rec.autos.simulators

Sears N2K2 Track for Saturday's RASCAR Race

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Sun, 23 Jun 2002 08:45:39

For the last four weeks I have been working on re-texturing and re-coloring
the Sears N2K2 track since winmip2, beta-15 could finally handle the N2K2
mips.  Its not completed....but its enough complete that I though a few of
you guys running the RASCAR race this weekend at Sears might like to try it.

I just got home from the track (confirming a few of the last minutes signs
that were still being painted yesterday)....and want to get this posted here
before I have to leave again for a while.....so I'll not give much of
explanation of what is....or is not completed, as of yet.  Maybe I can do
that later tonight when I return?

Installation:
1.  Download the file below and unzip all of its contents into the Sears
track folder.
www.pabst-racing.com/webscreens/sears2k2-main.zip

2.  Create a sub-folder under the Sears track folder called "trackmat" (must
be spelled exactly like that).....then download and unzip the zip file's
contents in the second link below....to that sub-folder......this must be
done exactly or the new textures won't be displayed.
www.pabst-racing.com/webscreens/sears2k2-trackmat.zip

This works pretty much like the GPL tracks......the mip files outside the
track dat will take priority over the ones inside the track dat.  If you
want to remove the re-textured/colored track....just remove all the mip
files contained in the two zips above from the Sears track folder....bingo,
you'll be back to Papy originals.

This is a higher res....but not killer high res.....version than is the
Papy's original track.  But, I don't think it will kill anyone's FPS if you
have a good "box" to run N2K2 to start with.  If you have a "marginal"
one....probably better not load these textures.

Have fun you guys...

Tom

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Sun, 23 Jun 2002 11:57:17

Good work Tom, excellent add-on graphics. Looks far more real than the
original track. I must admit I hadn't thought you could do it <g>

There are a couple of untextured (plain white) buildings and wall sections.
Is that part of the unfinished work, or is that a little bug?

Thanks for the good work!

Achim

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Sun, 23 Jun 2002 11:38:02

Thanks Joachim.....

I've actually been doing track graphics/texturing since the early N3
days......but I don't distribute my stuff on the net very often......for a
long time it was only for high-end machines and my tracks screwed up too
many systems.  But, things have caught up these days.......perhaps I will
put more stuff out for download.  I do this for fun....its my "relaxation"
when I want to not race for a while.

You'll have to be more specific on the building/structure texture
drops.....there are none that I can see on my system.  Where are
they....specifically?

TP


David G Fishe

Sears N2K2 Track for Saturday's RASCAR Race

by David G Fishe » Sun, 23 Jun 2002 12:06:03

Looks excellent Tom, but I see the completely white buildings too. As you
approach the last turn where you enter the pits, the large building on the
left is solid white.

David G Fisher


> Thanks Joachim.....

> I've actually been doing track graphics/texturing since the early N3
> days......but I don't distribute my stuff on the net very often......for a
> long time it was only for high-end machines and my tracks screwed up too
> many systems.  But, things have caught up these days.......perhaps I will
> put more stuff out for download.  I do this for fun....its my "relaxation"
> when I want to not race for a while.

> You'll have to be more specific on the building/structure texture
> drops.....there are none that I can see on my system.  Where are
> they....specifically?

> TP



> > Good work Tom, excellent add-on graphics. Looks far more real than the
> > original track. I must admit I hadn't thought you could do it <g>

> > There are a couple of untextured (plain white) buildings and wall
> sections.
> > Is that part of the unfinished work, or is that a little bug?

> > Thanks for the good work!

> > Achim

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Sun, 23 Jun 2002 13:26:23

David....

Before I go check this.....are you talking about the two rows of garages on
the left......just on the other side of the track cement wall....at the pit
entrance?  The part of those garages that faces the track have large
(white...well, mostly white) signs on them.  Are the ends of the garages
also white?  I decreased the mip levels on those textures to reduce distance
blurring...its possible you haven't set your LOD in the core.ini to -.5
to -1.0?  Or.....your video card LOD slider is set at zero or something
(should be -.5 to -1.0 also).....check that for me, can you?

I'll go check this and come back with something (maybe an answer).

TP



> Looks excellent Tom, but I see the completely white buildings too. As you
> approach the last turn where you enter the pits, the large building on the
> left is solid white.

> David G Fisher



> > Thanks Joachim.....

> > I've actually been doing track graphics/texturing since the early N3
> > days......but I don't distribute my stuff on the net very often......for
a
> > long time it was only for high-end machines and my tracks screwed up too
> > many systems.  But, things have caught up these days.......perhaps I
will
> > put more stuff out for download.  I do this for fun....its my
"relaxation"
> > when I want to not race for a while.

> > You'll have to be more specific on the building/structure texture
> > drops.....there are none that I can see on my system.  Where are
> > they....specifically?

> > TP



> > > Good work Tom, excellent add-on graphics. Looks far more real than the
> > > original track. I must admit I hadn't thought you could do it <g>

> > > There are a couple of untextured (plain white) buildings and wall
> > sections.
> > > Is that part of the unfinished work, or is that a little bug?

> > > Thanks for the good work!

> > > Achim

David G Fishe

Sears N2K2 Track for Saturday's RASCAR Race

by David G Fishe » Sun, 23 Jun 2002 13:56:46

Yes, the long building to the left of the pit entrance is just a white
block. The building on the right as you come down the straight leading to
the pit entrance is also completely white. There's another couple of
structures on the track that are the same, although it's kind of hard to
describe where they are.

After you make the slow, tight last turn (after pit entrance), there is a
building to the left (behind the pits) that is all white. There's another
structure (might be grandstands) way off to the right and up the hill that
you see as you pass the s/f line. I'm guessing Jaochim sees the same thing I
do.

David G Fisher


> David....

> Before I go check this.....are you talking about the two rows of garages
on
> the left......just on the other side of the track cement wall....at the
pit
> entrance?  The part of those garages that faces the track have large
> (white...well, mostly white) signs on them.  Are the ends of the garages
> also white?  I decreased the mip levels on those textures to reduce
distance
> blurring...its possible you haven't set your LOD in the core.ini to -.5
> to -1.0?  Or.....your video card LOD slider is set at zero or something
> (should be -.5 to -1.0 also).....check that for me, can you?

> I'll go check this and come back with something (maybe an answer).

> TP



> > Looks excellent Tom, but I see the completely white buildings too. As
you
> > approach the last turn where you enter the pits, the large building on
the
> > left is solid white.

> > David G Fisher



> > > Thanks Joachim.....

> > > I've actually been doing track graphics/texturing since the early N3
> > > days......but I don't distribute my stuff on the net very
often......for
> a
> > > long time it was only for high-end machines and my tracks screwed up
too
> > > many systems.  But, things have caught up these days.......perhaps I
> will
> > > put more stuff out for download.  I do this for fun....its my
> "relaxation"
> > > when I want to not race for a while.

> > > You'll have to be more specific on the building/structure texture
> > > drops.....there are none that I can see on my system.  Where are
> > > they....specifically?

> > > TP



> > > > Good work Tom, excellent add-on graphics. Looks far more real than
the
> > > > original track. I must admit I hadn't thought you could do it <g>

> > > > There are a couple of untextured (plain white) buildings and wall
> > > sections.
> > > > Is that part of the unfinished work, or is that a little bug?

> > > > Thanks for the good work!

> > > > Achim

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Sun, 23 Jun 2002 16:01:14

There's quite a few of these white things.

When you select the track in the tracklist, the first view of the track you
get from within the weekend screen, all buildings on the left (really on the
right hand side in driving direction) are white. For example when you
approach the final hairpin, the huge long building on the left that directly
touches the track and also the shorter but higher building a little before
that on the right are white.

Obviously, after the hairpin on the right, you can see three buildings,
they're _all_ white (the two you can see from the weekend screen view, and
the one that's more distant). In pitlane, the last building to the left is
white as well.

Changing the LOD bias like you suggested to David doesn't cure this.

That's all in OpenGL (haven't checked D3D).

Achim


> Thanks Joachim.....

> I've actually been doing track graphics/texturing since the early N3
> days......but I don't distribute my stuff on the net very often......for a
> long time it was only for high-end machines and my tracks screwed up too
> many systems.  But, things have caught up these days.......perhaps I will
> put more stuff out for download.  I do this for fun....its my "relaxation"
> when I want to not race for a while.

> You'll have to be more specific on the building/structure texture
> drops.....there are none that I can see on my system.  Where are
> they....specifically?

> TP



> > Good work Tom, excellent add-on graphics. Looks far more real than the
> > original track. I must admit I hadn't thought you could do it <g>

> > There are a couple of untextured (plain white) buildings and wall
> sections.
> > Is that part of the unfinished work, or is that a little bug?

> > Thanks for the good work!

> > Achim

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Sun, 23 Jun 2002 13:59:40

Okay...

I can get the white-based signs to go to almost pure white.....zeroing all
the mip LOD sliders (one on the video card...one in the rend_d3d.ini or
rend_ogl.ini).....but some of the other textures that get lost will default
to black...not white.  I believe the default texture for a Papy 3do object
(missing a texture) has been black....since the N4 release (not sure, I'd
have to confirm that by removing a texture from one of the objects to
confirm....maybe some of you "regular" track graphics guys can help out
there???).

I need to do some of the same tests on the openGL renderer (I still use the
d3d renderer on my graphics work rig)....to see if the results are the same.

However, I did learn something....and that is the papy rend_d3d.ini controls
the mipping.......NOT...the video card LOD slider (except for positive
numbers...the NV ref drivers LOD is useless).  I tried lowering the LOD
to -2.0 (actual tried all settings in .5 increments)....and its a much
better quality graphic (crisper detail...particularly on the track surface
just ahead of the car...from the***pit view).  So....that's a bonus of
having this problem come up.....IMHO.  Cool.  Settings lower than -2.0
started getting too much flashing on the track surface....for my tastes, at
least.  Though...some experimenting with dialing in some 2X AA might be
useful...or even maybe some Quincunx (sp?)?

So...sorry I don't have a "pure" answer for you guys....but those textures
are certainly not "missing" on my system.

TP


> David....

> Before I go check this.....are you talking about the two rows of garages
on
> the left......just on the other side of the track cement wall....at the
pit
> entrance?  The part of those garages that faces the track have large
> (white...well, mostly white) signs on them.  Are the ends of the garages
> also white?  I decreased the mip levels on those textures to reduce
distance
> blurring...its possible you haven't set your LOD in the core.ini to -.5
> to -1.0?  Or.....your video card LOD slider is set at zero or something
> (should be -.5 to -1.0 also).....check that for me, can you?

> I'll go check this and come back with something (maybe an answer).

> TP



> > Looks excellent Tom, but I see the completely white buildings too. As
you
> > approach the last turn where you enter the pits, the large building on
the
> > left is solid white.

> > David G Fisher



> > > Thanks Joachim.....

> > > I've actually been doing track graphics/texturing since the early N3
> > > days......but I don't distribute my stuff on the net very
often......for
> a
> > > long time it was only for high-end machines and my tracks screwed up
too
> > > many systems.  But, things have caught up these days.......perhaps I
> will
> > > put more stuff out for download.  I do this for fun....its my
> "relaxation"
> > > when I want to not race for a while.

> > > You'll have to be more specific on the building/structure texture
> > > drops.....there are none that I can see on my system.  Where are
> > > they....specifically?

> > > TP



> > > > Good work Tom, excellent add-on graphics. Looks far more real than
the
> > > > original track. I must admit I hadn't thought you could do it <g>

> > > > There are a couple of untextured (plain white) buildings and wall
> > > sections.
> > > > Is that part of the unfinished work, or is that a little bug?

> > > > Thanks for the good work!

> > > > Achim

Dave Henri

Sears N2K2 Track for Saturday's RASCAR Race

by Dave Henri » Sun, 23 Jun 2002 22:12:24

   In just the quick lap around last night before caving into bed,   I
didn't see any missing textures. (may not have been looking at the right
place tho..)
 I did set my world detail higher than normal and track objects to all
rather than some that I normally use.
dave henrie

> Okay...

> I can get the white-based signs to go to almost pure white.....zeroing all
> the mip LOD sliders (one on the video card...one in the rend_d3d.ini or
> rend_ogl.ini).....but some of the other textures that get lost will
default
> to black...not white.  I believe the default texture for a Papy 3do object
> (missing a texture) has been black....since the N4 release (not sure, I'd
> have to confirm that by removing a texture from one of the objects to
> confirm....maybe some of you "regular" track graphics guys can help out
> there???).

> I need to do some of the same tests on the openGL renderer (I still use
the
> d3d renderer on my graphics work rig)....to see if the results are the
same.

> However, I did learn something....and that is the papy rend_d3d.ini
controls
> the mipping.......NOT...the video card LOD slider (except for positive
> numbers...the NV ref drivers LOD is useless).  I tried lowering the LOD
> to -2.0 (actual tried all settings in .5 increments)....and its a much
> better quality graphic (crisper detail...particularly on the track surface
> just ahead of the car...from the***pit view).  So....that's a bonus of
> having this problem come up.....IMHO.  Cool.  Settings lower than -2.0
> started getting too much flashing on the track surface....for my tastes,
at
> least.  Though...some experimenting with dialing in some 2X AA might be
> useful...or even maybe some Quincunx (sp?)?

> So...sorry I don't have a "pure" answer for you guys....but those textures
> are certainly not "missing" on my system.

> TP



> > David....

> > Before I go check this.....are you talking about the two rows of garages
> on
> > the left......just on the other side of the track cement wall....at the
> pit
> > entrance?  The part of those garages that faces the track have large
> > (white...well, mostly white) signs on them.  Are the ends of the garages
> > also white?  I decreased the mip levels on those textures to reduce
> distance
> > blurring...its possible you haven't set your LOD in the core.ini to -.5
> > to -1.0?  Or.....your video card LOD slider is set at zero or something
> > (should be -.5 to -1.0 also).....check that for me, can you?

> > I'll go check this and come back with something (maybe an answer).

> > TP



> > > Looks excellent Tom, but I see the completely white buildings too. As
> you
> > > approach the last turn where you enter the pits, the large building on
> the
> > > left is solid white.

> > > David G Fisher



> > > > Thanks Joachim.....

> > > > I've actually been doing track graphics/texturing since the early N3
> > > > days......but I don't distribute my stuff on the net very
> often......for
> > a
> > > > long time it was only for high-end machines and my tracks screwed up
> too
> > > > many systems.  But, things have caught up these days.......perhaps I
> > will
> > > > put more stuff out for download.  I do this for fun....its my
> > "relaxation"
> > > > when I want to not race for a while.

> > > > You'll have to be more specific on the building/structure texture
> > > > drops.....there are none that I can see on my system.  Where are
> > > > they....specifically?

> > > > TP



> > > > > Good work Tom, excellent add-on graphics. Looks far more real than
> the
> > > > > original track. I must admit I hadn't thought you could do it <g>

> > > > > There are a couple of untextured (plain white) buildings and wall
> > > > sections.
> > > > > Is that part of the unfinished work, or is that a little bug?

> > > > > Thanks for the good work!

> > > > > Achim

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 00:54:00

Are you using OpenGL or D3D?

One thought, if Tom would give us the names of the (few) mips that have the
issue, we could simply delete them and use the remaining stuff. Tom?

Achim


>    In just the quick lap around last night before caving into bed,   I
> didn't see any missing textures. (may not have been looking at the right
> place tho..)
>  I did set my world detail higher than normal and track objects to all
> rather than some that I normally use.
> dave henrie


> > Okay...

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 02:56:09

Hi Tom,

one of the mips causing something to appear white is the grand_11_em.mip.
Maybe that helps you determine what the common cause is.

Achim

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Mon, 24 Jun 2002 01:02:39

Yikes...

The problem is OpenGL.......I should have checked this first thing last
night....but I was late for a meeting.  I can reproduce what you guys are
saying about the buildings...just by switching to OpenGL renderer (all else
left the same).

I don't have a lot a time this morning before I have to leave for the
track.....but basically, OpenGL is not rendering any of the TSO textures at
all.  You are not missing "some" of them....its "all" of them!  It also
doesn't use any of the light-map textures....anywhere!  So the trackside
grass and hills are not rendered very realistically.   Basically you are
looking at about a 50% version of the track I retextured.....also very
washed out and pixilated....compared to D3D.  Also, the FPS is about 15%
lower (at 32 bit...haven't tried FPS at 16 bit).

Change to D3D....take a look at the track and your FPS.....then decide what
you want to run.

In the meantime.....I will see if I can solve what's causing this in the
OpenGL renderer.  I'd be interested to know if anyone running OGL is NOT
having this issue?

TP


Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Mon, 24 Jun 2002 01:20:56

Sorry Guys.....no quick fix for OpenGL.  I looked at the .ini file and
there's nothing there that solves this problem (same with core.ini or
player.ini......unless there's something that needs to be added in to the
ini files).  Looks like WinMip2, beta-15 doesn't convert the mip files
properly for OGL in N2K2.

I should have listened to my intuition on the first go around
here........D3D missing textures would cause a "black" blocks....not white
ones.  That should have told me right away that you guys were running OGL.
Sorry, my mistake.

Your only choice is to run D3D....or delete the files and go back to the
Papy original track for OGL.  I'm not sure why you run OGL......but I'll not
get into that debate since its a no-brainer as far as my systems are
concerned.  But....other's may have something different going on?  Who
knows?  It would be interesting to hear back from you about the difference
this track makes in d3d.....and is that possibly also happening in the other
tracks for you (no light-maps...for example).....and is this maybe the first
time you are seeing the difference?

I have to laugh about you saying, "nice job"....and so forth.  Because...in
OGL...this track looks like total garbage!  You were all being
kind......lol.....  Too funny!

If I find a solution....(doubt it...because I have no reason to run
OGL....not in N2K2 at least), I'll post it.  If someone else finds the
problem......great.

Regards,

Tom


> Yikes...

> The problem is OpenGL.......I should have checked this first thing last
> night....but I was late for a meeting.  I can reproduce what you guys are
> saying about the buildings...just by switching to OpenGL renderer (all
else
> left the same).

> I don't have a lot a time this morning before I have to leave for the
> track.....but basically, OpenGL is not rendering any of the TSO textures
at
> all.  You are not missing "some" of them....its "all" of them!  It also
> doesn't use any of the light-map textures....anywhere!  So the trackside
> grass and hills are not rendered very realistically.   Basically you are
> looking at about a 50% version of the track I retextured.....also very
> washed out and pixilated....compared to D3D.  Also, the FPS is about 15%
> lower (at 32 bit...haven't tried FPS at 16 bit).

> Change to D3D....take a look at the track and your FPS.....then decide
what
> you want to run.

> In the meantime.....I will see if I can solve what's causing this in the
> OpenGL renderer.  I'd be interested to know if anyone running OGL is NOT
> having this issue?

> TP



> > For the last four weeks I have been working on re-texturing and
> re-coloring
> > the Sears N2K2 track since winmip2, beta-15 could finally handle the
N2K2
> > mips.  Its not completed....but its enough complete that I though a few
of
> > you guys running the RASCAR race this weekend at Sears might like to try
> it.

> > I just got home from the track (confirming a few of the last minutes
signs
> > that were still being painted yesterday)....and want to get this posted
> here
> > before I have to leave again for a while.....so I'll not give much of
> > explanation of what is....or is not completed, as of yet.  Maybe I can
do
> > that later tonight when I return?

> > Installation:
> > 1.  Download the file below and unzip all of its contents into the Sears
> > track folder.
> > www.pabst-racing.com/webscreens/sears2k2-main.zip

> > 2.  Create a sub-folder under the Sears track folder called "trackmat"
> (must
> > be spelled exactly like that).....then download and unzip the zip file's
> > contents in the second link below....to that sub-folder......this must
be
> > done exactly or the new textures won't be displayed.
> > www.pabst-racing.com/webscreens/sears2k2-trackmat.zip

> > This works pretty much like the GPL tracks......the mip files outside
the
> > track dat will take priority over the ones inside the track dat.  If you
> > want to remove the re-textured/colored track....just remove all the mip
> > files contained in the two zips above from the Sears track
> folder....bingo,
> > you'll be back to Papy originals.

> > This is a higher res....but not killer high res.....version than is the
> > Papy's original track.  But, I don't think it will kill anyone's FPS if
> you
> > have a good "box" to run N2K2 to start with.  If you have a "marginal"
> > one....probably better not load these textures.

> > Have fun you guys...

> > Tom

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Mon, 24 Jun 2002 01:36:54

Just a "note" to all of you who don't do graphic work in racing
sims......"Light-Maps" might be something you don't know about (they are
somewhat knew....especially in Papy sims).

First of all.....N2K2 uses them a lot.  But, you may not notice it too much
unless you do a lot of graphics work (or if you run N2K2 in
OGL...obviously)....because Papy was pretty lazy about using them.  For the
most part, they only used them to place object shadows.....and did very
little "light texturing" with them.  I'm still learning about
light-maps....and developing a technique for using them to create more
realistic texture shading.....I hope I'll get better at it over time.  Its
very tedious....but looks great when you get it right (that's probably why
Papy doesn't do anything with them but the very basic stuff...????).

Here's an example in the Sears track I textured....of how light maps can be
used to improve detail and realism:

The texture files that create all of the surrounding track surface....grass,
hills (not the horizon hills and sky)...comes **from only two files.**
Meaning...these two textures are used to spread the grass....hillside
grass....over all the surfaces (except the racing surface...duh).
So...those of you running d3d might say,  "Then how did you get the grass
surface next to the edge of the track to be dark....and the curbing areas
dirty....etc.?  This is done by using the light-maps...assigned to various
"sections" of the textured surface.  The light-map sort of over-lays the
surface texture...modifying it (numerically changing the rgb numbers for the
texture) as it displayed on the screen.  You can darken or lighten
texture.....and you can do it specifically in only certain areas....or apply
it to the whole texture.  Its very creative.....but not intuitive (reversed
fields, subtracted rgb light values...etc.).

Okay...now you know something about "light-maps"....and one example of how
they are used in the track I did for Sears/N2K2.

Regards,

Tom

PS:  Maybe I can go take a couple screenshots in both d3d and OGL....show
you the difference?


> Sorry Guys.....no quick fix for OpenGL.  I looked at the .ini file and
> there's nothing there that solves this problem (same with core.ini or
> player.ini......unless there's something that needs to be added in to the
> ini files).  Looks like WinMip2, beta-15 doesn't convert the mip files
> properly for OGL in N2K2.

> I should have listened to my intuition on the first go around
> here........D3D missing textures would cause a "black" blocks....not white
> ones.  That should have told me right away that you guys were running OGL.
> Sorry, my mistake.

> Your only choice is to run D3D....or delete the files and go back to the
> Papy original track for OGL.  I'm not sure why you run OGL......but I'll
not
> get into that debate since its a no-brainer as far as my systems are
> concerned.  But....other's may have something different going on?  Who
> knows?  It would be interesting to hear back from you about the difference
> this track makes in d3d.....and is that possibly also happening in the
other
> tracks for you (no light-maps...for example).....and is this maybe the
first
> time you are seeing the difference?

> I have to laugh about you saying, "nice job"....and so forth.
Because...in
> OGL...this track looks like total garbage!  You were all being
> kind......lol.....  Too funny!

> If I find a solution....(doubt it...because I have no reason to run
> OGL....not in N2K2 at least), I'll post it.  If someone else finds the
> problem......great.

> Regards,

> Tom



> > Yikes...

> > The problem is OpenGL.......I should have checked this first thing last
> > night....but I was late for a meeting.  I can reproduce what you guys
are
> > saying about the buildings...just by switching to OpenGL renderer (all
> else
> > left the same).

> > I don't have a lot a time this morning before I have to leave for the
> > track.....but basically, OpenGL is not rendering any of the TSO textures
> at
> > all.  You are not missing "some" of them....its "all" of them!  It also
> > doesn't use any of the light-map textures....anywhere!  So the trackside
> > grass and hills are not rendered very realistically.   Basically you are
> > looking at about a 50% version of the track I retextured.....also very
> > washed out and pixilated....compared to D3D.  Also, the FPS is about 15%
> > lower (at 32 bit...haven't tried FPS at 16 bit).

> > Change to D3D....take a look at the track and your FPS.....then decide
> what
> > you want to run.

> > In the meantime.....I will see if I can solve what's causing this in the
> > OpenGL renderer.  I'd be interested to know if anyone running OGL is NOT
> > having this issue?

> > TP



> > > For the last four weeks I have been working on re-texturing and
> > re-coloring
> > > the Sears N2K2 track since winmip2, beta-15 could finally handle the
> N2K2
> > > mips.  Its not completed....but its enough complete that I though a
few
> of
> > > you guys running the RASCAR race this weekend at Sears might like to
try
> > it.

> > > I just got home from the track (confirming a few of the last minutes
> signs
> > > that were still being painted yesterday)....and want to get this
posted
> > here
> > > before I have to leave again for a while.....so I'll not give much of
> > > explanation of what is....or is not completed, as of yet.  Maybe I can
> do
> > > that later tonight when I return?

> > > Installation:
> > > 1.  Download the file below and unzip all of its contents into the
Sears
> > > track folder.
> > > www.pabst-racing.com/webscreens/sears2k2-main.zip

> > > 2.  Create a sub-folder under the Sears track folder called "trackmat"
> > (must
> > > be spelled exactly like that).....then download and unzip the zip
file's
> > > contents in the second link below....to that sub-folder......this must
> be
> > > done exactly or the new textures won't be displayed.
> > > www.pabst-racing.com/webscreens/sears2k2-trackmat.zip

> > > This works pretty much like the GPL tracks......the mip files outside
> the
> > > track dat will take priority over the ones inside the track dat.  If
you
> > > want to remove the re-textured/colored track....just remove all the
mip
> > > files contained in the two zips above from the Sears track
> > folder....bingo,
> > > you'll be back to Papy originals.

> > > This is a higher res....but not killer high res.....version than is
the
> > > Papy's original track.  But, I don't think it will kill anyone's FPS
if
> > you
> > > have a good "box" to run N2K2 to start with.  If you have a "marginal"
> > > one....probably better not load these textures.

> > > Have fun you guys...

> > > Tom

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 03:35:41

Hi Tom,

thanks for the info.

bigbuild.mip is another one that causes something to look white.

In the group of files named b_xxxx there's also one or more (I haven't
checked which one(s)), but all others seem to be ok.

Now I'll try D3D to see what the track should look like. I do BTW think your
file headers aren't N2002 standard, as Winmip doesn't show the images?

Achim


> Yikes...

> The problem is OpenGL.......I should have checked this first thing last
> night....but I was late for a meeting.  I can reproduce what you guys are
> saying about the buildings...just by switching to OpenGL renderer (all
else
> left the same).

> I don't have a lot a time this morning before I have to leave for the
> track.....but basically, OpenGL is not rendering any of the TSO textures
at
> all.  You are not missing "some" of them....its "all" of them!  It also
> doesn't use any of the light-map textures....anywhere!  So the trackside
> grass and hills are not rendered very realistically.   Basically you are
> looking at about a 50% version of the track I retextured.....also very
> washed out and pixilated....compared to D3D.  Also, the FPS is about 15%
> lower (at 32 bit...haven't tried FPS at 16 bit).

> Change to D3D....take a look at the track and your FPS.....then decide
what
> you want to run.

> In the meantime.....I will see if I can solve what's causing this in the
> OpenGL renderer.  I'd be interested to know if anyone running OGL is NOT
> having this issue?

> TP



> > For the last four weeks I have been working on re-texturing and
> re-coloring
> > the Sears N2K2 track since winmip2, beta-15 could finally handle the
N2K2
> > mips.  Its not completed....but its enough complete that I though a few
of
> > you guys running the RASCAR race this weekend at Sears might like to try
> it.

> > I just got home from the track (confirming a few of the last minutes
signs
> > that were still being painted yesterday)....and want to get this posted
> here
> > before I have to leave again for a while.....so I'll not give much of
> > explanation of what is....or is not completed, as of yet.  Maybe I can
do
> > that later tonight when I return?

> > Installation:
> > 1.  Download the file below and unzip all of its contents into the Sears
> > track folder.
> > www.pabst-racing.com/webscreens/sears2k2-main.zip

> > 2.  Create a sub-folder under the Sears track folder called "trackmat"
> (must
> > be spelled exactly like that).....then download and unzip the zip file's
> > contents in the second link below....to that sub-folder......this must
be
> > done exactly or the new textures won't be displayed.
> > www.pabst-racing.com/webscreens/sears2k2-trackmat.zip

> > This works pretty much like the GPL tracks......the mip files outside
the
> > track dat will take priority over the ones inside the track dat.  If you
> > want to remove the re-textured/colored track....just remove all the mip
> > files contained in the two zips above from the Sears track
> folder....bingo,
> > you'll be back to Papy originals.

> > This is a higher res....but not killer high res.....version than is the
> > Papy's original track.  But, I don't think it will kill anyone's FPS if
> you
> > have a good "box" to run N2K2 to start with.  If you have a "marginal"
> > one....probably better not load these textures.

> > Have fun you guys...

> > Tom


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