rec.autos.simulators

Sears N2K2 Track for Saturday's RASCAR Race

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 03:45:06

Hey, it _does_ look good in OpenGL here on my track :-)

The difference isn't that big in terms of the effect your changes have
because most of the stuff you don't see in OpenGL is detail rather than 'the
big basis' of it all. Still, I'd already been wondering why the ads on the
walls or the painting on the flagman's stand are missing, or the Christmas
tree is just plain gray etc. But since I've never seen the real Sears, I was
willing to believe it really looks like this.

But in general, I think the idea of the track as you had it comes across in
OpenGL as well.

Achim


> 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

Goy Larse

Sears N2K2 Track for Saturday's RASCAR Race

by Goy Larse » Mon, 24 Jun 2002 01:43:40


> 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.  

Can't speak for your new gfx updates Tom, but on my system NR2002 is
slightly faster in OGL at 1024x768, so I'm running that :-)

Haven't had a chance to compare gfx yet as the system (XP1900 and ATI
Radeon 8500LE 128MB) has only been up and running a few days and time
has been scarce around here, but initial impressions are that gfx
quality is about the same, not sure which I prefer yet, this is
"straight out of the box" settings though and patched to latest version,
no tweaks or mods neither to the system or NR2002

Beers and cheers
(uncle) Goy

"The Pits"    http://www.theuspits.com/

"A man is only as old as the woman he feels"
--Groucho Marx--

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 04:27:39

Cool stuff. Indeed the darkened grass inside the curbs isn't visible in
OGL...

Achim

Haqsa

Sears N2K2 Track for Saturday's RASCAR Race

by Haqsa » Mon, 24 Jun 2002 06:03:17

Tom, your explanation implies that you are generating the light maps by
hand.  Is that true?  In FPS games ever since Quake we have had
compilers which automatically generate light maps based on light source
info.  Does such a thing exist for NR2002?  I would be very surprised if
Papy isn't using some kind of a compiler to generate their light maps.

"Tom Pabst" <tmpa...@attbi.com> wrote in message

news:GI1R8.280219$352.26070@sccrnsc02...
> 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?

> "Tom Pabst" <tmpa...@attbi.com> wrote in message
> news:It1R8.280118$352.26172@sccrnsc02...
> > 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

> > "Tom Pabst" <tmpa...@attbi.com> wrote in message
> > news:zc1R8.39294$EP.3023@sccrnsc03...
> > > 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 Pabst" <tmpa...@attbi.com> wrote in message
> > > news:DUOQ8.127956$6m5.109767@rwcrnsc51.ops.asp.att.net...
> > > > 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

- Show quoted text -

> > 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 08:30:17

Haq...

I think I'm using the general term, "light-maps"......made up of both
compiler source and overlay.  I'm talking about the surface texture overlay
light-maps.  They are mip files (lots of them) used to modify the surface
texture coloring (add bridge shadows...for example).  I'm sure the sim also
uses a compiler for sun-source light-mapping.  That's what you are referring
to....I think?

Tom

"Haqsau" <haq...@planetquake.com> wrote in message

news:af2okq$b3ki0$1@ID-125164.news.dfncis.de...
> Tom, your explanation implies that you are generating the light maps by
> hand.  Is that true?  In FPS games ever since Quake we have had
> compilers which automatically generate light maps based on light source
> info.  Does such a thing exist for NR2002?  I would be very surprised if
> Papy isn't using some kind of a compiler to generate their light maps.

> "Tom Pabst" <tmpa...@attbi.com> wrote in message
> news:GI1R8.280219$352.26070@sccrnsc02...
> > 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?

> > "Tom Pabst" <tmpa...@attbi.com> wrote in message
> > news:It1R8.280118$352.26172@sccrnsc02...
> > > 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

> > > "Tom Pabst" <tmpa...@attbi.com> wrote in message
> > > news:zc1R8.39294$EP.3023@sccrnsc03...
> > > > 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 Pabst" <tmpa...@attbi.com> wrote in message
> > > > news:DUOQ8.127956$6m5.109767@rwcrnsc51.ops.asp.att.net...
> > > > > 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 08:33:27

If you want to see a graphic difference between OGL and D3D.....and how
light-maps work in N2K2 at least......click the link below.  Its a large
compiled graphic...you may need to use your scroll bar.

www.pabst-racing.com/webscreens/spr-pr.jpg

Tom


> 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

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Mon, 24 Jun 2002 08:42:35

Goy...

To make a fair judgment between FPS in OGL and D3D (in N2K2 at least)....you
need to turn off the "eye candy" in D3D that OGL doesn't have (like
light-maps).  Once you have the "eye candy" settings at the same
level.......I think you'll find the FPS is higher in D3D.  On my
systems....its about 20%.  This has been pretty much solid.....for about 2
years now.  The only sim I'd prefer to run in OGL is GPL...but you can't
because of the black screen bug.  Also, if you have a 19" monitor or
larger....try a higher screen res (like 1280x32 or 1600x32) and use the
highest refresh rate your monitor supports.  That won't change the FPS
comparison...but it really shows up in D3D.....over OGL graphic quality.
Systems do vary though.

Regards,

Tom



> > 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.

> Can't speak for your new gfx updates Tom, but on my system NR2002 is
> slightly faster in OGL at 1024x768, so I'm running that :-)

> Haven't had a chance to compare gfx yet as the system (XP1900 and ATI
> Radeon 8500LE 128MB) has only been up and running a few days and time
> has been scarce around here, but initial impressions are that gfx
> quality is about the same, not sure which I prefer yet, this is
> "straight out of the box" settings though and patched to latest version,
> no tweaks or mods neither to the system or NR2002

> Beers and cheers
> (uncle) Goy

> "The Pits" http://www.theuspits.com/

> "A man is only as old as the woman he feels"
> --Groucho Marx--

Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 10:59:16

Thanks for the info Tom.

One thing I noticed: in the default state of the Sears track, N2002 does
display (in OpenGL) the shadow under that bridge you show us as an example
for light mapping. I.e., the OpenGL renderer seems to be capable of
displaying lightmaps - just not with your graphics or lightmaps.

Couldn't it indeed just be a header format issue?

Achim


Joachim Trens

Sears N2K2 Track for Saturday's RASCAR Race

by Joachim Trens » Mon, 24 Jun 2002 11:04:01

Please see my other post in this thread - if the shadow under that bridge
you gave us as an example is a lightmap, then N2002's OGL renderer could be
capable of displaying lightmaps because the shadow is clearly there when I
remove your add-on graphics.

Just FYI.

Achim


Eric Busc

Sears N2K2 Track for Saturday's RASCAR Race

by Eric Busc » Mon, 24 Jun 2002 09:01:03

I don't know what's different about your system or the updated MIPs
you're using, but lightmaps are fully supported in both the OpenGL and
D3D renderers.  In fact D3D is the one that is lacking a feature, as
only the OpenGL renderer supports specular highlights.  So for a true
test of performance with equal features you'd need to disable specular
highlights in OpenGL to bring it down to D3D's level.

- Eric


Dave Henri

Sears N2K2 Track for Saturday's RASCAR Race

by Dave Henri » Mon, 24 Jun 2002 09:55:38

"Tom Pabst" <

   But Goy said I was SUPPOSED to race on the grass.......?????????
dave henrie

Haqsa

Sears N2K2 Track for Saturday's RASCAR Race

by Haqsa » Mon, 24 Jun 2002 12:32:34

I think we are talking about the same thing.  Light maps represent the
amount by which the video card will darken a texture in order to
simulate static lighting (they really should be called "dark maps").
They are usually calculated at a lower mip level because there are so
many of them.  They get combined with texture maps mathematically by the
video card (the reason we have twin-texturing), and then usually dynamic
lights and surface effects (environment maps, etc.) are added in a
second pass.  But in FPS games the lightmaps are typically not
modifiable without the light map compiler.  Are you able to change the
light maps in NR2002 by hand?  Just curious.


Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Tue, 25 Jun 2002 08:32:11

Yes.....no problems.

TP


> I think we are talking about the same thing.  Light maps represent the
> amount by which the video card will darken a texture in order to
> simulate static lighting (they really should be called "dark maps").
> They are usually calculated at a lower mip level because there are so
> many of them.  They get combined with texture maps mathematically by the
> video card (the reason we have twin-texturing), and then usually dynamic
> lights and surface effects (environment maps, etc.) are added in a
> second pass.  But in FPS games the lightmaps are typically not
> modifiable without the light map compiler.  Are you able to change the
> light maps in NR2002 by hand?  Just curious.



> > Haq...

> > I think I'm using the general term, "light-maps"......made up of both
> > compiler source and overlay.  I'm talking about the surface texture
> overlay
> > light-maps.  They are mip files (lots of them) used to modify the
> surface
> > texture coloring (add bridge shadows...for example).  I'm sure the sim
> also
> > uses a compiler for sun-source light-mapping.  That's what you are
> referring
> > to....I think?

> > Tom

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Tue, 25 Jun 2002 08:33:33

Achim...

You keep bringing this up....and I'm not the guy to ask.  Ask Klaus....the
creator of WinMip2.

TP


> Thanks for the info Tom.

> One thing I noticed: in the default state of the Sears track, N2002 does
> display (in OpenGL) the shadow under that bridge you show us as an example
> for light mapping. I.e., the OpenGL renderer seems to be capable of
> displaying lightmaps - just not with your graphics or lightmaps.

> Couldn't it indeed just be a header format issue?

> Achim



> > If you want to see a graphic difference between OGL and D3D.....and how
> > light-maps work in N2K2 at least......click the link below.  Its a large
> > compiled graphic...you may need to use your scroll bar.

> > www.pabst-racing.com/webscreens/spr-pr.jpg

> > Tom

Tom Pabs

Sears N2K2 Track for Saturday's RASCAR Race

by Tom Pabs » Tue, 25 Jun 2002 08:42:17

Eric...

Seems this is an issue for Klaus Hobrand......not me.  I just use his
tool.....and after converting the bmps back to mips...with
WinMip2beta15....OGL doesn't display them properly (especially the "lm"
mips).  I don't know why....but it doesn't happen in D3D....which is what I
run.....so I'm not going to troubleshoot it for Klaus.  You know?

TP


> I don't know what's different about your system or the updated MIPs
> you're using, but lightmaps are fully supported in both the OpenGL and
> D3D renderers.  In fact D3D is the one that is lacking a feature, as
> only the OpenGL renderer supports specular highlights.  So for a true
> test of performance with equal features you'd need to disable specular
> highlights in OpenGL to bring it down to D3D's level.

> - Eric



> > To make a fair judgment between FPS in OGL and D3D (in N2K2 at
> least)....you
> > need to turn off the "eye candy" in D3D that OGL doesn't have (like
> > light-maps).  Once you have the "eye candy" settings at the same
> > level.......I think you'll find the FPS is higher in D3D.  On my
> > systems....its about 20%.  This has been pretty much solid.....for
> about 2
> > years now.  The only sim I'd prefer to run in OGL is GPL...but you
> can't
> > because of the black screen bug.  Also, if you have a 19" monitor or
> > larger....try a higher screen res (like 1280x32 or 1600x32) and use
> the
> > highest refresh rate your monitor supports.  That won't change the FPS
> > comparison...but it really shows up in D3D.....over OGL graphic
> quality.
> > Systems do vary though.


rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.