Discussion in 'Locations' started by iDTDoug, Mar 24, 2013.
Thanks, Doug. Lots of fun with the Civic and Clio here. Can't wait for the Champ Cars ;-)
Im trying to make the tunnels darker, i've reduced the lighting to almost nothing and there is a shadow but too much ambient light. Are there any other tracks with tunnels i can check out their lighting settings?
the ISI monaco track
hmm, monaco doesnt use the
Light=TunnelLight## instance, it uses
And they have negative intensity values. I'll play with this and see what happens.
hmm, negative values give dark light as shown. still not dark enough in the tunnel overall though.
Maybe vertex paint in 3dsmax ?
(but then it'd maybe remain dark if you race with a car with headlights)
Doesn't Mountain Forest have a tunnel that's pretty dark? It's been a while since i have been on that track though. There's also Monaco_V2012 out there, but I don't know that track either. Let me know if you need either of these tracks.
On that pic I got impression, that lightning system does not "regonize" tunnel (light shines through).
Have you modelled the tunnel as whole, sealed box? If top is open (or has reversed normals), lightning system doesn't regonize object correctly.
If that is not the case, you might try to build shadow box over the tunnel (casting shadows, but not rendered or collied). I don't think negative light values are proper fix.
The tunnel is not modeled as a sealed box. I didnt have a reference on tunnel modeling to go off of. It does have a shadow casting box on top of it but evidently its not enough,
In case you were looking for reports:
25 min race against 21 AIs in T5 series, 100% diff, 30% aggression
-AI seems to hit the inside wall a lot int he second half of the circuit
-AI takes chicane too slow, trajectory not straight enough
-orange dudes show green flag during yellow periods
-AI brakes at start line after yellow is over
I noticed that the AI was pretty slow after the chicane through that whole next section too. It's like they are too cautious through the entire last sector of the race.
yes, the fast line in real life is close to the walls since every turn is a 90 degree. The chicane is supposed to slow down the cars. Open wheelers slow down less.
I'll probably wind up remaking the fast line again so the s/f line is smoother.
I see you really like Indycar city tracks.... should you decide to do St. Petersburg, I live in that area and can take pics of every square inch of pavement of the racing surface on the city streets. I wouldn't be able to get in the airport though.
Doubtful i'd do St. Petes. We have an rf1 version i can convert but unless honda is looking for it (read "paying me to update it like they did Toronto"), its not likely.
How about you move to Toronto?
got all the corner workers going, typo in the scn file (had 0007 instead of 007).
I've tried both a shadowcaster box over the tunnel and a Shadow object over the tunnel and neither gives me a dark enough tunnel. Any ideas?
I lived in a very cold land for over 35 years. Now that I have sand in my shoes (white sand, mind you) I ain't going back! Besides, iDT's Toronto is sublime as it is. In fact all the iDT tracks &%$*ing rock.
I don't know anything about track modding, but I'll throw this out. Could the light be getting in from the sides? Maybe make it so shadows are cast from the sides too? Just a wild guess.
Doug, if you can afford to try having separate materials for inside the tunnel that have a darker diffuse color, if you haven't already. That should have them appear less lit than their counterparts outside the tunnel.
Maybe it's cheaper to darken the inside using vertex coloring?
I drove Las Vegas for the first time this morning. Had a great time learning the track in the Skippy of all things. Fun track, and I will now be watching this one. No surprise, IDT has always produced top tier tracks. Thanks very much!
Separate names with a comma.