Nice work so far. One suggestion though - check your texture LOD bias. A bit more negative value is needed, because at some angles texture quality starts to drop too much. Looking forward to this car aswell
What is this LOD bias? Something to do with car modding ? ( I've saw this LOD thing in the player .PLR file )
To ensure good performace, models and textures switch to a lower resolution version at greater distance from the camera. With textures, this is done using mipmaps stored in the dds file format, models will have purpose build 'lod-models' which do the same thing. For example, a car close up might have 50k triangles, but from 100 meters away, visually it looks like the same car, but only has 5000 triangles left. To ensure smooth transitions you'll need multiple lod-models mipmaps in a dds file:
LOD bias has similar meaning to texture sharpnes More info here. http://www.opengpu.org/forum.php?mod=viewthread&tid=383
Just want to add that 'extreme' negative values comes at the cost of potential aliasing issues. For the early ISI tracks I was using -2.0 for the diffuse map and -1.0 for the normal and specular maps. Now I'm up to -1.0 and -0.5, and in some cases -1.0 and 0.0. Nothing worse IMO than having an a) massively tiled texture pattern or b) aliasing issues that can be avoided. Imagine having to deal with both at the same time .
Hi, a small contact management board damage. Sorry, I did not have to go hard enough, both doors are not spurts! I try to do better next time.............. See you soon