[REL] LIENZ Conversion

Discussion in 'Locations' started by Mario Morais, Jan 6, 2013.

  1. KittX

    KittX Registered

    Joined:
    Jan 11, 2012
    Messages:
    147
    Likes Received:
    62
    Just as I wrote in VirtualR, please dont make window reflections realtime. Use just a cubemap. Realtime reflections will be a huge fps impact.
     
  2. K Szczech

    K Szczech Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,720
    Likes Received:
    45
    Hehe. Yeah, if you get used to ISI conventions too much you may miss some obvious facts, like the one that specular lighting represents Sun reflection and environment mapping represents all other reflections. So they're both basically reflections and should be controlled by the same material properties.
    In my shader pack both specular map and alpha channel in T0 have the same function - controlling reflections (so both specular lighting and cubemap).

    There are generally more misconcepts like this one in game engines.
     
    Last edited by a moderator: Feb 7, 2013
  3. KittX

    KittX Registered

    Joined:
    Jan 11, 2012
    Messages:
    147
    Likes Received:
    62
    in rF1 Lienz the buildings already have cubemaps on windows. I dont remember how it is done, via mask textures which control cubemap percent, or via dedicated polygons, but its already been done.
     
  4. wgeuze

    wgeuze Registered

    Joined:
    Oct 1, 2012
    Messages:
    1,608
    Likes Received:
    63
    Makes sense, is there a way to have a cubemap rendered from a specific location on the track in the actual engine?

    For example, I want the windows in my pitbuilding roughly reflect the surroundings there, and not reflect a bunch of trees at the back of the track, or some generic reflections from a crummy downloaded cubemap.

    What would also be nice if those cubemaps can be generated in realtime and saved into memory upon loading so they reflect the circumstances of the track :)
     
  5. K Szczech

    K Szczech Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,720
    Likes Received:
    45
    Those questions would suit better in modding help subforum.

    Yes, you can create many cubemaps in various places. Joesville in dev mode has at least 3 cubemaps that you can see reflected in car as you drive around one lap (if you don't set car's reflection mapper to REFMAP0 it will use these cubemaps instead of it's own).
    As for them being generated to match situation on track, I'd suggest using dynamic cubemaps actually, but with very low refresh rate (10-30 seconds). This way they will stay on par with environment in case of weather change or just time of day change.
     
  6. feels3

    feels3 Member

    Joined:
    Sep 4, 2011
    Messages:
    1,203
    Likes Received:
    142
    Nice colours Mario :)
     
  7. CRex

    CRex Registered

    Joined:
    Jan 25, 2012
    Messages:
    84
    Likes Received:
    0
    Is this track based on real public roads in Lienz, or is it a fictional layout in a real town?
     
  8. Mario Morais

    Mario Morais Member

    Joined:
    Oct 26, 2010
    Messages:
    1,464
    Likes Received:
    168
    All is fictional
     
  9. mike0907

    mike0907 Registered

    Joined:
    Jan 2, 2012
    Messages:
    59
    Likes Received:
    0
    It looks great.
    Nice work! :)
     
  10. Dimahoo

    Dimahoo Registered

    Joined:
    Jan 11, 2012
    Messages:
    24
    Likes Received:
    0
    Fantastic.
     
  11. krulkrul

    krulkrul Registered

    Joined:
    Nov 24, 2011
    Messages:
    19
    Likes Received:
    0
    Awesome conversion, love it. Thank you!

    Are you doing the other layouts of the track too?
     
  12. GTClub_wajdi

    GTClub_wajdi Registered

    Joined:
    Feb 28, 2012
    Messages:
    2,947
    Likes Received:
    298
  13. Kknorpp001

    Kknorpp001 Banned

    Joined:
    May 5, 2012
    Messages:
    1,928
    Likes Received:
    21
  14. Mario Morais

    Mario Morais Member

    Joined:
    Oct 26, 2010
    Messages:
    1,464
    Likes Received:
    168
    Finally i got to works my script to create planes from 3 points of the track.
    The creation of planes for reflections for wet is more accurate and faster.

    [​IMG]
     
  15. jimcarrel

    jimcarrel Registered

    Joined:
    Jan 15, 2012
    Messages:
    1,722
    Likes Received:
    24
    Excellent, congratulations, "more accurate and faster" is a +10
     
  16. Kknorpp001

    Kknorpp001 Banned

    Joined:
    May 5, 2012
    Messages:
    1,928
    Likes Received:
    21
  17. John.Persson

    John.Persson Registered

    Joined:
    Oct 17, 2011
    Messages:
    944
    Likes Received:
    12
  18. Mario Morais

    Mario Morais Member

    Joined:
    Oct 26, 2010
    Messages:
    1,464
    Likes Received:
    168
    New version b0.91


    Changes:
    + BillBoard Trees
    + More mesh resolution in road.
    + Fix and some optimizations
    + Wet reflections only in town and pit.


    This is a full release remove the old version.
     
    Last edited by a moderator: Feb 11, 2013
  19. Mario Morais

    Mario Morais Member

    Joined:
    Oct 26, 2010
    Messages:
    1,464
    Likes Received:
    168
  20. rene-xmg

    rene-xmg Registered

    Joined:
    Jan 20, 2012
    Messages:
    228
    Likes Received:
    2
    just did a few laps with FR 3.5 on the updated track.
    its a lot of fun!
    thx
     

Share This Page