): [noqapp/3436] --- application start ---
Sun Jan 08 19:50:11 (WARN): [noqapp/3436] [QN] QNSocket:Write(); failed (0.0.0.0) (10038/<unknown error>)
Sun Jan 08 19:50:11 (INFO): [racer/3436] Racer version: 0.8.36 (Nov 11 2011/15:17:46) - customer: Internet
Sun Jan 08 19:50:11 (INFO): [racer/3436] DGPUShaderManager::Init() Geometry shading is not supported on this card (ATI?).
Sun Jan 08 19:50:11 (WARN): [racer/3436] DGPUShader:Load(data/renderer/fullscreen_shaders_hdr/bloom_shadows_f.cg): The profile is not supported.
Sun Jan 08 19:50:11 (INFO): [racer/3436] WorldRenderer: you have an ATI graphics card (ATI Technologies Inc.). Working around some long-term bugs.
Sun Jan 08 19:50:11 (INFO): [racer/3436] Physics engine: NEWTON v2.34
Sun Jan 08 19:50:12 (INFO): [racer/3436] Safety changed to: SAFE
Sun Jan 08 19:50:15 (INFO): [racer/3436] Loading track 'roggel'
Sun Jan 08 19:50:23 (INFO): [racer/3436] QNClient:Connect() attempt to localhost:25000 (RNetwork)
Sun Jan 08 19:50:23 (INFO): [racer/3436] QNClient: connected to server (our clientID=71)
Sun Jan 08 19:50:23 (WARN): [racer/3436] No AI found for track roggel, car supra_rz (also no ai/default.ini)
Sun Jan 08 19:50:23 (INFO): [racer/3436] Loading car 'supra_rz'
Sun Jan 08 19:50:24 (WARN): [racer/3436] No AI found for track roggel, car supra_rz (also no ai/default.ini)
Sun Jan 08 19:50:24 (INFO): [racer/3436] Loading car 'supra_rz_ghost'
Sun Jan 08 19:50:24 (WARN): [racer/3436] Can't find car.ini for 'supra_rz_ghost' (file 'data/cars/supra_rz_ghost/car.ini' not found)
Sun Jan 08 19:50:24 (INFO): [racer/3436] Can't load ghost car 'supra_rz_ghost'; ghost recording won't work
Sun Jan 08 19:50:24 (INFO): [racer/3436] Crash detected - attempting to recover some data before displaying the crash dialog
Sun Jan 08 19:50:27 (FATAL): [racer/3436] Exception 0xC0000005, flags 0, Address 0x0217A021
(this dialog text is stored in QLOG.txt)
OS-Version: 5.1.2600 (Service Pack 3) 0x100-0x1
0x0217A021 [atioglxx]: (filename not available): (function-name not available)
0x01B4E301 [atioglxx]: (filename not available): (function-name not available)
Ian, you can change it in the car ini...Am I the only one who is mildly bothered about the light cast from the headlights hitting the ground too close to the car?
I seem to recall having this same issue with the brake lights on one of the cars in one of the rFactor 2 vids not long ago. :/
Or in this case did you shorten the distance just for the sake of art?
Hmmm, looking at the trees. The xtree shader should be working.
I think what the issue is, is cloning in 3DS Max does something weird to normals or vert info not being passed properly.
I'd merge all the trees using the same shader (so one object in 3DS Max), do that for all the different trees. Then select them all, reset x-form, then collapse and re-export.
I had something very similar and it was fixed using that method.
Shame the dof are all inside the AR... if only we could be sent the trees in a Max file to try fix them
Dave
cam_default
{
zoom_far=16.000000
flags=0
src
{
k=0.000000
mass=1.000000
}
dst
{
k=10.000000
mass=1.000000
}
}
tcam
{
count=10
cam0
{
pos
{
x=0.000000
y=300.000000
z=0.000000
}
pos2
{
x=0.000000
y=0.000000
z=0.000000
}
posdolly
{
x=0.000000
y=0.000000
z=0.000000
}
rot
{
x=0.000000
y=0.000000
z=0.000000
}
rot2
{
x=0.000000
y=0.000000
z=0.000000
}
radius=50.000000
group=0.000000
zoom_edge=2.000000
zoom_close=2.000000
zoom_far=2.000000
flags=0
src
{
k=0.000000
mass=1.000000
}
dst
{
k=0.000000
mass=1.000000
}
cube
{
edge=0.000000 0.000000 0.000000
close=0.000000 0.000000 0.000000
far=0.000000 0.000000 0.000000
}
keyframes
{
count=0
}
}
; additional camera positions
; first step: watch video, mark approx. locations of known on-ttrack cams.
; okay, done that. now driving to them in-game.
; there are 6 fixed cams and a chopper
; leaving the above camera alone for now, since it doesn't hurt anything, number them
; from the start: 1 first chicane 2. third corner 3, fourth 4, last 5
; 1 is at: 37.5 -27.3 357.8
; 1 zoom is from 12 to 30 to 6
cam1~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=45.0000
y=-27.300000
z=350.300000
}
flags=1
radius=30.000000
zoom_edge=5.00000
zoom_close=20.000000
cube
{
edge=9.49 -28.56 393.0
close=42.2 -28.97 362.45
far=82.47 -29.17 321.24
}
}
; 2 is at: 174.1 -26.9 221.36
; 2 zoom is from 2 to about 25 to maybe 12, since it cuts so quick.
cam2
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=174.100000
y=-25.900000
z=221.3600000
}
pos2
{
x=158
y=-27.2500000
z=225.740000
}
; posdolly is where the camera starts. not sure what triggers it.
posdolly
{
x=30.3000
y=-28.1200000
z=372.800000
}
rot
{
x=0.000000
y=0.000000
z=0.000000
}
rot2
{
x=0.000000
y=0.000000
z=0.000000
}
radius=130.000000
group=0.000000
zoom_edge=2.800000 ; was 2
zoom_close=45.000000 ;10?
zoom_far=2.800000
flags=1
src
{
k=0.000000
mass=1.000000
}
dst
{
k=0.000000
mass=1.000000
}
cube
{
edge=167 -28.7 339.8 ; was 67 for x
close=158 -27.25 225.74
far=154 -27 197
}
keyframes
{
count=0
}
}
; 2.2: at the bend after the chicane
; 2.2 at 221.1 -25.4 35.97
cam3~cam_default
{
; pos is where the camera goes to.
pos
{
x=221.100000
y=-25.400000
z=35.9600000
}
flags=1
radius=175.000000
zoom_edge=1.000000
zoom_close=25.000000
zoom_far=1.000000
cube
{
edge=158.6 -27.2 183.0
close=215.4 -27.2 35.0
far=214.5 -27.4 -138.5
}
}
; insert 2.5. doy numbering. This corner wasn't filmed in footage but it makes some sense.
; 2.5 is at: 183 -26.2 -438
; 2.5 zoom is from 6 to about 50 to 2
; 2.5 should start by about 215, -27, -131 in order prev. cam doesn't flip.
cam4~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=183.100000
y=-26.200000
z=-438.00000
}
flags=1
radius=120.000000
zoom_edge=2.300000
zoom_close=45.000000
cube
{
edge=204.6 -28.0 -317.2
close=174.0 -29.34 -430.1
far=4.85 -27.44 -356.9
}
}
; 3 is at: -167.3 -24 -342
; 3 zoom is from 2 to 40 to 2
cam5~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-167.300000
y=-24.000
z=-342.000
}
flags=1
radius=100.000000
zoom_edge=2.000000
zoom_close=40.000000
cube
{
edge=-69.6 -27.3 -346.3
close=-162.9 -27.3 -336.8
far=-149.9 -27.1 -247.6
}
}
; 3.5, aka the helicopter's 2nd flight
; really this should be a dollied one
; anyway, start it around -148.5, -24, -247
cam6~cam_default
{
pos
{
x=-214
y=180
z=-102
}
radius=260
zoom_edge=1.5
zoom_close=4
}
; 4 is at: -114.2 -26.5 138.73
; 4 zoom is from 2 to about 40, and doesn't turn enough to swap again.
cam7~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-114.2000
y=-26.500000
z=138.730000
}
flags=1
radius=115.000000
zoom_edge=2.000000
zoom_close=40.000000
cube
{
edge=-121.04 -27.2 27.45
close=-117.17 -28.23 138.16
far=-130.88 -28.23 174.92
}
}
; 5 is at: -214.76 -27.8 329.84 - may nudge up y
; 5 zoom is from 2 to about 22 to 2 again.
cam8~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-213.800000
y=-24.800000
z=329.84000
}
flags=1
radius=170.000000
zoom_edge=1.300000
zoom_close=30.000000
zoom_far=1.3
cube
{
edge=-184.25 -28.23 278.76
close=-207.25 -28.23 328.2
far=-68.6 -27.55 401.48
}
}
; 6 is at: -31.15 -26.5p 433.9 - may nudge a bit up in y again
; 6 should be at: -31.7 -26.6 434.5 to avoid viewing a sign close up
; 6 zoom is from 6 to 50 to 6
cam9~cam_default
{
; pos is where the camera goes to. (this is all with flag 8)
pos
{
x=-31.700000
y=-26.600000
z=434.500000
}
flags=1
radius=50.000000
zoom_edge=6.0000
zoom_close=50.000000
zoom_far=6.0000
cube
{
edge=-68.6 -27.55 401.48
close=-33.48 -27.9 429.66
far=9.49 -28.56 393.0
}
}
}
Shame the dof are all inside the AR... if only we could be sent the trees in a Max file to try fix them
Dave