[REL] LIENZ Conversion

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

  1. KittX

    KittX Registered

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    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

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    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

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    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

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    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

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    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 Staff Member

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    Nice colours Mario :)
     
  7. CRex

    CRex Registered

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    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 Registered

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    All is fictional
     
  9. mike0907

    mike0907 Registered

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    It looks great.
    Nice work! :)
     
  10. Dimahoo

    Dimahoo Registered

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    Fantastic.
     
  11. krulkrul

    krulkrul Registered

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    Awesome conversion, love it. Thank you!

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

    GTClub_wajdi Registered

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  13. Kknorpp001

    Kknorpp001 Banned

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  14. Mario Morais

    Mario Morais Registered

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    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

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    Excellent, congratulations, "more accurate and faster" is a +10
     
  16. Kknorpp001

    Kknorpp001 Banned

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  17. John.Persson

    John.Persson Registered

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  18. Mario Morais

    Mario Morais Registered

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    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 Registered

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  20. rene-xmg

    rene-xmg Registered

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    just did a few laps with FR 3.5 on the updated track.
    its a lot of fun!
    thx
     

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