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Sears N2K2 Track for Saturday's RASCAR Race

53 posts by 12 people · 21 Jun 2002 23:45 UTC - 28 Jun 2002 07:31 UTC

Tom Pabst's retextured Sears Point for N2002

Tom Pabst shared an unfinished retexture of Sears Point for the RASCAR race, but OpenGL users saw white buildings. After discussion of light maps, Papyrus's Eric Busch said both renderers fully support lightmaps, and WinMip author Klaus Horbrand showed the problem came from reduced mip levels that OpenGL would not display. Pabst agreed to restore the original mip levels.

With Eric Busch (Papyrus)

mods/tracks/carstech supportNASCAR Racing 2002 Season

Automated summary.

Tom Pabst 21 Jun 2002 23:45 UTC#113304
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
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 "Joachim Trensz" <[email hidden]> wrote in message news:af0hq3$ak53k$[email hidden]... > 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 wallsections.
Quoted text (9 lines)> Is that part of the unfinished work, or is that a little bug? > > Thanks for the good work! > > Achim > > > >
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
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 "Tom Pabst" <[email hidden]> wrote in message news:eqRQ8.272874$352.24903@sccrnsc02...
Quoted text (34 lines)> Thanks Joachim..... > > I've actually been doing track graphics/texturing since the early N3 > days......but I don't distribute my stuff on the net very often......for a > long time it was only for high-end machines and my tracks screwed up too > many systems. But, things have caught up these days.......perhaps I will > put more stuff out for download. I do this for fun....its my "relaxation" > when I want to not race for a while. > > You'll have to be more specific on the building/structure texture > drops.....there are none that I can see on my system. Where are > they....specifically? > > TP > > > "Joachim Trensz" <[email hidden]> wrote in message > news:af0hq3$ak53k$[email hidden]... > > Good work Tom, excellent add-on graphics. Looks far more real than the > > original track. I must admit I hadn't thought you could do it <g> > > > > There are a couple of untextured (plain white) buildings and wall > sections. > > Is that part of the unfinished work, or is that a little bug? > > > > Thanks for the good work! > > > > Achim > > > > > > > > > >
David.... Before I go check this.....are you talking about the two rows of garages on the left......just on the other side of the track cement wall....at the pit entrance? The part of those garages that faces the track have large (white...well, mostly white) signs on them. Are the ends of the garages also white? I decreased the mip levels on those textures to reduce distance blurring...its possible you haven't set your LOD in the core.ini to -.5 to -1.0? Or.....your video card LOD slider is set at zero or something (should be -.5 to -1.0 also).....check that for me, can you? I'll go check this and come back with something (maybe an answer). TP "David G Fisher" <[email hidden]> wrote in message news:vQRQ8.17541$[email hidden]...
Quoted text (12 lines)> 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 > > "Tom Pabst" <[email hidden]> wrote in message > news:eqRQ8.272874$352.24903@sccrnsc02... > > Thanks Joachim..... > > > > I've actually been doing track graphics/texturing since the early N3 > > days......but I don't distribute my stuff on the net very often......for
a > > long time it was only for high-end machines and my tracks screwed up too > > many systems. But, things have caught up these days.......perhaps Iwill > > put more stuff out for download. I do this for fun....its my"relaxation"
Quoted text (29 lines)> > when I want to not race for a while. > > > > You'll have to be more specific on the building/structure texture > > drops.....there are none that I can see on my system. Where are > > they....specifically? > > > > TP > > > > > > "Joachim Trensz" <[email hidden]> wrote in message > > news:af0hq3$ak53k$[email hidden]... > > > Good work Tom, excellent add-on graphics. Looks far more real than the > > > original track. I must admit I hadn't thought you could do it <g> > > > > > > There are a couple of untextured (plain white) buildings and wall > > sections. > > > Is that part of the unfinished work, or is that a little bug? > > > > > > Thanks for the good work! > > > > > > Achim > > > > > > > > > > > > > > > > > >
Yes, the long building to the left of the pit entrance is just a white block. The building on the right as you come down the straight leading to the pit entrance is also completely white. There's another couple of structures on the track that are the same, although it's kind of hard to describe where they are. After you make the slow, tight last turn (after pit entrance), there is a building to the left (behind the pits) that is all white. There's another structure (might be grandstands) way off to the right and up the hill that you see as you pass the s/f line. I'm guessing Jaochim sees the same thing I do. David G Fisher "Tom Pabst" <[email hidden]> wrote in message news:P%SQ8.106264$[email hidden]... > David.... > > Before I go check this.....are you talking about the two rows of garageson > the left......just on the other side of the track cement wall....at thepit > 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 reducedistance
Quoted text (12 lines)> 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 > > > "David G Fisher" <[email hidden]> wrote in message > news:vQRQ8.17541$[email hidden]... > > 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 onthe
Quoted text (10 lines)> > left is solid white. > > > > David G Fisher > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:eqRQ8.272874$352.24903@sccrnsc02... > > > Thanks Joachim..... > > > > > > I've actually been doing track graphics/texturing since the early N3 > > > days......but I don't distribute my stuff on the net very
often......for > a > > > long time it was only for high-end machines and my tracks screwed uptoo
Quoted text (16 lines)> > > many systems. But, things have caught up these days.......perhaps I > will > > > put more stuff out for download. I do this for fun....its my > "relaxation" > > > when I want to not race for a while. > > > > > > You'll have to be more specific on the building/structure texture > > > drops.....there are none that I can see on my system. Where are > > > they....specifically? > > > > > > TP > > > > > > > > > "Joachim Trensz" <[email hidden]> wrote in message > > > news:af0hq3$ak53k$[email hidden]... > > > > Good work Tom, excellent add-on graphics. Looks far more real than
the
Quoted text (19 lines)> > > > 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 > > > > > > > > > > > > > > > > > > > > > > > > > > > >
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 cockpit 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 "Tom Pabst" <[email hidden]> wrote in message news:P%SQ8.106264$[email hidden]... > David.... > > Before I go check this.....are you talking about the two rows of garageson > the left......just on the other side of the track cement wall....at thepit > 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 reducedistance
Quoted text (12 lines)> 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 > > > "David G Fisher" <[email hidden]> wrote in message > news:vQRQ8.17541$[email hidden]... > > 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 onthe
Quoted text (10 lines)> > left is solid white. > > > > David G Fisher > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:eqRQ8.272874$352.24903@sccrnsc02... > > > Thanks Joachim..... > > > > > > I've actually been doing track graphics/texturing since the early N3 > > > days......but I don't distribute my stuff on the net very
often......for > a > > > long time it was only for high-end machines and my tracks screwed uptoo
Quoted text (16 lines)> > > many systems. But, things have caught up these days.......perhaps I > will > > > put more stuff out for download. I do this for fun....its my > "relaxation" > > > when I want to not race for a while. > > > > > > You'll have to be more specific on the building/structure texture > > > drops.....there are none that I can see on my system. Where are > > > they....specifically? > > > > > > TP > > > > > > > > > "Joachim Trensz" <[email hidden]> wrote in message > > > news:af0hq3$ak53k$[email hidden]... > > > > Good work Tom, excellent add-on graphics. Looks far more real than
the
Quoted text (19 lines)> > > > 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 > > > > > > > > > > > > > > > > > > > > > > > > > > > >
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 "Tom Pabst" <[email hidden]> wrote in message news:eqRQ8.272874$352.24903@sccrnsc02...
Quoted text (34 lines)> Thanks Joachim..... > > I've actually been doing track graphics/texturing since the early N3 > days......but I don't distribute my stuff on the net very often......for a > long time it was only for high-end machines and my tracks screwed up too > many systems. But, things have caught up these days.......perhaps I will > put more stuff out for download. I do this for fun....its my "relaxation" > when I want to not race for a while. > > You'll have to be more specific on the building/structure texture > drops.....there are none that I can see on my system. Where are > they....specifically? > > TP > > > "Joachim Trensz" <[email hidden]> wrote in message > news:af0hq3$ak53k$[email hidden]... > > 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 > > > > > > > > > >
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 "Tom Pabst" <[email hidden]> wrote in message news:0vTQ8.274160$352.25615@sccrnsc02... > Okay... > > I can get the white-based signs to go to almost pure white.....zeroing all > the mip LOD sliders (one on the video card...one in the rend_d3d.ini or > rend_ogl.ini).....but some of the other textures that get lost willdefault
Quoted text (7 lines)> to black...not white. I believe the default texture for a Papy 3do object > (missing a texture) has been black....since the N4 release (not sure, I'd > have to confirm that by removing a texture from one of the objects to > confirm....maybe some of you "regular" track graphics guys can help out > there???). > > I need to do some of the same tests on the openGL renderer (I still use
the > d3d renderer on my graphics work rig)....to see if the results are thesame. > > However, I did learn something....and that is the papy rend_d3d.inicontrols
Quoted text (7 lines)> the mipping.......NOT...the video card LOD slider (except for positive > numbers...the NV ref drivers LOD is useless). I tried lowering the LOD > to -2.0 (actual tried all settings in .5 increments)....and its a much > better quality graphic (crisper detail...particularly on the track surface > just ahead of the car...from the cockpit view). So....that's a bonus of > having this problem come up.....IMHO. Cool. Settings lower than -2.0 > started getting too much flashing on the track surface....for my tastes,
at
Quoted text (87 lines)> least. Though...some experimenting with dialing in some 2X AA might be > useful...or even maybe some Quincunx (sp?)? > > So...sorry I don't have a "pure" answer for you guys....but those textures > are certainly not "missing" on my system. > > TP > > "Tom Pabst" <[email hidden]> wrote in message > news:P%SQ8.106264$[email hidden]... > > 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 > > > > > > "David G Fisher" <[email hidden]> wrote in message > > news:vQRQ8.17541$[email hidden]... > > > 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 > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:eqRQ8.272874$352.24903@sccrnsc02... > > > > Thanks Joachim..... > > > > > > > > I've actually been doing track graphics/texturing since the early N3 > > > > days......but I don't distribute my stuff on the net very > often......for > > a > > > > long time it was only for high-end machines and my tracks screwed up > too > > > > many systems. But, things have caught up these days.......perhaps I > > will > > > > put more stuff out for download. I do this for fun....its my > > "relaxation" > > > > when I want to not race for a while. > > > > > > > > You'll have to be more specific on the building/structure texture > > > > drops.....there are none that I can see on my system. Where are > > > > they....specifically? > > > > > > > > TP > > > > > > > > > > > > "Joachim Trensz" <[email hidden]> wrote in message > > > > news:af0hq3$ak53k$[email hidden]... > > > > > Good work Tom, excellent add-on graphics. Looks far more real than > the > > > > > original track. I must admit I hadn't thought you could do it <g> > > > > > > > > > > There are a couple of untextured (plain white) buildings and wall > > > > sections. > > > > > Is that part of the unfinished work, or is that a little bug? > > > > > > > > > > Thanks for the good work! > > > > > > > > > > Achim > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
Are you using OpenGL or D3D? One thought, if Tom would give us the names of the (few) mips that have the issue, we could simply delete them and use the remaining stuff. Tom? Achim "Dave Henrie" <[email hidden]> wrote in message news:YI_Q8.287729$cQ3.14379@sccrnsc01...
Quoted text (9 lines)> 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 > "Tom Pabst" <[email hidden]> wrote in message > news:0vTQ8.274160$352.25615@sccrnsc02... > > Okay...
Yikes... The problem is OpenGL.......I should have checked this first thing last night....but I was late for a meeting. I can reproduce what you guys are saying about the buildings...just by switching to OpenGL renderer (all else left the same). I don't have a lot a time this morning before I have to leave for the track.....but basically, OpenGL is not rendering any of the TSO textures at all. You are not missing "some" of them....its "all" of them! It also doesn't use any of the light-map textures....anywhere! So the trackside grass and hills are not rendered very realistically. Basically you are looking at about a 50% version of the track I retextured.....also very washed out and pixilated....compared to D3D. Also, the FPS is about 15% lower (at 32 bit...haven't tried FPS at 16 bit). Change to D3D....take a look at the track and your FPS.....then decide what you want to run. In the meantime.....I will see if I can solve what's causing this in the OpenGL renderer. I'd be interested to know if anyone running OGL is NOT having this issue? TP "Tom Pabst" <[email hidden]> wrote in message news:DUOQ8.127956$[email hidden]... > For the last four weeks I have been working on re-texturing andre-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 tryit. > > 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 postedhere
Quoted text (10 lines)> 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
Quoted text (9 lines)> 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 ifyou
Quoted text (9 lines)> 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 > > >
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" <[email hidden]> wrote in message news:zc1R8.39294$EP.3023@sccrnsc03... > Yikes... > > The problem is OpenGL.......I should have checked this first thing last > night....but I was late for a meeting. I can reproduce what you guys are > saying about the buildings...just by switching to OpenGL renderer (allelse > left the same). > > I don't have a lot a time this morning before I have to leave for the > track.....but basically, OpenGL is not rendering any of the TSO texturesat
Quoted text (8 lines)> all. You are not missing "some" of them....its "all" of them! It also > doesn't use any of the light-map textures....anywhere! So the trackside > grass and hills are not rendered very realistically. Basically you are > looking at about a 50% version of the track I retextured.....also very > washed out and pixilated....compared to D3D. Also, the FPS is about 15% > lower (at 32 bit...haven't tried FPS at 16 bit). > > Change to D3D....take a look at the track and your FPS.....then decide
what
Quoted text (15 lines)> you want to run. > > In the meantime.....I will see if I can solve what's causing this in the > OpenGL renderer. I'd be interested to know if anyone running OGL is NOT > having this issue? > > TP > > > > "Tom Pabst" <[email hidden]> wrote in message > news:DUOQ8.127956$[email hidden]... > > 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 fewof > > 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 minutessigns > > 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 cando
Quoted text (11 lines)> > 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 outsidethe
Quoted text (20 lines)> > 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 > > > > > > > >
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" <[email hidden]> wrote in message news:It1R8.280118$352.26172@sccrnsc02...
Quoted text (13 lines)> Sorry Guys.....no quick fix for OpenGL. I looked at the .ini file and > there's nothing there that solves this problem (same with core.ini or > player.ini......unless there's something that needs to be added in to the > ini files). Looks like WinMip2, beta-15 doesn't convert the mip files > properly for OGL in N2K2. > > I should have listened to my intuition on the first go around > here........D3D missing textures would cause a "black" blocks....not white > ones. That should have told me right away that you guys were running OGL. > Sorry, my mistake. > > Your only choice is to run D3D....or delete the files and go back to the > Papy original track for OGL. I'm not sure why you run OGL......but I'll
not > get into that debate since its a no-brainer as far as my systems are > concerned. But....other's may have something different going on? Who > knows? It would be interesting to hear back from you about the difference > this track makes in d3d.....and is that possibly also happening in theother > tracks for you (no light-maps...for example).....and is this maybe thefirst > time you are seeing the difference? > > I have to laugh about you saying, "nice job"....and so forth.Because...in
Quoted text (19 lines)> OGL...this track looks like total garbage! You were all being > kind......lol..... Too funny! > > If I find a solution....(doubt it...because I have no reason to run > OGL....not in N2K2 at least), I'll post it. If someone else finds the > problem......great. > > Regards, > > Tom > > > > "Tom Pabst" <[email hidden]> wrote in message > news:zc1R8.39294$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
Quoted text (33 lines)> > 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" <[email hidden]> wrote in message > > news:DUOQ8.127956$[email hidden]... > > > 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 totry > > 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 thisposted
Quoted text (8 lines)> > 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 zipfile's
Quoted text (8 lines)> > > 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 themip > > > 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 isthe > > > Papy's original track. But, I don't think it will kill anyone's FPSif
Quoted text (14 lines)> > 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 Pabst wrote: > > 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--
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 "Tom Pabst" <[email hidden]> 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 (allelse > 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 texturesat
Quoted text (8 lines)> 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
Quoted text (15 lines)> 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" <[email hidden]> wrote in message > news:DUOQ8.127956$[email hidden]... > > 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 fewof > > 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 minutessigns > > 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 cando
Quoted text (11 lines)> > 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 outsidethe
Quoted text (20 lines)> > 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 > > > > > > > >
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 "Tom Pabst" <[email hidden]> wrote in message news:It1R8.280118$352.26172@sccrnsc02...
Quoted text (13 lines)> Sorry Guys.....no quick fix for OpenGL. I looked at the .ini file and > there's nothing there that solves this problem (same with core.ini or > player.ini......unless there's something that needs to be added in to the > ini files). Looks like WinMip2, beta-15 doesn't convert the mip files > properly for OGL in N2K2. > > I should have listened to my intuition on the first go around > here........D3D missing textures would cause a "black" blocks....not white > ones. That should have told me right away that you guys were running OGL. > Sorry, my mistake. > > Your only choice is to run D3D....or delete the files and go back to the > Papy original track for OGL. I'm not sure why you run OGL......but I'll
not > get into that debate since its a no-brainer as far as my systems are > concerned. But....other's may have something different going on? Who > knows? It would be interesting to hear back from you about the difference > this track makes in d3d.....and is that possibly also happening in theother > tracks for you (no light-maps...for example).....and is this maybe thefirst > time you are seeing the difference? > > I have to laugh about you saying, "nice job"....and so forth.Because...in
Quoted text (19 lines)> OGL...this track looks like total garbage! You were all being > kind......lol..... Too funny! > > If I find a solution....(doubt it...because I have no reason to run > OGL....not in N2K2 at least), I'll post it. If someone else finds the > problem......great. > > Regards, > > Tom > > > > "Tom Pabst" <[email hidden]> wrote in message > news:zc1R8.39294$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
Quoted text (33 lines)> > 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" <[email hidden]> wrote in message > > news:DUOQ8.127956$[email hidden]... > > > 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 totry > > 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 thisposted
Quoted text (8 lines)> > 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 zipfile's
Quoted text (8 lines)> > > 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 themip > > > 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 isthe > > > Papy's original track. But, I don't think it will kill anyone's FPSif
Quoted text (14 lines)> > 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, 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" <[email hidden]> 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 (theyare > somewhat knew....especially in Papy sims). > > First of all.....N2K2 uses them a lot. But, you may not notice it toomuch > 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 didvery > 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 probablywhy > 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 mapscan be > used to improve detail and realism: > > The texture files that create all of the surrounding tracksurface....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 thegrass > surface next to the edge of the track to be dark....and the curbingareas > dirty....etc.? This is done by using the light-maps...assigned tovarious > "sections" of the textured surface. The light-map sort of over-laysthe > surface texture...modifying it (numerically changing the rgb numbersfor the > texture) as it displayed on the screen. You can darken or lighten > texture.....and you can do it specifically in only certain areas....orapply > 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 ofhow
Quoted text (7 lines)> 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
Quoted text (7 lines)> you the difference? > > > > "Tom Pabst" <[email hidden]> wrote in message > news:It1R8.280118$352.26172@sccrnsc02... > > Sorry Guys.....no quick fix for OpenGL. I looked at the .ini file
and > > there's nothing there that solves this problem (same with core.inior > > player.ini......unless there's something that needs to be added into the > > ini files). Looks like WinMip2, beta-15 doesn't convert the mipfiles > > properly for OGL in N2K2. > > > > I should have listened to my intuition on the first go around > > here........D3D missing textures would cause a "black" blocks....notwhite > > ones. That should have told me right away that you guys wererunning OGL. > > Sorry, my mistake. > > > > Your only choice is to run D3D....or delete the files and go back tothe > > Papy original track for OGL. I'm not sure why you run OGL......butI'll > not > > get into that debate since its a no-brainer as far as my systems are > > concerned. But....other's may have something different going on?Who > > knows? It would be interesting to hear back from you about thedifference > > this track makes in d3d.....and is that possibly also happening inthe > other > > tracks for you (no light-maps...for example).....and is this maybethe
Quoted text (10 lines)> first > > time you are seeing the difference? > > > > I have to laugh about you saying, "nice job"....and so forth. > Because...in > > OGL...this track looks like total garbage! You were all being > > kind......lol..... Too funny! > > > > If I find a solution....(doubt it...because I have no reason to run > > OGL....not in N2K2 at least), I'll post it. If someone else finds
the
Quoted text (13 lines)> > problem......great. > > > > Regards, > > > > Tom > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:zc1R8.39294$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 youguys > 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 forthe > > > track.....but basically, OpenGL is not rendering any of the TSOtextures > > at > > > all. You are not missing "some" of them....its "all" of them! Italso > > > doesn't use any of the light-map textures....anywhere! So thetrackside > > > grass and hills are not rendered very realistically. Basicallyyou are > > > looking at about a 50% version of the track I retextured.....alsovery > > > washed out and pixilated....compared to D3D. Also, the FPS isabout 15% > > > lower (at 32 bit...haven't tried FPS at 16 bit). > > > > > > Change to D3D....take a look at the track and your FPS.....thendecide > > what > > > you want to run. > > > > > > In the meantime.....I will see if I can solve what's causing thisin the > > > OpenGL renderer. I'd be interested to know if anyone running OGLis NOT
Quoted text (11 lines)> > > having this issue? > > > > > > TP > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:DUOQ8.127956$[email hidden]... > > > > 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 Ithough a > few > > of > > > > you guys running the RASCAR race this weekend at Sears mightlike to > try > > > it. > > > > > > > > I just got home from the track (confirming a few of the lastminutes > > 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 givemuch of > > > > explanation of what is....or is not completed, as of yet. MaybeI can > > do > > > > that later tonight when I return? > > > > > > > > Installation: > > > > 1. Download the file below and unzip all of its contents intothe > 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 thezip > file's > > > > contents in the second link below....to thatsub-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 filesoutside > > 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 allthe > 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 thanis > the > > > > Papy's original track. But, I don't think it will kill anyone'sFPS > if > > > you > > > > have a good "box" to run N2K2 to start with. If you have a"marginal"
Quoted text (14 lines)> > > > one....probably better not load these textures. > > > > > > > > Have fun you guys... > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > >
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" <[email hidden]> wrote in message news:af2okq$b3ki0$[email hidden]...
Quoted text (253 lines)> 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" <[email hidden]> 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" <[email hidden]> wrote in message > > news:It1R8.280118$352.26172@sccrnsc02... > > > Sorry Guys.....no quick fix for OpenGL. I looked at the .ini file > and > > > there's nothing there that solves this problem (same with core.ini > or > > > player.ini......unless there's something that needs to be added in > to the > > > ini files). Looks like WinMip2, beta-15 doesn't convert the mip > files > > > properly for OGL in N2K2. > > > > > > I should have listened to my intuition on the first go around > > > here........D3D missing textures would cause a "black" blocks....not > white > > > ones. That should have told me right away that you guys were > running OGL. > > > Sorry, my mistake. > > > > > > Your only choice is to run D3D....or delete the files and go back to > the > > > Papy original track for OGL. I'm not sure why you run OGL......but > I'll > > not > > > get into that debate since its a no-brainer as far as my systems are > > > concerned. But....other's may have something different going on? > Who > > > knows? It would be interesting to hear back from you about the > difference > > > this track makes in d3d.....and is that possibly also happening in > the > > other > > > tracks for you (no light-maps...for example).....and is this maybe > the > > first > > > time you are seeing the difference? > > > > > > I have to laugh about you saying, "nice job"....and so forth. > > Because...in > > > OGL...this track looks like total garbage! You were all being > > > kind......lol..... Too funny! > > > > > > If I find a solution....(doubt it...because I have no reason to run > > > OGL....not in N2K2 at least), I'll post it. If someone else finds > the > > > problem......great. > > > > > > Regards, > > > > > > Tom > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:zc1R8.39294$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" <[email hidden]> wrote in message > > > > news:DUOQ8.127956$[email hidden]... > > > > > 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 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >
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 Pabst" <[email hidden]> 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 toomuch > unless you do a lot of graphics work (or if you run N2K2 in > OGL...obviously)....because Papy was pretty lazy about using them. Forthe
Quoted text (8 lines)> 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 tracksurface....grass,
Quoted text (8 lines)> 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....orapply > it to the whole texture. Its very creative.....but not intuitive(reversed
Quoted text (19 lines)> 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" <[email hidden]> wrote in message > news:It1R8.280118$352.26172@sccrnsc02... > > Sorry Guys.....no quick fix for OpenGL. I looked at the .ini file and > > there's nothing there that solves this problem (same with core.ini or > > player.ini......unless there's something that needs to be added in to
the > > ini files). Looks like WinMip2, beta-15 doesn't convert the mip files > > properly for OGL in N2K2. > > > > I should have listened to my intuition on the first go around > > here........D3D missing textures would cause a "black" blocks....notwhite > > ones. That should have told me right away that you guys were runningOGL.
Quoted text (8 lines)> > Sorry, my mistake. > > > > Your only choice is to run D3D....or delete the files and go back to the > > Papy original track for OGL. I'm not sure why you run OGL......but I'll > not > > get into that debate since its a no-brainer as far as my systems are > > concerned. But....other's may have something different going on? Who > > knows? It would be interesting to hear back from you about the
difference
Quoted text (26 lines)> > this track makes in d3d.....and is that possibly also happening in the > other > > tracks for you (no light-maps...for example).....and is this maybe the > first > > time you are seeing the difference? > > > > I have to laugh about you saying, "nice job"....and so forth. > Because...in > > OGL...this track looks like total garbage! You were all being > > kind......lol..... Too funny! > > > > If I find a solution....(doubt it...because I have no reason to run > > OGL....not in N2K2 at least), I'll post it. If someone else finds the > > problem......great. > > > > Regards, > > > > Tom > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:zc1R8.39294$EP.3023@sccrnsc03... > > > Yikes... > > > > > > The problem is OpenGL.......I should have checked this first thing
last
Quoted text (8 lines)> > > 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! Italso > > > doesn't use any of the light-map textures....anywhere! So thetrackside > > > grass and hills are not rendered very realistically. Basically youare > > > looking at about a 50% version of the track I retextured.....also very > > > washed out and pixilated....compared to D3D. Also, the FPS is about15%
Quoted text (7 lines)> > > 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 isNOT
Quoted text (25 lines)> > > having this issue? > > > > > > TP > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:DUOQ8.127956$[email hidden]... > > > > 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 Ican
Quoted text (10 lines)> > 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......thismust > > 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 filesoutside
Quoted text (15 lines)> > 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"
Quoted text (14 lines)> > > > one....probably better not load these textures. > > > > > > > > Have fun you guys... > > > > > > > > Tom > > > > > > > > > > > > > > > > > > > > > > > >
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 "Goy Larsen" <[email hidden]> wrote in message news:[email hidden]... > > > Tom Pabst wrote: > > > > 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'llnot
Quoted text (21 lines)> > 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--
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 "Tom Pabst" <[email hidden]> wrote in message news:LX7R8.283115$352.26531@sccrnsc02... > To make a fair judgment between FPS in OGL and D3D (in N2K2 atleast)....you > need to turn off the "eye candy" in D3D that OGL doesn't have (like > light-maps). Once you have the "eye candy" settings at the same > level.......I think you'll find the FPS is higher in D3D. On my > systems....its about 20%. This has been pretty much solid.....forabout 2 > years now. The only sim I'd prefer to run in OGL is GPL...but youcan't > because of the black screen bug. Also, if you have a 19" monitor or > larger....try a higher screen res (like 1280x32 or 1600x32) and usethe > highest refresh rate your monitor supports. That won't change the FPS > comparison...but it really shows up in D3D.....over OGL graphicquality. > Systems do vary though.
"Tom Pabst" < > The texture files that create all of the surrounding tracksurface....grass, > hills (not the horizon hills and sky)...comes **from only two files.** > Meaning...these two textures are used to spread the grass....hillside > grass....over all the surfaces (except the racing surface...duh). But Goy said I was SUPPOSED to race on the grass.......????????? dave henrie
Dave Henrie 23 Jun 2002 00:55 UTC#529478
"Tom Pabst" < But Goy said I was SUPPOSED to race on the grass.......????????? dave henrie
Thanks for the info Tom. One thing I noticed: in the default state of the Sears track, N2002 does display (in OpenGL) the shadow under that bridge you show us as an example for light mapping. I.e., the OpenGL renderer seems to be capable of displaying lightmaps - just not with your graphics or lightmaps. Couldn't it indeed just be a header format issue? Achim "Tom Pabst" <[email hidden]> wrote in message news:bP7R8.42181$EP.3808@sccrnsc03...
Quoted text (7 lines)> 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
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 "Tom Pabst" <[email hidden]> wrote in message news:LX7R8.283115$352.26531@sccrnsc02... > Goy... > > To make a fair judgment between FPS in OGL and D3D (in N2K2 atleast)....you
Quoted text (14 lines)> need to turn off the "eye candy" in D3D that OGL doesn't have (like > light-maps). Once you have the "eye candy" settings at the same > level.......I think you'll find the FPS is higher in D3D. On my > systems....its about 20%. This has been pretty much solid.....for about 2 > years now. The only sim I'd prefer to run in OGL is GPL...but you can't > because of the black screen bug. Also, if you have a 19" monitor or > larger....try a higher screen res (like 1280x32 or 1600x32) and use the > highest refresh rate your monitor supports. That won't change the FPS > comparison...but it really shows up in D3D.....over OGL graphic quality. > Systems do vary though. > > Regards, > > Tom
I think we are talking about the same thing. Light maps represent the amount by which the video card will darken a texture in order to simulate static lighting (they really should be called "dark maps"). They are usually calculated at a lower mip level because there are so many of them. They get combined with texture maps mathematically by the video card (the reason we have twin-texturing), and then usually dynamic lights and surface effects (environment maps, etc.) are added in a second pass. But in FPS games the lightmaps are typically not modifiable without the light map compiler. Are you able to change the light maps in NR2002 by hand? Just curious. "Tom Pabst" <[email hidden]> wrote in message news:dM7R8.292540$cQ3.14955@sccrnsc01... > 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 textureoverlay > light-maps. They are mip files (lots of them) used to modify thesurface > texture coloring (add bridge shadows...for example). I'm sure the simalso > uses a compiler for sun-source light-mapping. That's what you arereferring > to....I think? > > Tom >
Yes.....no problems. TP "Haqsau" <[email hidden]> wrote in message news:af3fhd$b84j4$[email hidden]...
Quoted text (30 lines)> 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 Pabst" <[email hidden]> wrote in message > news:dM7R8.292540$cQ3.14955@sccrnsc01... > > Haq... > > > > I think I'm using the general term, "light-maps"......made up of both > > compiler source and overlay. I'm talking about the surface texture > overlay > > light-maps. They are mip files (lots of them) used to modify the > surface > > texture coloring (add bridge shadows...for example). I'm sure the sim > also > > uses a compiler for sun-source light-mapping. That's what you are > referring > > to....I think? > > > > Tom > > > >
Achim... You keep bringing this up....and I'm not the guy to ask. Ask Klaus....the creator of WinMip2. TP "Joachim Trensz" <[email hidden]> wrote in message news:af32os$aqinm$[email hidden]...
Quoted text (24 lines)> Thanks for the info Tom. > > One thing I noticed: in the default state of the Sears track, N2002 does > display (in OpenGL) the shadow under that bridge you show us as an example > for light mapping. I.e., the OpenGL renderer seems to be capable of > displaying lightmaps - just not with your graphics or lightmaps. > > Couldn't it indeed just be a header format issue? > > Achim > > > "Tom Pabst" <[email hidden]> wrote in message > news:bP7R8.42181$EP.3808@sccrnsc03... > > 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 > > >
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 "Eric Busch" <[email hidden]> wrote in message news:af3340$q55$[email hidden]...
Quoted text (30 lines)> 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 > > > "Tom Pabst" <[email hidden]> wrote in message > news:LX7R8.283115$352.26531@sccrnsc02... > > To make a fair judgment between FPS in OGL and D3D (in N2K2 at > least)....you > > need to turn off the "eye candy" in D3D that OGL doesn't have (like > > light-maps). Once you have the "eye candy" settings at the same > > level.......I think you'll find the FPS is higher in D3D. On my > > systems....its about 20%. This has been pretty much solid.....for > about 2 > > years now. The only sim I'd prefer to run in OGL is GPL...but you > can't > > because of the black screen bug. Also, if you have a 19" monitor or > > larger....try a higher screen res (like 1280x32 or 1600x32) and use > the > > highest refresh rate your monitor supports. That won't change the FPS > > comparison...but it really shows up in D3D.....over OGL graphic > quality. > > Systems do vary though. > >
Biz 24 Jun 2002 01:34 UTC↳ reply to Tom Pabst#112804
Well Tom, if you're not going to troubleshoot it in any way, then just try to make sure that everyone gets the message that your new textures for Sears are not OpenGL compatible. Most if not all nVidia Geforce(2,3,4) card users will be using OpenGL because of higher framerates vs. D3D. What video card do you use? And I also assume you have a 1+GHz processor as well? There are many not that fortunate to have that hw yet... -- Biz "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and,......things with molecular structures,....and the....." - Ash Tom Pabst <[email hidden]> wrote in message news:n1tR8.127540$[email hidden]... > 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 > > > "Eric Busch" <[email hidden]> wrote in message > news:af3340$q55$[email hidden]... > > 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 > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:LX7R8.283115$352.26531@sccrnsc02... > > > To make a fair judgment between FPS in OGL and D3D (in N2K2 at > > least)....you > > > need to turn off the "eye candy" in D3D that OGL doesn't have (like > > > light-maps). Once you have the "eye candy" settings at the same > > > level.......I think you'll find the FPS is higher in D3D. On my > > > systems....its about 20%. This has been pretty much solid.....for > > about 2 > > > years now. The only sim I'd prefer to run in OGL is GPL...but you > > can't > > > because of the black screen bug. Also, if you have a 19" monitor or > > > larger....try a higher screen res (like 1280x32 or 1600x32) and use > > the > > > highest refresh rate your monitor supports. That won't change the FPS > > > comparison...but it really shows up in D3D.....over OGL graphic > > quality. > > > Systems do vary though. > > > > > >
drink 24 Jun 2002 01:47 UTC↳ reply to Biz#112807
did your pet die today biz? "Biz" <[email hidden]> wrote in message news:xGuR8.57916$[email hidden]... > Well Tom, if you're not going to troubleshoot it in any way, then just tryto make sure that > everyone gets the message that your new textures for Sears are not OpenGLcompatible. Most if not > all nVidia Geforce(2,3,4) card users will be using OpenGL because ofhigher framerates vs. D3D. > What video card do you use? And I also assume you have a 1+GHz processoras well? There are many > not that fortunate to have that hw yet... > -- > Biz
drink 24 Jun 2002 01:47 UTC#529485
did your pet die today biz? compatible. Most if not higher framerates vs. D3D. as well? There are many
I'm just hoping you'll try to make it work under OGL as well ;-) Achim "Tom Pabst" <[email hidden]> wrote in message news:hVsR8.292527$352.27753@sccrnsc02...
Quoted text (14 lines)> Achim... > > You keep bringing this up....and I'm not the guy to ask. Ask Klaus....the > creator of WinMip2. > > TP > > > "Joachim Trensz" <[email hidden]> wrote in message > news:af32os$aqinm$[email hidden]... > > 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
Achim, thanks for telling me about this thread. I just did a mip to bmp and then back to mip conversion with a few of the "white" mips. Now they work in OGL. Will mean, it�s not WinMip causing the problem. A first try for an explanation would be, Tom has reduced the mip levels. When the OGL rasterizer doesn�t find the appropriate mip level it doesn�t display the texture at all and shows the default color instead. But that�s just a guess. Klaus H�rbrand WinMip file conversion tool.
Hi Tom, maybe you should download Winmip again. I have reason to think that there have perhaps been internal version changes to Winmip although the major version (15) remained the same - it's not very likely, but maybe the latest version converts your Lightmaps differently. Achim "Tom Pabst" <[email hidden]> wrote in message news:hVsR8.292527$352.27753@sccrnsc02... > Achim... > > You keep bringing this up....and I'm not the guy to ask. Ask Klaus....the > creator of WinMip2. > > TP
EldredP 24 Jun 2002 16:06 UTC↳ reply to drink#112715
In article <SGuR8.4021$[email hidden]>, "drink" <[email hidden]> writes:
Quoted text (13 lines)>did your pet die today biz? > >"Biz" <[email hidden]> wrote in message >news:xGuR8.57916$[email hidden]... >> Well Tom, if you're not going to troubleshoot it in any way, then just try >to make sure that >> everyone gets the message that your new textures for Sears are not OpenGL >compatible. Most if not >> all nVidia Geforce(2,3,4) card users will be using OpenGL because of >higher framerates vs. D3D. >> What video card do you use? And I also assume you have a 1+GHz processor >as well? There are many >> not that fortunate to have that hw yet...
I didn't see anything wrong with Biz's post. He wasn't abusive, vulgar, or anything. He stated an opinion, with a suggestion. What's the prob? Eldred -- Homepage - http://www.umich.edu/~epickett Never argue with an idiot. He brings you down to his level, then beats you with experience... Remove SPAM-OFF to reply.
Tom Pabst 24 Jun 2002 16:37 UTC↳ reply to Biz#112726
Biz... Your "attitude" suggests that I withheld that information on purpose. I wasn't aware that it didn't work in OGL until I released the track to you RASCAR guys......even stating that it was "unfinished" work (or did you miss that?). This is exactly the reason why I don't (usually) publicly release my track texture work....ever. I do this for myself and few guys who I race online with out here at Sears Point. I am NOT Papyrus....and I'm not "selling" my work.......I have neither the time nor the inclination to make my tracks work on every f'ing system there is out there in this sim community......I'm not obligated to you or anyone to make it work in a rendering system I don't use myself.....got it? By the way, I have a 1.7gig AMD (oc'd to around 1.9gigs) and a GF4-ti4600 Nvidia card......I don't agree that OGL is better graphically...or faster than....D3D. Maybe you were just having a bad day? Tom "Biz" <[email hidden]> wrote in message news:xGuR8.57916$[email hidden]... > Well Tom, if you're not going to troubleshoot it in any way, then just tryto make sure that > everyone gets the message that your new textures for Sears are not OpenGLcompatible. Most if not > all nVidia Geforce(2,3,4) card users will be using OpenGL because ofhigher framerates vs. D3D. > What video card do you use? And I also assume you have a 1+GHz processoras well? There are many
Quoted text (17 lines)> not that fortunate to have that hw yet... > -- > Biz > > "Don't touch that please, your primitive intellect wouldn't understand > alloys and compositions and,......things with molecular structures,....and > the....." - Ash > > > Tom Pabst <[email hidden]> wrote in message > news:n1tR8.127540$[email hidden]... > > Eric... > > > > Seems this is an issue for Klaus Hobrand......not me. I just use his > > tool.....and after converting the bmps back to mips...with > > WinMip2beta15....OGL doesn't display them properly (especially the "lm" > > mips). I don't know why....but it doesn't happen in D3D....which is
what I
Quoted text (32 lines)> > run.....so I'm not going to troubleshoot it for Klaus. You know? > > > > TP > > > > > > "Eric Busch" <[email hidden]> wrote in message > > news:af3340$q55$[email hidden]... > > > 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 > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > news:LX7R8.283115$352.26531@sccrnsc02... > > > > 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
Quoted text (9 lines)> > > > comparison...but it really shows up in D3D.....over OGL graphic > > > quality. > > > > Systems do vary though. > > > > > > > > > > > >
Klaus... I'm glad you were made aware of this thread by Joachim......I was going to email you this morning myself. However, before I did that I wanted to go back and convert a mip file with the June 16th WinMip2-beta15 on your site.....and NOT reduce the mip levels. I suspected that could be causing the problem and apparently you have confirmed that. Now...I ask you: In D3D....and in all the past track work I've done in GPL and N3......I could use the technique of reducing the mip sub-images as a way to "fake" the mip LOD bias for a particular track texture. I've used that technique "sparingly" when I head plenty of headroom in FPS power (on past systems). Apparently, that can't be done with OGL in N2K2....but it doesn't cause the same (missing texture) problem in D3D. Is that what you are saying? I just want to be clear about this. I did do this on all the building textures.....and on most of the light-map mips.......it sharpens the distance textures as displayed in the graphics engine for N2K2 (in D3D at least). That's why I suspected it could be causing the missing texture problem in OGL......or was highly likely to be the cause. I have noticed that in N2K2.....it does not respond to the LOD slider settings past "zero" or to the negative.....it only responds to settings that are positive numbers. This was weird....and somewhat of a concern until I discovered I could set the LOD levels as desired in the "rend_d3d.ini" file myself. Apparently, Papyrus has decoupled the LOD slider in the NV ref drivers and only allows it to be set in the .ini file (by hand). Its not a big deal....since you only set this once......and that's it. Is that your experience as well? Thanks for your input, Klaus......as always...you end up being the "go to man"......on this type of issue. Your work with WinMip2 over the years has been nothing short of remarkable. I have thanked you many times privately....I do so now again....publicly! Many regards, Tom PS: I have some spare time this week in my schedule (now that the Sears WC race is over)....and I'm going to take the few hours needed to go back and re-convert all the mips I reduced the sub image levels for (all of the lm mip files...and all of the building texture files as well)......so this track will work properly in OGL. I'm doing this because Eric Busch has raised some excellent points in his post below....and I want to reinvestigate the quality and FPS of OGL again. I haven't addressed that issue in a few months....and not at all in N2K2 except for some superficial benchmarking I routinely do. Eric raised some good points...I want to check it out. Thanks, Eric...... "HORBRA" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> Achim, thanks for telling me about this thread. > > I just did a mip to bmp and then back to mip conversion with a few of the > "white" mips. Now they work in OGL. Will mean, it�s not WinMip causing the > problem. A first try for an explanation would be, Tom has reduced the mip > levels. When the OGL rasterizer doesn�t find the appropriate mip level it > doesn�t display the texture at all and shows the default color instead.
But > that�s just a guess. > > Klaus H�rbrand > WinMip file conversion tool.
Eric... With a little more time this morning than I had yesterday.....I did discover I had a missing lm mip file for the bridge shadow under the "FRAM" footbridge....that led me to believe the lightmaps were NOT being used by OGL (especially since they don't show up on the field grass or hill textures in OGL.....but.....see my response to Klaus Horbrand below.....that's another reason......I also didn't know when I responded to you yesterday). I'm going to go fix all the lm mips....and the building texture mips....so they do work in OGL (now I know what's causing them to be missing). I want to check out your thoughts on the OGL render vs. the D3D render....it seems that you are suggesting the OGL is faster....and better graphics quality. Is that what you are saying? I don't want to waste time chasing my tail here....you know.....lol....??? Eric...just to be sure.....I am not "questioning your judgment" on this.....you are certainly in the position of knowing more about this than I do. I just want to make sure I'm not misinterpreting your post. Okay....?? Thanks, Tom PS: I also want to make sure that you are clear about the fact that I'm not "knocking" Papy for not using the lm files as I did. Its a ton of work to create them in the manner I did (to create the dark shading in specific areas of the trackside textures)....and I'm fully aware that Papyrus must limit the man-hours spent on any track for its retail sims. I'm just glad that the aftermarket improvement capability does exist. I hope my work on a few of your tracks isn't considered as detrimental to their quality.....I don't intend it that way...at least. "Eric Busch" <[email hidden]> wrote in message news:af3340$q55$[email hidden]...
Quoted text (30 lines)> 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 > > > "Tom Pabst" <[email hidden]> wrote in message > news:LX7R8.283115$352.26531@sccrnsc02... > > 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. > >
The relative speed is going to be completely dependent on the hardware and drivers used, while the visual quality is always going to be subjective. That said, many users (especially those with Nvidia cards) will find OpenGL to be faster, and I personally find the graphics quality to be slightly better as well (though part of that is due to the inclusion of specular highlights). - Eric "Tom Pabst" <[email hidden]> wrote in message news:cnIR8.298377$352.28969@sccrnsc02... > I'm going to go fix all the lm mips....and the building texture mips....so > they do work in OGL (now I know what's causing them to be missing). Iwant > to check out your thoughts on the OGL render vs. the D3D render....itseems > that you are suggesting the OGL is faster....and better graphics quality. > Is that what you are saying? I don't want to waste time chasing my tail > here....you know.....lol....??? Eric...just to be sure.....I am not > "questioning your judgment" on this.....you are certainly in the positionof > knowing more about this than I do. I just want to make sure I'm not > misinterpreting your post. Okay....??
Tom, I did some experiments, proving the theory, that the OGL rasterizer doesn�t display the texture at all, when it doesn�t find the expected and precalculated mip level. So, I fear, your trick for sharper textures won�t work anymore, at least for OGL. You still can replace a 256x256 texture with a 512x512 one, which also results in a sharper image.
Ok so until this is redone. Do we just move the extra folder we put in to go back to the way Sears was? Thanks, WilburJr Tom Pabst wrote:
Quoted text (36 lines)> 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
Okay, Eric....thanks for being clear about that. Regards, Tom "Eric Busch" <[email hidden]> wrote in message news:af7pgj$hdt$[email hidden]... > The relative speed is going to be completely dependent on the hardware and > drivers used, while the visual quality is always going to be subjective. > That said, many users (especially those with Nvidia cards) will findOpenGL
Quoted text (10 lines)> to be faster, and I personally find the graphics quality to be slightly > better as well (though part of that is due to the inclusion of specular > highlights). > > - Eric > > > "Tom Pabst" <[email hidden]> wrote in message > news:cnIR8.298377$352.28969@sccrnsc02... > > I'm going to go fix all the lm mips....and the building texture
mips....so > > they do work in OGL (now I know what's causing them to be missing). I > want > > to check out your thoughts on the OGL render vs. the D3D render....it > seems > > that you are suggesting the OGL is faster....and better graphicsquality. > > Is that what you are saying? I don't want to waste time chasing my tail > > here....you know.....lol....??? Eric...just to be sure.....I am not > > "questioning your judgment" on this.....you are certainly in theposition > of > > knowing more about this than I do. I just want to make sure I'm not > > misinterpreting your post. Okay....?? > >
Thanks, Klaus......I will be going back and fixing all those files (return them to the original mip-sub image level) then. Dang....that was a great "trick".....now it only works in D3D. I'll have to make a decision about which rasterizer to use....before doing track graphics now. Before doing that....I want to put my Sears Point graphics in a condition to run in both OGL and D3D....so I can do my own comparison studies/tests....and make a decision for myself (finally) about this issue. That will take a while...but will keep you posted. I know about increasing the resolution (256 to 512...for example)....but I don't like to do that without justification because that can really load up the video card RAM quickly. I did plan to do that for all the horizon files.....and just hadn't gotten around to doing it. The 256 horizon files are just too pixilated....for my taste, at least.......but you can't just double their size.....it doesn't work very well. You actually have to paint them larger...from scratch. That's a ton of work....so that's why I back-burnered it for now. Thanks for your help on this..... Regards, Tom "HORBRA" <[email hidden]> wrote in message news:[email hidden]... > Tom, I did some experiments, proving the theory, that the OGL rasterizer > doesn�t display the texture at all, when it doesn�t find the expected and > precalculated mip level. So, I fear, your trick for sharper textures won�twork > anymore, at least for OGL. You still can replace a 256x256 texture with a > 512x512 one, which also results in a sharper image.
No Wilbur.....your choices are to use the D3D rasterizer......or remove all the mip files from the track folder (those are mine.....the original track would have them all in their dat folder). Tom "WilburJr" <[email hidden]> wrote in message news:[email hidden]... > Ok so until this is redone. Do we just move the extra folder we put in togo
Quoted text (7 lines)> back to the way Sears was? > Thanks, > WilburJr > > Tom Pabst wrote: > > > 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 theN2K2 > > mips. Its not completed....but its enough complete that I though a fewof > > you guys running the RASCAR race this weekend at Sears might like to tryit. > > > > I just got home from the track (confirming a few of the last minutessigns > > that were still being painted yesterday)....and want to get this postedhere > > 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 cando
Quoted text (8 lines)> > 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 mustbe > > 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 outsidethe > > 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 trackfolder....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 ifyou
Quoted text (7 lines)> > 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... For now....as a temporary fix......just delete the "grand_11_em.mip" and the "grand_11.mip" and that will force the use of the Papy original files in the .dat. All I did with those files is change the facing of the grandstand to be consistent with the "terracing grandstands" that now stand in that place on the track. It was a "trick fix"......and not really visible from the cockpit of the car view anyway. Its not a biggy. The ti files do cause this problem........I already fixed the bigbul problem.....by changing the transparent color to a dark color. But for some reason, the transparent color when those files are converted....even using the original Papy color.....begins to bleed through. That's a separate problem that has not been addressed yet (I did not lower the sub-image levels for those files....so that's not the problem here). Tom "Joachim Trensz" <[email hidden]> wrote in message news:af26jj$atv50$[email hidden]...
Quoted text (8 lines)> Hi Tom, > > one of the mips causing something to appear white is the grand_11_em.mip. > Maybe that helps you determine what the common cause is. > > Achim > >
Eric... How do you do this in N2K2? Tom "Eric Busch" <[email hidden]> wrote in message news:af3340$q55$[email hidden]...
Quoted text (30 lines)> 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 > > > "Tom Pabst" <[email hidden]> wrote in message > news:LX7R8.283115$352.26531@sccrnsc02... > > To make a fair judgment between FPS in OGL and D3D (in N2K2 at > least)....you > > need to turn off the "eye candy" in D3D that OGL doesn't have (like > > light-maps). Once you have the "eye candy" settings at the same > > level.......I think you'll find the FPS is higher in D3D. On my > > systems....its about 20%. This has been pretty much solid.....for > about 2 > > years now. The only sim I'd prefer to run in OGL is GPL...but you > can't > > because of the black screen bug. Also, if you have a 19" monitor or > > larger....try a higher screen res (like 1280x32 or 1600x32) and use > the > > highest refresh rate your monitor supports. That won't change the FPS > > comparison...but it really shows up in D3D.....over OGL graphic > quality. > > Systems do vary though. > >
Thanks for the info Tom ! Achim "Tom Pabst" <[email hidden]> wrote in message news:sEOR8.59280$EP.5749@sccrnsc03... > Joachim... > > For now....as a temporary fix......just delete the "grand_11_em.mip" andthe > "grand_11.mip" and that will force the use of the Papy original files inthe > .dat. All I did with those files is change the facing of the grandstandto > be consistent with the "terracing grandstands" that now stand in thatplace
Quoted text (8 lines)> on the track. It was a "trick fix"......and not really visible from the > cockpit of the car view anyway. Its not a biggy. The ti files do cause > this problem........I already fixed the bigbul problem.....by changing the > transparent color to a dark color. But for some reason, the transparent > color when those files are converted....even using the original Papy > color.....begins to bleed through. That's a separate problem that has not > been addressed yet (I did not lower the sub-image levels for those > files....so that's not the problem here).
Biz 26 Jun 2002 00:14 UTC↳ reply to Tom Pabst#112203
Thanx for turning my inocuous request into something you deemed as nasty. -- Biz "Don't touch that please, your primitive intellect wouldn't understand alloys and compositions and,......things with molecular structures,....and the....." - Ash Tom Pabst <[email hidden]> wrote in message news:pVHR8.56861$EP.5116@sccrnsc03... > Biz... > > Your "attitude" suggests that I withheld that information on purpose. I > wasn't aware that it didn't work in OGL until I released the track to you > RASCAR guys......even stating that it was "unfinished" work (or did you miss > that?). This is exactly the reason why I don't (usually) publicly release > my track texture work....ever. I do this for myself and few guys who I race > online with out here at Sears Point. I am NOT Papyrus....and I'm not > "selling" my work.......I have neither the time nor the inclination to make > my tracks work on every f'ing system there is out there in this sim > community......I'm not obligated to you or anyone to make it work in a > rendering system I don't use myself.....got it? By the way, I have a 1.7gig > AMD (oc'd to around 1.9gigs) and a GF4-ti4600 Nvidia card......I don't agree > that OGL is better graphically...or faster than....D3D. > > Maybe you were just having a bad day? > > Tom > > > > "Biz" <[email hidden]> wrote in message > news:xGuR8.57916$[email hidden]... > > Well Tom, if you're not going to troubleshoot it in any way, then just try > to make sure that > > everyone gets the message that your new textures for Sears are not OpenGL > compatible. Most if not > > all nVidia Geforce(2,3,4) card users will be using OpenGL because of > higher framerates vs. D3D. > > What video card do you use? And I also assume you have a 1+GHz processor > as well? There are many > > not that fortunate to have that hw yet... > > -- > > Biz > > > > "Don't touch that please, your primitive intellect wouldn't understand > > alloys and compositions and,......things with molecular structures,....and > > the....." - Ash > > > > > > Tom Pabst <[email hidden]> wrote in message > > news:n1tR8.127540$[email hidden]... > > > Eric... > > > > > > Seems this is an issue for Klaus Hobrand......not me. I just use his > > > tool.....and after converting the bmps back to mips...with > > > WinMip2beta15....OGL doesn't display them properly (especially the "lm" > > > mips). I don't know why....but it doesn't happen in D3D....which is > what I > > > run.....so I'm not going to troubleshoot it for Klaus. You know? > > > > > > TP > > > > > > > > > "Eric Busch" <[email hidden]> wrote in message > > > news:af3340$q55$[email hidden]... > > > > 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 > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > news:LX7R8.283115$352.26531@sccrnsc02... > > > > > To make a fair judgment between FPS in OGL and D3D (in N2K2 at > > > > least)....you > > > > > need to turn off the "eye candy" in D3D that OGL doesn't have (like > > > > > light-maps). Once you have the "eye candy" settings at the same > > > > > level.......I think you'll find the FPS is higher in D3D. On my > > > > > systems....its about 20%. This has been pretty much solid.....for > > > > about 2 > > > > > years now. The only sim I'd prefer to run in OGL is GPL...but you > > > > can't > > > > > because of the black screen bug. Also, if you have a 19" monitor or > > > > > larger....try a higher screen res (like 1280x32 or 1600x32) and use > > > > the > > > > > highest refresh rate your monitor supports. That won't change the > FPS > > > > > comparison...but it really shows up in D3D.....over OGL graphic > > > > quality. > > > > > Systems do vary though. > > > > > > > > > > > > > > > > > > > >
Tom Pabst 28 Jun 2002 07:31 UTC↳ reply to Biz#111898
So did several others...... TP "Biz" <[email hidden]> wrote in message news:1I7S8.53753$[email hidden]...
Quoted text (10 lines)> Thanx for turning my inocuous request into something you deemed as nasty. > -- > Biz > > "Don't touch that please, your primitive intellect wouldn't understand > alloys and compositions and,......things with molecular structures,....and > the....." - Ash > > > Tom Pabst <[email hidden]> wrote in message
news:pVHR8.56861$EP.5116@sccrnsc03... > > Biz... > > > > Your "attitude" suggests that I withheld that information on purpose. I > > wasn't aware that it didn't work in OGL until I released the track toyou > > RASCAR guys......even stating that it was "unfinished" work (or did youmiss > > that?). This is exactly the reason why I don't (usually) publiclyrelease > > my track texture work....ever. I do this for myself and few guys who Irace > > online with out here at Sears Point. I am NOT Papyrus....and I'm not > > "selling" my work.......I have neither the time nor the inclination tomake > > my tracks work on every f'ing system there is out there in this sim > > community......I'm not obligated to you or anyone to make it work in a > > rendering system I don't use myself.....got it? By the way, I have a1.7gig > > AMD (oc'd to around 1.9gigs) and a GF4-ti4600 Nvidia card......I don'tagree
Quoted text (11 lines)> > that OGL is better graphically...or faster than....D3D. > > > > Maybe you were just having a bad day? > > > > Tom > > > > > > > > "Biz" <[email hidden]> wrote in message > > news:xGuR8.57916$[email hidden]... > > > Well Tom, if you're not going to troubleshoot it in any way, then just
try > > to make sure that > > > everyone gets the message that your new textures for Sears are notOpenGL > > compatible. Most if not > > > all nVidia Geforce(2,3,4) card users will be using OpenGL because of > > higher framerates vs. D3D. > > > What video card do you use? And I also assume you have a 1+GHzprocessor
Quoted text (7 lines)> > as well? There are many > > > not that fortunate to have that hw yet... > > > -- > > > Biz > > > > > > "Don't touch that please, your primitive intellect wouldn't understand > > > alloys and compositions and,......things with molecular
structures,....and
Quoted text (8 lines)> > > the....." - Ash > > > > > > > > > Tom Pabst <[email hidden]> wrote in message > > > news:n1tR8.127540$[email hidden]... > > > > Eric... > > > > > > > > Seems this is an issue for Klaus Hobrand......not me. I just use
his > > > > tool.....and after converting the bmps back to mips...with > > > > WinMip2beta15....OGL doesn't display them properly (especially the"lm"
Quoted text (10 lines)> > > > mips). I don't know why....but it doesn't happen in D3D....which is > > what I > > > > run.....so I'm not going to troubleshoot it for Klaus. You know? > > > > > > > > TP > > > > > > > > > > > > "Eric Busch" <[email hidden]> wrote in message > > > > news:af3340$q55$[email hidden]... > > > > > 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 OpenGLand > > > > > D3D renderers. In fact D3D is the one that is lacking a feature,as > > > > > only the OpenGL renderer supports specular highlights. So for atrue > > > > > test of performance with equal features you'd need to disablespecular
Quoted text (10 lines)> > > > > highlights in OpenGL to bring it down to D3D's level. > > > > > > > > > > - Eric > > > > > > > > > > > > > > > "Tom Pabst" <[email hidden]> wrote in message > > > > > news:LX7R8.283115$352.26531@sccrnsc02... > > > > > > 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 muchsolid.....for > > > > > about 2 > > > > > > years now. The only sim I'd prefer to run in OGL is GPL...butyou > > > > > 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) anduse > > > > > the > > > > > > highest refresh rate your monitor supports. That won't changethe
Quoted text (14 lines)> > FPS > > > > > > comparison...but it really shows up in D3D.....over OGL graphic > > > > > quality. > > > > > > Systems do vary though. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > >

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