is there anyway of adjusting mirrors on gpl? i cant see anything in the
ferrari's
turn left, then right...it's a pain isn't it?
dave henrie
"Semi" <[email hidden]> wrote in message
news:9o2umt$2k4$[email hidden]...
> is there anyway of adjusting mirrors on gpl? i cant see anything in the
> ferrari's
>
>
Are you kidding Dave? Hell I use my auto-mirror mover button :)~
"Dave Henrie" wrote:
| turn left, then right...it's a pain isn't it?
| dave henrie
| "Semi" wrote:
| > is there anyway of adjusting mirrors on gpl? i cant see anything in the
| > ferrari's
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.276 / Virus Database: 145 - Release Date: 9/3/2001
http://www.bonghead.org/racing/gpl/Glide2x.htm
Use this ...
SZ
"First rule of Italian Race Car Driving.........whassa behind you is not
important".
Ed
"Dave Henrie" <[email hidden]> wrote in message
news:Sl7p7.10572$[email hidden]...
Quoted text (10 lines)
> turn left, then right...it's a pain isn't it? > dave henrie > "Semi" <[email hidden]> wrote in message > news:9o2umt$2k4$[email hidden]... > > is there anyway of adjusting mirrors on gpl? i cant see anything in the > > ferrari's > > > > > >Wow! I never knew such an addon existed. The Ferrari mirrors are terrible, this looks
like a super solution. Too bad it is for the obsolete 3dfx, anyone know how to do
this for directx or OpenGL?
Keith.
------------------
On Mon, 17 Sep 2001 00:46:17 +0200, "Stefan Zscharnack" <[email hidden]> wrote:
>http://www.bonghead.org/racing/gpl/Glide2x.htm
>Use this ...
>SZ
>
Check the readme.txt that came with the d3d and openGL patches...
Rafe Mc
On Sun, 16 Sep 2001 21:00:17 -0400, keith <keith> wrote:
Quoted text (14 lines)
>Wow! I never knew such an addon existed. The Ferrari mirrors are terrible, this looks >like a super solution. Too bad it is for the obsolete 3dfx, anyone know how to do >this for directx or OpenGL? > > >Keith. > >------------------ >On Mon, 17 Sep 2001 00:46:17 +0200, "Stefan Zscharnack" <[email hidden]> wrote: > >>http://www.bonghead.org/racing/gpl/Glide2x.htm >>Use this ... >>SZ >>In article <cVbp7.74454$[email hidden]>, ewhite2
@optonline.net says...
> "First rule of Italian Race Car Driving.........whassa behind you is not
> important".
Cool, an obscure Gumball Rally reference..............
I love that movie.
Bob
There are no options to make the usual mirror image appear at the screen top center,
LOL. If you know of an undocumented option, by all means please let me know.
Keith.
----------------
On Mon, 17 Sep 2001 03:04:57 GMT, [email hidden] (Rafe McAuliffe) wrote:
Quoted text (20 lines)
>Check the readme.txt that came with the d3d and openGL patches... > >Rafe Mc > >On Sun, 16 Sep 2001 21:00:17 -0400, keith <keith> wrote: > >>Wow! I never knew such an addon existed. The Ferrari mirrors are terrible, this looks >>like a super solution. Too bad it is for the obsolete 3dfx, anyone know how to do >>this for directx or OpenGL? >> >> >>Keith. >> >>------------------ >>On Mon, 17 Sep 2001 00:46:17 +0200, "Stefan Zscharnack" <[email hidden]> wrote: >> >>>http://www.bonghead.org/racing/gpl/Glide2x.htm >>>Use this ... >>>SZ >>>That option is well documented in the Direct3dv7 driver available for GPL,
its right in the readme file
--
Biz
"Don't touch that please, your primitive intellect wouldn't understand
alloys and compositions and,......things with molecular structures,....and
the....." - Ash
keith <[email hidden]> wrote in message
news:[email hidden]...
> There are no options to make the usual mirror image appear at the screen
top center,
> LOL. If you know of an undocumented option, by all means please let me
know.
>
>
> Keith.
>
> ----------------
>
> On Mon, 17 Sep 2001 03:04:57 GMT, [email hidden] (Rafe
McAuliffe) wrote:
>
> >Check the readme.txt that came with the d3d and openGL patches...
> >
> >Rafe Mc
> >
> >On Sun, 16 Sep 2001 21:00:17 -0400, keith <keith> wrote:
> >
> >>Wow! I never knew such an addon existed. The Ferrari mirrors are
terrible, this looks
> >>like a super solution. Too bad it is for the obsolete 3dfx, anyone know
how to do
> >>this for directx or OpenGL?
> >>
> >>
> >>Keith.
> >>
> >>------------------
> >>On Mon, 17 Sep 2001 00:46:17 +0200, "Stefan Zscharnack"
<[email hidden]> wrote:
> >>
> >>>http://www.bonghead.org/racing/gpl/Glide2x.htm
> >>>Use this ...
> >>>SZ
> >>>
>
Below is the readmeD3D.txt file. No mention of moving the mirrors image to the top
center of the screen as with the Smiley 3dfx patch (
http://www.bonghead.org/racing/gpl/Glide2x.htm ). As it is "well documented" in the
readmeD3D file, please show me where.
Keith.
----------------- readmeD3D.txt ----------------------
DirectX 7 Direct3D Rasterizer for Grand Prix Legends
====================================================
This is *unsupported* BETA software. Please do not contact Sierra or Papyrus for
technical support. Use this software at your own risk.
Overview
--------
* Requires Grand Prix Legends.
* Requires at least DirectX 7.
* Works on GeForces and TNTs. (read "Notes And/Or Problems" below)
* Uses a Z buffer to gain a 60% frame rate improvement over not using a Z buffer.
* Mirror images are twice the resolution as compared to the other rasterizers.
* Supports resolutions up to 2048x1536.
* Can run in a window.
Updated for this version
------------------------
Fixed the incorrect flagger color bug, and improved visual image quality:
anisotropic filtering can be enabled if your graphics card and drivers support it
for a very nice improvement at no framerate hit, and the rendering of transparent
images is improved at a small framerate cost, if you choose to use this, no more
moth eaten trees or fences.
Disclaimer (i.e. please don't blame us!)
----------------------------------------
This driver, rastd3d7.dll, is a beta version. As such, there may be some
incompatibilities with various cards, and it may even crash your system (although it
shouldn't cause any harm). We have tested it with only a few different Direct3D
implementations. It was written specifically for my GeForce DDR board at home, but
it should work on other cards too. It is possible, however, that it may NOT work on
certain other graphics cards. Please use the most up-to-date Direct3D driver for
your graphics card, keeping in mind that the reference drivers available from the 3D
accelerator chip manufacturer may be more up-to-date than the driver available from
the card manufacturer. If you need to update your driver, please be sure to follow
its accompanying instructions very carefully.
Installation
------------
1) Copy rastd3d7.dll into your GPL\ install directory.
2) Add the following lines to the GPL\core.ini file. If the core.ini file does not
exist, you will need to create one. If you already have a [Int Profile Values]
section in your core.ini, simply append the valueX lines to that section. Otherwise,
you'll need to copy the whole [Int Profile Values] section below.
The rasterizer will work without adding these lines, but will default to the values
shown below, and these values may not be optimal for your system.
** The [Int Profile Values] section of core.ini must precede the [Direct3D7]
section. Otherwise, these core.ini adjustments won't work correctly! **
[ Int Profile Values ]
value3 = Direct3D7:D3DDevice:0 ; do not change
value4 = Direct3D7:TossHighestMip:0 ; do not change
value5 = Direct3D7:DoubleMirrorResWidth:1 ; do not change
value6 = Direct3D7:DoubleMirrorResHeight:1 ; do not change
value7 = Direct3D7:DirectMirrorRendering:1 ; do not change
value8 = Direct3D7:DisableZBuffer:0 ; do not change
value9 = Direct3D7:AlphaThreshold:240 ; do not change
value10 = Direct3D7:TransparentMipsDrawOrder:0 ; do not change
value11 = Direct3D7:TrilinearFiltering:1 ; do not change
value12 = Direct3D7:AnisotropicFiltering:0 ; do not change
value13 = Direct3D7:LODBias:-50 ; do not change
[ Direct3D7 ]
D3DDevice = 0
TossHighestMip = 0
DoubleMirrorResWidth = 1
DoubleMirrorResHeight = 1
DirectMirrorRendering = 1
DisableZBuffer = 0
AlphaThreshold = 1
TransparentMipsDrawOrder = 1
TrilinearFiltering = 1
AnisotropicFiltering = 14
LODBias = -75
3) Run GPL, go to Options - Graphics, and change the 3D Accelerator option to
"rastd3d7". Restart GPL. If GPL fails to restart correctly, then there's something
wrong. Switch back to the software rasterizer by editing the GPL\app.ini file and
changing the line:
lastRasterizerDLL = rastd3d7.dll
to
lastRasterizerDLL = softdll.dll
Then, save the changes to app.ini. It looks like you're out of luck!
Adjustable Core.ini Options
---------------------------
* D3DDevice = 0
If you have multiple 3D graphics cards in your machine, make sure GPL is using the
graphics card you want to use. The rasterizer displays the name of the graphics card
it is using at the top of the screen when GPL first runs. If it is not using the 3D
card you want, then change this line to:
D3DDevice = 1, or
D3DDevice = 2, etc.
* TossHighestMip = 0
In order to be compatible with most D3D cards, the rasterizer has to convert all the
textures to 16bit. This means that GPL can use up to 15-16mb of textures. Cards with
less texture memory may need to have this option set to 1 to reduce texture memory
usage and minimize texture swapping during driving. This will result in slightly
more blurry textures when up close.
* DoubleMirrorResWidth = 1
* DoubleMirrorResHeight = 1
The mirrors look rather blurry if you are running at resolutions of 1280x1024 or
higher, so these options will double the resolution of the mirror texture. This is
only worth doing if you run at 1024x 768 or greater, or if your graphics card is
fast enough.
If you experience framerate problems after doubling both the horizontal and the
vertical resolutions, try running with only the vertical resolution doubled.
* DirectMirrorRendering = 1
Most modern 3D cards are able to render the mirror scene directly into the mirror
texture. However some cards or drivers can't do this, and need to draw the mirror
scene on the main backbuffer and then copy the image into the mirror texture. If you
have problems with mirror rendering, such as seeing the mirror image appearing in
the top left corner of the screen, try setting this to 0.
* DisableZBuffer = 0
In order to gain a significant frame rate improvement (about 60%) this D3D renderer
will try to use a Z buffer to minimize state changes. The renderer automatically
will attempt to detect any problems with creating a Z buffer. You can disable any
attempt to use a Z buffer by setting this to 1. For example, you may want to
benchmark the performance difference between enabling/disabling the Z buffer, or you
may want to check if your graphics card actually is using the Z buffer or not. If
you set this value to 1 and get the same frame rate, the Z buffer isn't working on
your machine.
* AlphaThreshold = 240
* TransparentMipsDrawOrder = 0
The edges of trees and fence textures require transparency. In order to draw these
polygons fast using the above Z buffering trick they need to be drawn in closest to
furthest order (TransparentMipsDrawOrder = 0), but if the edges of the transparent
parts are allowed to blend smoothly to totally transparent, this will result in
nasty visual artifacts around the edges of the trees and fences, so the
transparency, or alpha, threshold for drawing is kept very close to solid
(AlphaThreshold = 240). This helps the framerate, but makes the trees look moth
eaten and fences tend to vanish in the distance. You can dramatically improve the
appearance of trees and fences by drawing these transparent polygons from furthest
to closest (TransparentMipsDrawOrder = 1), and then this allows you to draw the
transparent edges of the trees and fences completely (AlphaThreshold = 1), but at
the cost of a small framerate hit. If you've got a fast PC, I definitely recommend
the latter settings.
* TrilinearFiltering = 1
This makes mipmapping look a lot nicer. Most modern cards are able to do trilinear
filtering in a single pass, but some cannot. Setting this value to 0 will help speed
up the framerate on slower cards.
* AnisotropicFiltering = 0
A problem with the way polygons are drawn is that as you look at the polygon at low
angles the texture tends to get very blurry. You can see this particularly in a car
racing game, as the armco, fences, road surface and grass are usually at very low
angles. Anisotropic filtering is a neat trick that can help the texture look better
at these low angles. GeForce 1 or 2 cards can do 1 level of anisotropy, you can turn
on this effect by using a setting of AnisotropicFiltering = 2. Valid values are
powers of 2. 1 or 0 = none, 2 = 1 level, 4 = 2 levels, 8 = 3 levels, 16 = 4 levels,
etc. GeForce 3 cards can do 3 levels of anisotropy which looks awesome,
AnisotropicFiltering = 8, except that at the time this is being written it appears
the game cannot enable this itself, you have to use special programs to hack into
registry, but do this at your own risk, see the disclaimer above. Setting this value
too high is harmless, it will only apply as much anisotropy as the drivers claim
they can support.
* LODBias = -50
You can mess with how your graphics card selects which mip level of a texture to
display here. The value in this field (number of mip levels to adjust) times 100. 0
is completely normal. 100 would bring lower mips exactly 1 mip level closer to the
foreground making everything a bit blurrier. 450 would bring the mips 4.5 levels
closer, making the game REALLY blurry. -50 is the default, which pushes the more
detailed mips 0.5 mip levels further into the scene, helping make the image a little
crisper. Anything much lower than -50 starts to make the textures "speckle" a lot in
the distance, even if they look sharper.
Graphics Cards/Chipsets Known To Work
-------------------------------------
GeForce 3
GeForce 2 GTS
GeForce 256 DDR
GeForce 256
TNT 2 Ultra
TNT 1
Voodoo 3
If your card is not listed here, it doesn't necessarily mean that
it won't work. Give it a try!
Notes And/Or Problems
---------------------
* On nVidia cards the game will crash when you try to enter the cockpit if you are
using the Detonator 5.xx drivers earlier than version 5.22. There is a bug in the
screen mode switching that was fixed for 5.22. Please make sure you have the latest
nVidia drivers.
* On nVidia cards (and possibly others as well) you can run GPL in a window by
setting in your core.ini:
[Rasterizer]
fullScreen = 0
The window initially will appear in the top left corner, but you can drag it around.
It is also overlappable.
* The mouse pointer currently is done only in hardware, and as a result is only
visible on primary graphics cards. For instance, it will not be visible if you are
using a Voodoo 2 as your D3D device.
* Sometimes, the penalty board (that little board that appears where your pit stall
is) will be blank.
* Sometimes you may see very slight hiccups in the rendering of fonts.
Some Suggested Optimal Settings For Various Graphics Cards
----------------------------------------------------------
* GeForce 3 cards:
* GeForce 1 or 2 cards on faster systems:
[ Direct3D7 ]
D3DDevice = 0
TossHighestMip = 0
DoubleMirrorResWidth = 1
DoubleMirrorResHeight = 1
DirectMirrorRendering = 1
DisableZBuffer = 0
AlphaThreshold = 1
TransparentMipsDrawOrder = 1
TrilinearFiltering = 1
AnisotropicFiltering = 8
LODBias = -50
* GeForce based cards on slower systems:
* Voodoo 3 based cards:
[ Direct3D7 ]
D3DDevice = 0
TossHighestMip = 0
DoubleMirrorResWidth = 1
DoubleMirrorResHeight = 1
DirectMirrorRendering = 1
DisableZBuffer = 0
AlphaThreshold = 240
TransparentMipsDrawOrder = 0
TrilinearFiltering = 1
AnisotropicFiltering = 2
LODBias = -50
* TNT 1 based cards:
[ Direct3D7 ]
D3DDevice = 0
TossHighestMip = 0
DoubleMirrorResWidth = 0
DoubleMirrorResHeight = 0
DirectMirrorRendering = 1
DisableZBuffer = 0
AlphaThreshold = 240
TransparentMipsDrawOrder = 0
TrilinearFiltering = 0
AnisotropicFiltering = 0
LODBias = -50
* Non listed cards:
Experiment :)
Good luck, and have fun!
On Tue, 18 Sep 2001 03:46:39 GMT, "Biz" <[email hidden]> wrote:
>That option is well documented in the Direct3dv7 driver available for GPL,
>its right in the readme file
My bad, its available in George Smiley's glide-o-matic patch. I hope I
don't see you in an on-line race, your atitude leaves much to be desired,
I'd ahte to see how you behave on a track since you act like such a horese's
A** in the NG...
--
Biz
"Don't touch that please, your primitive intellect wouldn't understand
alloys and compositions and,......things with molecular structures,....and
the....." - Ash
keith <[email hidden]> wrote in message
news:[email hidden]...
> Below is the readmeD3D.txt file. No mention of moving the mirrors image to
the top
> center of the screen as with the Smiley 3dfx patch (
> http://www.bonghead.org/racing/gpl/Glide2x.htm ). As it is "well
documented" in the
> readmeD3D file, please show me where.
>
> Keith.
>
>
>
> ----------------- readmeD3D.txt ----------------------
>
> DirectX 7 Direct3D Rasterizer for Grand Prix Legends
> ====================================================
> This is *unsupported* BETA software. Please do not contact Sierra or
Papyrus for
> technical support. Use this software at your own risk.
>
>
> Overview
> --------
>
> * Requires Grand Prix Legends.
>
> * Requires at least DirectX 7.
>
> * Works on GeForces and TNTs. (read "Notes And/Or Problems" below)
>
> * Uses a Z buffer to gain a 60% frame rate improvement over not using a Z
buffer.
>
> * Mirror images are twice the resolution as compared to the other
rasterizers.
>
> * Supports resolutions up to 2048x1536.
>
> * Can run in a window.
>
>
> Updated for this version
> ------------------------
>
> Fixed the incorrect flagger color bug, and improved visual image quality:
> anisotropic filtering can be enabled if your graphics card and drivers
support it
> for a very nice improvement at no framerate hit, and the rendering of
transparent
> images is improved at a small framerate cost, if you choose to use this,
no more
> moth eaten trees or fences.
>
>
> Disclaimer (i.e. please don't blame us!)
> ----------------------------------------
>
> This driver, rastd3d7.dll, is a beta version. As such, there may be some
> incompatibilities with various cards, and it may even crash your system
(although it
> shouldn't cause any harm). We have tested it with only a few different
Direct3D
> implementations. It was written specifically for my GeForce DDR board at
home, but
> it should work on other cards too. It is possible, however, that it may
NOT work on
> certain other graphics cards. Please use the most up-to-date Direct3D
driver for
> your graphics card, keeping in mind that the reference drivers available
from the 3D
> accelerator chip manufacturer may be more up-to-date than the driver
available from
> the card manufacturer. If you need to update your driver, please be sure
to follow
> its accompanying instructions very carefully.
>
>
> Installation
> ------------
>
> 1) Copy rastd3d7.dll into your GPL\ install directory.
>
> 2) Add the following lines to the GPL\core.ini file. If the core.ini file
does not
> exist, you will need to create one. If you already have a [Int Profile
Values]
> section in your core.ini, simply append the valueX lines to that section.
Otherwise,
> you'll need to copy the whole [Int Profile Values] section below.
>
> The rasterizer will work without adding these lines, but will default to
the values
> shown below, and these values may not be optimal for your system.
>
> ** The [Int Profile Values] section of core.ini must precede the
[Direct3D7]
> section. Otherwise, these core.ini adjustments won't work correctly! **
>
> [ Int Profile Values ]
> value3 = Direct3D7:D3DDevice:0 ; do not change
> value4 = Direct3D7:TossHighestMip:0 ; do not change
> value5 = Direct3D7:DoubleMirrorResWidth:1 ; do not change
> value6 = Direct3D7:DoubleMirrorResHeight:1 ; do not change
> value7 = Direct3D7:DirectMirrorRendering:1 ; do not change
> value8 = Direct3D7:DisableZBuffer:0 ; do not change
> value9 = Direct3D7:AlphaThreshold:240 ; do not change
> value10 = Direct3D7:TransparentMipsDrawOrder:0 ; do not change
> value11 = Direct3D7:TrilinearFiltering:1 ; do not change
> value12 = Direct3D7:AnisotropicFiltering:0 ; do not change
> value13 = Direct3D7:LODBias:-50 ; do not change
>
> [ Direct3D7 ]
> D3DDevice = 0
> TossHighestMip = 0
> DoubleMirrorResWidth = 1
> DoubleMirrorResHeight = 1
> DirectMirrorRendering = 1
> DisableZBuffer = 0
> AlphaThreshold = 1
> TransparentMipsDrawOrder = 1
> TrilinearFiltering = 1
> AnisotropicFiltering = 14
> LODBias = -75
>
> 3) Run GPL, go to Options - Graphics, and change the 3D Accelerator option
to
> "rastd3d7". Restart GPL. If GPL fails to restart correctly, then there's
something
> wrong. Switch back to the software rasterizer by editing the GPL\app.ini
file and
> changing the line:
>
> lastRasterizerDLL = rastd3d7.dll
>
> to
>
> lastRasterizerDLL = softdll.dll
>
> Then, save the changes to app.ini. It looks like you're out of luck!
>
>
>
> Adjustable Core.ini Options
> ---------------------------
>
> * D3DDevice = 0
>
> If you have multiple 3D graphics cards in your machine, make sure GPL is
using the
> graphics card you want to use. The rasterizer displays the name of the
graphics card
> it is using at the top of the screen when GPL first runs. If it is not
using the 3D
> card you want, then change this line to:
> D3DDevice = 1, or
> D3DDevice = 2, etc.
>
> * TossHighestMip = 0
>
> In order to be compatible with most D3D cards, the rasterizer has to
convert all the
> textures to 16bit. This means that GPL can use up to 15-16mb of textures.
Cards with
> less texture memory may need to have this option set to 1 to reduce
texture memory
> usage and minimize texture swapping during driving. This will result in
slightly
> more blurry textures when up close.
>
> * DoubleMirrorResWidth = 1
> * DoubleMirrorResHeight = 1
>
> The mirrors look rather blurry if you are running at resolutions of
1280x1024 or
> higher, so these options will double the resolution of the mirror texture.
This is
> only worth doing if you run at 1024x 768 or greater, or if your graphics
card is
> fast enough.
>
> If you experience framerate problems after doubling both the horizontal
and the
> vertical resolutions, try running with only the vertical resolution
doubled.
>
> * DirectMirrorRendering = 1
>
> Most modern 3D cards are able to render the mirror scene directly into the
mirror
> texture. However some cards or drivers can't do this, and need to draw the
mirror
> scene on the main backbuffer and then copy the image into the mirror
texture. If you
> have problems with mirror rendering, such as seeing the mirror image
appearing in
> the top left corner of the screen, try setting this to 0.
>
> * DisableZBuffer = 0
>
> In order to gain a significant frame rate improvement (about 60%) this D3D
renderer
> will try to use a Z buffer to minimize state changes. The renderer
automatically
> will attempt to detect any problems with creating a Z buffer. You can
disable any
> attempt to use a Z buffer by setting this to 1. For example, you may want
to
> benchmark the performance difference between enabling/disabling the Z
buffer, or you
> may want to check if your graphics card actually is using the Z buffer or
not. If
> you set this value to 1 and get the same frame rate, the Z buffer isn't
working on
> your machine.
>
> * AlphaThreshold = 240
> * TransparentMipsDrawOrder = 0
>
> The edges of trees and fence textures require transparency. In order to
draw these
> polygons fast using the above Z buffering trick they need to be drawn in
closest to
> furthest order (TransparentMipsDrawOrder = 0), but if the edges of the
transparent
> parts are allowed to blend smoothly to totally transparent, this will
result in
> nasty visual artifacts around the edges of the trees and fences, so the
> transparency, or alpha, threshold for drawing is kept very close to solid
> (AlphaThreshold = 240). This helps the framerate, but makes the trees look
moth
> eaten and fences tend to vanish in the distance. You can dramatically
improve the
> appearance of trees and fences by drawing these transparent polygons from
furthest
> to closest (TransparentMipsDrawOrder = 1), and then this allows you to
draw the
> transparent edges of the trees and fences completely (AlphaThreshold = 1),
but at
> the cost of a small framerate hit. If you've got a fast PC, I definitely
recommend
> the latter settings.
>
> * TrilinearFiltering = 1
>
> This makes mipmapping look a lot nicer. Most modern cards are able to do
trilinear
> filtering in a single pass, but some cannot. Setting this value to 0 will
help speed
> up the framerate on slower cards.
>
> * AnisotropicFiltering = 0
>
> A problem with the way polygons are drawn is that as you look at the
polygon at low
> angles the texture tends to get very blurry. You can see this particularly
in a car
> racing game, as the armco, fences, road surface and grass are usually at
very low
> angles. Anisotropic filtering is a neat trick that can help the texture
look better
> at these low angles. GeForce 1 or 2 cards can do 1 level of anisotropy,
you can turn
> on this effect by using a setting of AnisotropicFiltering = 2. Valid
values are
> powers of 2. 1 or 0 = none, 2 = 1 level, 4 = 2 levels, 8 = 3 levels, 16 =
4 levels,
> etc. GeForce 3 cards can do 3 levels of anisotropy which looks awesome,
> AnisotropicFiltering = 8, except that at the time this is being written it
appears
> the game cannot enable this itself, you have to use special programs to
hack into
> registry, but do this at your own risk, see the disclaimer above. Setting
this value
> too high is harmless, it will only apply as much anisotropy as the drivers
claim
> they can support.
>
> * LODBias = -50
>
> You can mess with how your graphics card selects which mip level of a
texture to
> display here. The value in this field (number of mip levels to adjust)
times 100. 0
> is completely normal. 100 would bring lower mips exactly 1 mip level
closer to the
> foreground making everything a bit blurrier. 450 would bring the mips 4.5
levels
> closer, making the game REALLY blurry. -50 is the default, which pushes
the more
> detailed mips 0.5 mip levels further into the scene, helping make the
image a little
> crisper. Anything much lower than -50 starts to make the textures
"speckle" a lot in
> the distance, even if they look sharper.
>
>
> Graphics Cards/Chipsets Known To Work
> -------------------------------------
>
> GeForce 3
> GeForce 2 GTS
> GeForce 256 DDR
> GeForce 256
> TNT 2 Ultra
> TNT 1
> Voodoo 3
>
> If your card is not listed here, it doesn't necessarily mean that
> it won't work. Give it a try!
>
>
>
> Notes And/Or Problems
> ---------------------
>
> * On nVidia cards the game will crash when you try to enter the cockpit if
you are
> using the Detonator 5.xx drivers earlier than version 5.22. There is a bug
in the
> screen mode switching that was fixed for 5.22. Please make sure you have
the latest
> nVidia drivers.
>
> * On nVidia cards (and possibly others as well) you can run GPL in a
window by
> setting in your core.ini:
>
> [Rasterizer]
> fullScreen = 0
>
> The window initially will appear in the top left corner, but you can drag
it around.
> It is also overlappable.
>
> * The mouse pointer currently is done only in hardware, and as a result is
only
> visible on primary graphics cards. For instance, it will not be visible if
you are
> using a Voodoo 2 as your D3D device.
>
> * Sometimes, the penalty board (that little board that appears where your
pit stall
> is) will be blank.
>
> * Sometimes you may see very slight hiccups in the rendering of fonts.
>
>
>
> Some Suggested Optimal Settings For Various Graphics Cards
> ----------------------------------------------------------
>
> * GeForce 3 cards:
> * GeForce 1 or 2 cards on faster systems:
>
> [ Direct3D7 ]
> D3DDevice = 0
> TossHighestMip = 0
> DoubleMirrorResWidth = 1
> DoubleMirrorResHeight = 1
> DirectMirrorRendering = 1
> DisableZBuffer = 0
> AlphaThreshold = 1
> TransparentMipsDrawOrder = 1
> TrilinearFiltering = 1
> AnisotropicFiltering = 8
> LODBias = -50
>
> * GeForce based cards on slower systems:
> * Voodoo 3 based cards:
>
> [ Direct3D7 ]
> D3DDevice = 0
> TossHighestMip = 0
> DoubleMirrorResWidth = 1
> DoubleMirrorResHeight = 1
> DirectMirrorRendering = 1
> DisableZBuffer = 0
> AlphaThreshold = 240
> TransparentMipsDrawOrder = 0
> TrilinearFiltering = 1
> AnisotropicFiltering = 2
> LODBias = -50
>
> * TNT 1 based cards:
>
> [ Direct3D7 ]
> D3DDevice = 0
> TossHighestMip = 0
> DoubleMirrorResWidth = 0
> DoubleMirrorResHeight = 0
> DirectMirrorRendering = 1
> DisableZBuffer = 0
> AlphaThreshold = 240
> TransparentMipsDrawOrder = 0
> TrilinearFiltering = 0
> AnisotropicFiltering = 0
> LODBias = -50
>
> * Non listed cards:
>
> Experiment :)
>
>
>
> Good luck, and have fun!
>
>
>
>
> On Tue, 18 Sep 2001 03:46:39 GMT, "Biz" <[email hidden]> wrote:
>
> >That option is well documented in the Direct3dv7 driver available for
GPL,
> >its right in the readme file
>
Don't get your diaper into a wedgie, Mrs. Biz.
Keith.
On Tue, 18 Sep 2001 17:01:28 GMT, "Biz" <[email hidden]> wrote:
>My bad, its available in George Smiley's glide-o-matic patch. I hope I
>don't see you in an on-line race, your atitude leaves much to be desired,
>I'd ahte to see how you behave on a track since you act like such a horese's
>A** in the NG...
In article <9o2umt$2k4$[email hidden]>, "Semi"
<[email hidden]> writes:
>is there anyway of adjusting mirrors on gpl? i cant see anything in the
>ferrari's
I've heard this before, but I don't SEEM to have any problems knowing when
there's a car behind me. Maybe I've gotten used to the Ferrari mirrors? I'll
have to compare cars.
Eldred
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +16.36...Monster +360.54...
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Eldred,
probably you are taller?
JensSchumi
On 25 Sep 2001 04:28:22 GMT, [email hidden] (EldredP) wrote:
---------------------------------------------
LWFF Ball Bearing conversion at:
http://jensschumi.tripod.com/
GPLRank: -13
Monsters of GPL: sub 200
Quoted text (11 lines)
>In article <9o2umt$2k4$[email hidden]>, "Semi" ><[email hidden]> writes: > >>is there anyway of adjusting mirrors on gpl? i cant see anything in the >>ferrari's > >I've heard this before, but I don't SEEM to have any problems knowing when >there's a car behind me. Maybe I've gotten used to the Ferrari mirrors? I'll >have to compare cars. > >EldredIn article <[email hidden]>, [email hidden] (JS)
writes:
I *wish*...<g>
Eldred
--
Dale Earnhardt, Sr. R.I.P. 1951-2001
Homepage - http://www.umich.edu/~epickett
F1 hcp. +16.36...Monster +360.54...
Never argue with an idiot. He brings you down to his level, then beats you
with experience...
Remove SPAM-OFF to reply.
Quoted text (19 lines)
>Eldred, >probably you are taller? > >JensSchumi > >On 25 Sep 2001 04:28:22 GMT, [email hidden] (EldredP) wrote: > >>In article <9o2umt$2k4$[email hidden]>, "Semi" >><[email hidden]> writes: >> >>>is there anyway of adjusting mirrors on gpl? i cant see anything in the >>>ferrari's >> >>I've heard this before, but I don't SEEM to have any problems knowing when >>there's a car behind me. Maybe I've gotten used to the Ferrari mirrors? >I'll >>have to compare cars. >> >>EldredThe Ferarri mirrors are truly the worst. I have a different problem
though. I have an NVIDIA TNT2 card. In training the mirrors (any car)
work fine. But in races, there is only a static image in the mirrors and
no moving reflections. I can't see a thing behind me. How can I fix
this. The latest driver doesn't work and causes the game to crash on my
system. The previous driver is th eone I use, and it make GPL and all my
other games run much smoother than the newest driver, but this mirror
thing really bugs me. What can I do to fix it?
EldredP wrote:
Quoted text (30 lines)
>In article <[email hidden]>, [email hidden] (JS) >writes: > >>Eldred, >>probably you are taller? >> >>JensSchumi >> >>On 25 Sep 2001 04:28:22 GMT, [email hidden] (EldredP) wrote: >> >>>In article <9o2umt$2k4$[email hidden]>, "Semi" >>><[email hidden]> writes: >>> >>>>is there anyway of adjusting mirrors on gpl? i cant see anything in the >>>>ferrari's >>>> >>>I've heard this before, but I don't SEEM to have any problems knowing when >>>there's a car behind me. Maybe I've gotten used to the Ferrari mirrors? >>> >>I'll >> >>>have to compare cars. >>> >>>Eldred >>> > >I *wish*...<g> > >Eldred >I have used several different driver versions on my TNT2 Ultra, and
have never observed a problem with mirrors like you are describing.
Given that the Ultra is just a higher clock speed, I can't believe that
there isn't something else affecting your display. I believe I am using
the 12.40 driver currently, and mirrors worked fine in my race last
night. (Unfortunately, my designated driver was definitely 'off', but
that's another story....)
--
Darryl
Brad Larocque wrote in news:[email hidden]:
> The Ferarri mirrors are truly the worst. I have a different
> problem though. I have an NVIDIA TNT2 card. In training the mirrors
> (any car) work fine. But in races, there is only a static image in
> the mirrors and no moving reflections. I can't see a thing behind
> me. How can I fix this. The latest driver doesn't work and causes
> the game to crash on my system. The previous driver is th eone I
> use, and it make GPL and all my other games run much smoother than
> the newest driver, but this mirror thing really bugs me. What can I
> do to fix it?
>
> EldredP wrote:
>
>>In article <[email hidden]>,
>>[email hidden] (JS) writes:
>>
>>>Eldred,
>>>probably you are taller?
>>>
>>>JensSchumi
>>>
>>>On 25 Sep 2001 04:28:22 GMT, [email hidden] (EldredP)
>>>wrote:
>>>
>>>>In article <9o2umt$2k4$[email hidden]>, "Semi"
>>>><[email hidden]> writes:
>>>>
>>>>>is there anyway of adjusting mirrors on gpl? i cant see anything
>>>>>in the ferrari's
>>>>>
>>>>I've heard this before, but I don't SEEM to have any problems
>>>>knowing when there's a car behind me. Maybe I've gotten used to
>>>>the Ferrari mirrors?
>>>>
>>>I'll
>>>
>>>>have to compare cars.
>>>>
>>>>Eldred
>>>>
>>
>>I *wish*...<g>
>>
>>Eldred
>>
>
12.41 is what I'm using. I had 12.81 installed, but the whole game would
crash when the pitboard waas about to popup for the first time (the
mirrors were ok though geeez!!!)
Darryl Johnson wrote:


































