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Re: Released Track Objects

Posted: Sun Aug 06, 2017 6:33 am
by ColtonD719
Is anyone aware of an efficient way to make a wire or chain link fence that doesn't abruptly disappear at a short distance, or angle? Or is there a good fence out there that doesn't do this?

You can see the problem I'm trying to avoid on the left fence in this image:
Image

Thanks!

Re: Released Track Objects

Posted: Sun Aug 06, 2017 10:02 am
by Aaron Hall
ColtonD719 wrote:Is anyone aware of an efficient way to make a wire or chain link fence that doesn't abruptly disappear at a short distance, or angle? Or is there a good fence out there that doesn't do this?
Thanks!
The only way stop this from happening is have all the wire modelled instead of a plane and a texture which it is now

Re: Released Track Objects

Posted: Sun Aug 06, 2017 1:19 pm
by Wahlamt
ColtonD719 wrote:Is anyone aware of an efficient way to make a wire or chain link fence that doesn't abruptly disappear at a short distance, or angle? Or is there a good fence out there that doesn't do this?

You can see the problem I'm trying to avoid on the left fence in this image:
Image

Thanks!
On a 'personal' level, I think nvidia anisotropic filtering helps to see stuff like this for longer. Crank it up to 16x and you should be good o go I think.

Re: Released Track Objects

Posted: Sun Aug 06, 2017 5:40 pm
by ColtonD719
Thanks guys.
Aaron Hall wrote:
ColtonD719 wrote:Is anyone aware of an efficient way to make a wire or chain link fence that doesn't abruptly disappear at a short distance, or angle? Or is there a good fence out there that doesn't do this?
Thanks!
The only way stop this from happening is have all the wire modelled instead of a plane and a texture which it is now
That's what I was afraid of. It seems like the number of polys necessary to model each wire would be excessive. I'm concerned I'd cripple people's computers by running that amount of model detail all around the track.
Wahlamt wrote:On a 'personal' level, I think nvidia anisotropic filtering helps to see stuff like this for longer. Crank it up to 16x and you should be good o go I think.
Makes sense. However, I'm on a mac and don't know of a way to get into the graphics card settings.

Could custom mipmaps possibly help here?

Re: Released Track Objects

Posted: Sun Aug 06, 2017 6:15 pm
by Aaron Hall
ColtonD719 wrote:Thanks guys.
Aaron Hall wrote:
ColtonD719 wrote:Is anyone aware of an efficient way to make a wire or chain link fence that doesn't abruptly disappear at a short distance, or angle? Or is there a good fence out there that doesn't do this?
Thanks!
The only way stop this from happening is have all the wire modeled instead of a plane and a texture which it is now
That's what I was afraid of. It seems like the number of polys necessary to model each wire would be excessive. I'm concerned I'd cripple people's computers by running that amount of model detail all around the track.
it wouldn't be too bad as emf/rf have used it for a long with metal barriers which have modeled bars for it, and as long as you make LODs for it you should be fine

Re: Released Track Objects

Posted: Sun Aug 06, 2017 8:19 pm
by Wahlamt
ColtonD719 wrote:
Wahlamt wrote:On a 'personal' level, I think nvidia anisotropic filtering helps to see stuff like this for longer. Crank it up to 16x and you should be good o go I think.
Makes sense. However, I'm on a mac and don't know of a way to get into the graphics card settings.

Could custom mipmaps possibly help here?
Didn't realize you were! I've never found any settings like that on my mac, not by searching now either. Mipmaps probably won't do anything at all unfortunately.

Re: Released Track Objects

Posted: Mon Aug 07, 2017 7:10 am
by Boblob801
You could always have a plane with the texture alpha'd and then make a lod for the distance which is just a bunch of long poly squares with the texture over it no alpha. Luckily that makes zero sense so I'll post a pic soon

Re: Released Track Objects

Posted: Tue Aug 08, 2017 5:53 pm
by ColtonD719
Boblob801 wrote:You could always have a plane with the texture alpha'd and then make a lod for the distance which is just a bunch of long poly squares with the texture over it no alpha. Luckily that makes zero sense so I'll post a pic soon
I think I know what you mean. If you have a pic to illustrate though that'd be great!

Thanks for pointing that out Aaron. I may have to give it a shot.

Storken, yeah, being on Mac adds an extra layer of difficulty for everything MXS, but I've been managing to figure it out!

Re: Released Track Objects

Posted: Thu Aug 10, 2017 7:47 am
by ColtonD719
Aaron Hall wrote:it wouldn't be too bad as emf/rf have used it for a long with metal barriers which have modeled bars for it, and as long as you make LODs for it you should be fine
Image
Made a version with modeled wires and it looks much better. Now I need to figure out the LODs. I found this thread with some info, any other tips would be much appreciated!

Re: Released Track Objects

Posted: Thu Aug 10, 2017 8:37 am
by Aaron Hall
ColtonD719 wrote: Made a version with modeled wires and it looks much better. Now I need to figure out the LODs. I found this thread with some info, any other tips would be much appreciated!
With it being the wire mesh which will probably cause the most lag on lower end PC's, it will be quite hard to do simple because for each LOD you make you do less vertices, but with it being the wire which is taking up most of the verts it will be quite hard to make it so you still have the wire there with less verts. If i was doing it I would find the right distance LOD and then just have it so it is a plain with a texture instead of the individual wires. Hopefully some of that makes sense :roll:

Re: Released Track Objects

Posted: Sat Sep 30, 2017 7:08 pm
by AtlasZoor
Does anyone know a track with good overhead banners? I have looked all over but all the good ones are on safed tracks.
Any help would be greatly appreciated!

Re: Released Track Objects

Posted: Sat Sep 30, 2017 11:42 pm
by Wahlamt
AtlasZoor wrote:Does anyone know a track with good overhead banners? I have looked all over but all the good ones are on safed tracks.
Any help would be greatly appreciated!
Haggqvists, start at page 1 and work forward. He has released the ones from the 2013 gps

Re: Released Track Objects

Posted: Sun Oct 01, 2017 2:54 pm
by AtlasZoor
Wahlamt wrote:
AtlasZoor wrote:Does anyone know a track with good overhead banners? I have looked all over but all the good ones are on safed tracks.
Any help would be greatly appreciated!
Haggqvists, start at page 1 and work forward. He has released the ones from the 2013 gps
thanks so much!

Re: Released Track Objects

Posted: Mon Oct 02, 2017 2:44 am
by D_ROY178
i must be missing them all, but I cant find a mechanics pit mat? like the thing the bike stand goes on. Anyone pls??

Re: Released Track Objects

Posted: Mon Oct 02, 2017 4:30 pm
by AtlasZoor
D_ROY178 wrote:i must be missing them all, but I cant find a mechanics pit mat? like the thing the bike stand goes on. Anyone pls??
The bike stand mat is not an object its a decal. Herricks compound has the decal you are looking for.