Tyre animation textures

Discussion in 'Car Modding' started by Butters, Feb 26, 2015.

  1. Butters

    Butters Registered

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    Hi can anyone please tell me what the purpose of all of the animation textures are for the tyre wall and tread? At the moment I am just testing with 1 texture but renamed for the different animation settings and it looks pretty good in my opinion. Appears to me as though the game is already creating the desired blur effect during the rotation of the tyre. I know that there has to be a reason so just curious to know what it is. I have tried turning everything down to the loest settings so I don't think it is anything to do with if using lower settings or anything?

    Any insight would be greatly appreciated.
     
  2. lordpantsington

    lordpantsington Registered

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    Rotational Motion Blur. Yes the mesh is actually rotating, but it also needs the texture animation to look correct. Unaffected by detail switches unless you've specified a different tire mesh at lower settings.

    To tack on and add more info into this thread: I would love to know at what rotational speed the animation is switched?
     
  3. Butters

    Butters Registered

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    Gotcha thanks for that.
     
  4. redapg

    redapg Registered

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    When you use different colored textures for the 01,02,... textures, you should be able to see it, as long as there is no too "long" fading in the animation.
    Maybe it's defined similar to the RPM bar or sound-fading method.
     
  5. TechAde

    TechAde Registered

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    From ModDev\Vehicles\SkipBarber\skipbarber_cockpitinfo.ini:

    // Wheel speed and tire compound are combined into a single animation index. For example, the first three animation frames would usually be the
    // tire speed blur animations for a dry-weather tire. You can define more using GraphicalTireCompounds.
    WheelSpeedAnims=3 // default is 3, but up to 6 *speed* anims allowed, multiplied by any number of graphical tire compounds
    WheelSpeedRPM=(168,672,1000,1500,2000) // RPM thresholds to switch animations between *speed* anims)
    GraphicalTireCompounds=2 // number of graphical tire compounds (may be less than number of physical tire compounds if some look the same)
     
  6. lordpantsington

    lordpantsington Registered

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    Wow, didn't realize that is now user specified! Great stuff.

    Although it's interesting that there are 5 threshold specified, indexed sequentially. For dry: frame 00 to 01 (one switch), frame 01 to 02 (two switch). For Wet: frame 03 to 04 (third switch) and 04 to 05 (Fourth). Why are 5 switch thresholds specified? It is not like you would ever animate from dry frame 02 to wet frame 03.
     
  7. fireeyes

    fireeyes Registered

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    The logic appears to be that you have up to 6 "speed" textures per compound (assume 00 is static, no motion). That leaves five blurry textures available IF you want that many... thus the five transition RPM thresholds (appears you can set these thresholds but not clear... also not sure if you have to define five thresholds even though you're only using 3 speed animations). Sounds like defining 2 compounds would give you another set of 6 animations if you wanted that many (defined with the WheelspeedAnim=6).

    Will have to post back after testing it out.
     
  8. WiZPER

    WiZPER Registered

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    Amount of animation-textures is (also) defined by the material, values in cockpitinfo.ini are speed for which level, amount of compounds, and definition of which compounds to use which "set" of textures.

    - it's not really "user defined" - it's still MOD defined.
     
  9. lordpantsington

    lordpantsington Registered

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    User defined, (as opposed to the hardcoded values we had in rf).
    Mod makers are users of rf2.


    Even if we think of the threshold speeds as transitions in and out you'll end up with an extra.

    [table="width: 500"]
    [tr]
    [td]0[/td]
    [td]Start frame 00[/td]
    [/tr]
    [tr]
    [td]168[/td]
    [td]Start transition to frame 01[/td]
    [/tr]
    [tr]
    [td]672[/td]
    [td]End transition to frame 01[/td]
    [/tr]
    [tr]
    [td]1000[/td]
    [td]Start transition to frame 02[/td]
    [/tr]
    [tr]
    [td]1500[/td]
    [td]End transition to frame 02[/td]
    [/tr]
    [tr]
    [td]2000[/td]
    [td]?[/td]
    [/tr]
    [/table]
     
  10. TechAde

    TechAde Registered

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    I'd guess that with Anims set to 3 only the first 3 RPM values will be used.

    Sent from my SM-G900F using Tapatalk
     
  11. redapg

    redapg Registered

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    Following this:
    WheelSpeedRPM=(168,672,1000,1500,2000) // RPM thresholds to switch animations between *speed* anims)

    i would say it works like this:

    Standing car: texture 00
    up to 168 wheel-rpm: texture 01
    from 168 up to 672 wheel-rpm: texture 02
    from 672 up to 1000 wheel-rpm: texture 03
    from 1000 up to 1500 wheel-rpm: texture 04
    from 1500 up to 2000 wheel-rpm: texture 05

    So you have 6 textures in use.
     
  12. lordpantsington

    lordpantsington Registered

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    If you open the skippy's resources you'll understand why this isn't the case.
    Frames 03, 04 and 05 are wet tire textures. There may be 6 frames but the animation is only 2 sets of 3. Dry Static, Dry Medium Blur, Dry Full Blur. Wet Static, Wet Medium Blur, Wet Full Blur.
     
  13. Lazza

    Lazza Registered

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    Because it has WheelSpeedAnims=3. So it never uses the higher thresholds.

    I think redapg might be switching a step early though. The non-blurred texture would be used up to 168 (wheel) RPM, then texture 01, etc. So the final switch at 2000 rpm is actually switching from the fifth to the sixth texture, not just staying with the same one.

    *In other words, if WheelSpeedAnims were 6, with dry and wet textures, you'd have frames 00-11. The TireCompoundMap line maps the compound indexes to the frame numbers, and that can be modified via upgrades if you have multiple compounds so that you keep drawing the correct texture ranges.
     
    Last edited by a moderator: Mar 1, 2015
  14. redapg

    redapg Registered

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    Now i was curious and made a small test in DevMode.
    I used:
    6 Animation textures 00-05
    And the following Settings in the cockpitinfo.ini:
    WheelSpeedRPM=(68,172,270,370,470) (can be set by the modder like it seems, the game uses it!! i took small steps to see the changing faster)
    GraphicalTireCompounds=1

    And then i set "WheelSpeedAnims=" to different values.
    That is the result:
    With (all following is meant from Standing car, up to full Speed)
    WheelSpeedAnims=0 it Shows only 00
    WheelSpeedAnims=1 it Shows only 00
    WheelSpeedAnims=2 it Shows 00/01
    WheelSpeedAnims=3 it Shows 00/01/02
    WheelSpeedAnims=4 it Shows 00/01/02/03
    WheelSpeedAnims=5 it Shows 00/01/02/03/04
    WheelSpeedAnims=6 it Shows 00/01/02/03/04/05


    The "funny Thing is, when i Change
    GraphicalTireCompounds=1 into GraphicalTireCompounds=2
    i get
    WheelSpeedAnims=0 it Shows only 01
    WheelSpeedAnims=1 it Shows only 01
    WheelSpeedAnims=2 it Shows 02/03
    WheelSpeedAnims=3 it Shows 03/04/05
    WheelSpeedAnims=4 it Shows 04/05
    WheelSpeedAnims=5 it Shows 05
    WheelSpeedAnims=6 it Shows 00

    In this case, i don't understand the scheme.
     
  15. Lazza

    Lazza Registered

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    Did you set the TireCompoundMap at all?

    What you actually have there is the second graphical tyre compound, through your setting or because it's somehow defaulted to it.

    Remember that WheelSpeedAnims sets how many textures are dedicated to each graphical compound, so if WheelSpeedAnims=3 your frames:

    00, 01, 02 - - 03, 04, 05 - - 06, 07, 08 ...
    correspond to graphical compounds
    0 - - 1 - - 2 ...

    and if WheelSpeedAnims=5, the frames
    00, 01, 02, 03, 04 - - 05, 06, 07, 08, 09 - - 10, 11, 12, 13, 14 ...
    correspond to
    0 - - 1 - - 2 ...

    This means the first graphical compound will use these frames based on WheelSpeedAnims:

    WheelSpeedAnims=0 - - 00 (you can't have 0 anim speeds, so it reverts to 1)
    WheelSpeedAnims=1 - - 00
    WheelSpeedAnims=2 - - 00, 01
    WheelSpeedAnims=3 - - 00, 01, 02
    WheelSpeedAnims=4 - - 00, 01, 02, 03
    WheelSpeedAnims=5 - - 00, 01, 02, 03, 04
    WheelSpeedAnims=6 - - 00, 01, 02, 03, 04, 05


    And looking at the ones on your list, they are the remaining ones not used by this first tyre - of course it starts to run out of available textures as you eventually use up 6 out of 6 available :)
     
  16. redapg

    redapg Registered

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    Ah, i think i get it.
    Because i had no textures 07 08 09.. available, the game simply used the existing ones, when i set the
    GraphicalTireCompounds to 2.

    And WheelSpeedAnims=0 is the standing car :D
     
  17. Lazza

    Lazza Registered

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    Yep, because you had 6 textures, my first compound and your second compound could coexist as long as they each used 3 or fewer textures. Above that and we're running out :)
     
  18. lordpantsington

    lordpantsington Registered

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    This is the sort of complete discussion I was hoping to add to this thread. :)

    redapg, in your test from post #14, for GraphicalTireCompounds=2 did you notice a difference in the speeds at which the switching occurred?

    The 'other' possibility I had considered is that the threshold are interlaced between compounds: D1, W1, D2, W2... Although I would expect the values for the first two threshold to be closer to each other. It sounds more and more like the extra entries are simply ignored. Which makes me wonder why they exist in the first place? (Copy paste error from a basic cockpit, perhaps?)

    I can't really run rf2 atm, or I'd test myself. With the default skippy files if you exceed the threshold speed for the first texture set, can you get the tire to flip from dry to wet textures?
     
  19. redapg

    redapg Registered

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    I'm getting too old for these things... :D

    From my memory, i would say "No". No difference to GraphicalTireCompounds set to 1
    But because i've had set the WheelSpeedRPM to lower and closer to each other values, i can not definitely say if there would be a difference with "normal" settings.

    But when i think about the whole thing, i get a little helpless.
    Is the first compound in the tbc the one that uses Graphical Compound 1
    and the second uses 2
    and the third uses 3... and so on?
     
  20. Lazza

    Lazza Registered

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    That's what TireCompoundMap does. You can have multiple physical compounds sharing a graphical compound, or all different, any order you want, and can change it with an upgrade (so if an 'upgrade' limits your tyre selection, you can draw the correct textures)
     

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