W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by EKO Sim-Racing, Jun 11, 2019.

  1. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    I'm doing an experiment on my track (trying new humps and bumps accordingly to what was there back in the day), so I made a brand new mesh, renamed it accordingly, and then I got a little issue here...:
    upload_2019-7-15_19-4-33.png

    in the log:
    \Content Manager (0.8.1865.34943)\ReadMe.txt
    19:01:07.198: … [StarterBase:99] WaitUntilGameAsync(): Game is already here!
    19:01:07.250: → [ExtraHotkeysRaceHelper:594] .ctor(): Extra key bindings: 0
    19:01:07.251: → [ExtraHotkeysRaceHelper:595] .ctor(): Extra joystick bindings: 0
    19:01:35.524: → [GameWrapper:340] StartAsync_Ui(): Result: <NULL>
    19:01:35.532: ⚠ [LapTimesManager:176] OnRaceFinished(): Race finished, but PlayerStatsManager.Instance.Last is missing
    19:01:35.533: … [RhmService:93] KeepAlive(): RHM will be killed after: 00:30:00
    19:01:35.544: ⊕ [QuickDrive:981] Go()


    What does all this mean ? And how can I resolve this ? Am I looking at the correct log file ?
     
  2. Johnr777

    Johnr777 Moderator

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    If you redo the physical mesh, you’ll also need to re-do the AI line, or delete for now while you are adjusting things
     
    luchian likes this.
  3. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Well... I don't have an AI line, even before when I was testing with the older mesh.
    EDIT: I take that back, I did have one.. and it works once again :lol:, thanks man ;)
     
  4. luchian

    luchian Administrator Staff Member

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    Also don't try the track in Race mode with AI ? :)
     
  5. Johnr777

    Johnr777 Moderator

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    I think it auto generates a file if there isn’t one. Look in the folder, I’m sure there’s something there
     
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  6. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    All is working well, you were right :)
    This track feels even better now and I still haven't done the physical mesh (the real crème de la crème) yet :cool:
     
    Tom 00 likes this.
  7. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Never have, I know I don’t have a proper AI so I’m thinking why bother deliberately make my sim crash? :ROFLMAO::D
     
  8. AccAkut

    AccAkut Active Member

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    Regarding your transparency issues on the last page, if you got heaps of transparent stuff using alpha_test is probably better. No draw order issues with that mode, and better performance.
     
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  9. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Ok I'll give that a try, thank you very much :)
     
  10. LilSKi

    LilSKi Well-Known Member

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    Fences close to the track often don't work well with alpha_test. So blend is likely your best bet even if it comes with a bit of a performance hit.
     
    EKO Sim-Racing likes this.
  11. Prototype

    Prototype Well-Known Member

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    Other than hard edge on test, what are the advantages of blend? @LilSKi
     
  12. Gunnar333

    Gunnar333 Well-Known Member

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    I noticed a moiré pattern effect on bright textures with alpha_test
     
  13. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Any advice of shader values for the grandstands? It looks to me too... bright.. barely visible... then when I modify the values it becomes too crisp and too edgy.. Maybe someone can lend a helping hand on the values ?
    ksAmbient ? ksDiffuse ? ksSpecular ? etc ?
    upload_2019-7-18_0-8-0.png
     
  14. Johnr777

    Johnr777 Moderator

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    Maybe lower specular values?

    Also try a shader with a normal map, might help!

    Trust me, we all have issues getting objects to look good in game, this engine has lots of little annoyances :lol:
     
    luchian and EKO Sim-Racing like this.
  15. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    I tried ambient diffuse specular all at 0.3... looked a bit too jagged
     
  16. Johnr777

    Johnr777 Moderator

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    Could also mean your KSEDITOR isn’t set to use anti-aliasing, you have to set that yourself in one of the inis
     
  17. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    And that changes the in game aspect or just the aspect in kseditor ?
     
  18. Johnr777

    Johnr777 Moderator

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    Just the editor, it’s got its own independent inis, not sure which one but it’s the video.ini that inside the SDK folder
     
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  19. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Hmmm.. is there something I need to add to the video.ini below?

    [VIDEO]
    WIDTH=1280
    HEIGHT=720
    REFRESH=59
    FULLSCREEN=0
    ANISOTROPIC=4
    AASAMPLES=2
    VSYNC=0
    AAQUALITY=0
    SHADOW_MAP_SIZE=2048
    DISABLE_HDR=0
    FPS_CAP_MS=30

    [EFFECTS]
    MOTION_BLUR=0
    FXAA=0
    3D_GRASS=0

    [CUBEMAP]
    SIZE=512
    FACES_PER_FRAME=1
    FARPLANE=500

    [MIRROR]
    SIZE=512

    [ASSETTOCORSA]
    HIDE_ARMS=0
    LOCK_STEER=0
     
  20. Johnr777

    Johnr777 Moderator

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    WIDTH=1920
    HEIGHT=1080
    ANISOTROPIC=16
    AASAMPLES=8


    Try that
     
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