Nissan GT1

Discussion in 'Technical Archives' started by MaXyM, Jun 19, 2012.

  1. MaXyM

    MaXyM Registered

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    A few issues:
    1. when engine is overheat, it is indicated by "Low fuel" message on LCD
    3. LCD has two parts with different brightness
    4. There are some issues with smoke. Too much smoke. Smoke from other cars appears inside cockpit but often is not visible in front of car
    5. smoke from overheated engine appears in max density just before reaching a temp limit (I think it will be valid for all cars in rf2)
    6. texturing of cockpit is terrible. A lot of compression artefacts on dash. I guess it's due to use a texture stretched over whole dash. It looks like that. If I'm right, why is it not textured with patterned textures? It is easier to prepare small pattern without artefacts. At the end it may be multiplied by light-map texture (this one stretched over whole dash but may have lower resolution)?
     
    Last edited by a moderator: Jun 19, 2012
  2. feels3

    feels3 Member Staff Member

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    ad.6

    Try Nissan offline, textures look better offline, I don't know why.
     
  3. MaXyM

    MaXyM Registered

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    It looks same to me.
    It may look worse on line for somebody who has low amount of Vram. Then textures may be down-sampled. It also will depends on current lighting. HDR makes dark cockpit too bright.
    But it doesn't matter - patterned materials should be created by pattern textures. it gives maximum quality with using small textures.

    Here are part of screenshot. dash is magnified to show a lot of violet artefacts. A part pointed by arrow is one big artefact. both described parts might be clean and hires with using small patterns instead of one big texture.

    [​IMG]
     
    Last edited by a moderator: Jun 19, 2012
  4. MaXyM

    MaXyM Registered

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    Here is example how clean material (free of compression artefacts) can be.
    Screen is taken from rF1 and it is not final version - missing AO but gives a clue about this texturing technique. Carbon pattern is 64x64 (as far as I remember). AO texture may be even 512x512. I have no a proof that it is less power consuming than one texture 2048x2048 stretched over whole dash. But difference in result quality is just huge - I know it cause I started this model with old technique: artefacts was unacceptable.

    [​IMG]
     
    Last edited by a moderator: Jun 20, 2012
  5. feels3

    feels3 Member Staff Member

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    I have 1GB, it should be enough. Each car look worse in online than offline.

    1.Offline
    2.Online

    [​IMG]

    [​IMG]
     
  6. henri200

    henri200 Registered

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    It's because in online it shows your car with the detail level of opponents. It's the same way in rF1.
     
  7. Luiz De Boni

    Luiz De Boni Registered

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    Not sure if it only happens with the Nissan - it seems not... - but many contacts between 2 cars end in one or both crazilly flipping into the air. Even a fence contact at , say, 100 mph makes the cars do "hundreds" of flips...looks more like a silly Playstation game fx than a real car accident...
     
  8. MarcG

    MarcG Registered

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    you have two different times of day there (look at the shadows, trees especially), best to compare with the same time of day and weather settings.

    Not saying you're wrong just an observation ;)
     

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