We are all dying for a new CART sim. Perhaps it will happen, perhaps not.
We have also seen what can be accomplished with an 8-bit palette in a
software 3D engine (GP3 or even some of the better GP2 add-on tracks).
After seeing the really nice looking carset that was mentioned here (the
REynard bodyshape, with popoff valve, wing side plates etc.) I was wondering
why the track textures can't be overhauled in ICR2 to this extent? Are the
textures themselves really low resolution? Is the standard Papyrus palette
not a good starting point?
Stephen
I loaded up ICR2 again the other day to see how it went with my newly
acquired wheel. My first impression was that it is really so much better
using a wheel than a joystick, it really transforms the sim. As I was
trundling round Surfers Paradise I also thought to myself that the graphics
are damn fine for ones that are 5 years old and use no acceleration.
The graphics are pretty sharp and IMO are much preferable to some more
recent "accelerated" graphics found in some sims.
Chris
--
Citylab Durban
www.citylab.com
Stephen Ferguson <[email hidden]> wrote in message
news:3993ffe9$[email hidden]...
We are all dying for a new CART sim. Perhaps it will happen, perhaps not.
We have also seen what can be accomplished with an 8-bit palette in a
software 3D engine (GP3 or even some of the better GP2 add-on tracks).
After seeing the really nice looking carset that was mentioned here (the
REynard bodyshape, with popoff valve, wing side plates etc.) I was wondering
why the track textures can't be overhauled in ICR2 to this extent? Are the
textures themselves really low resolution? Is the standard Papyrus palette
not a good starting point?
Stephen
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