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Rec.Autos.Simulators Archive

N3 and Sears Point....Papyrus Did It Again!

2 posts by 2 people · 12 Sep 1999 - 12 Sep 1999

Tom Pabst 12 Sep 1999#492003
Ok....whose working on a "bmp to mip.....mip to bmp".......will "GPLBatch" work in N3......... maybe? I mean no disrespect to you guys at Papyrus.....but you might want to think about "checking" your graphics for a particular race track that you plan on including in one of your sims. What is up with this.....you've now made Sears Point "green" for the fourth straight time......? Would you make the desert surrounding Las Vegas green? Of course not! So why do you insist on making the open range land around Sears Point green? Its not green....but for a few weeks in early spring. There is NO green grass along trackside....the hills are not green......geeesh. The only "green" is the trees....which have substantially "grown" in size and abundance from what you've depicted in N99....hopefully you got that part right....and hopefully the trackside buildings and garages will be correct (location and color) this time? Please? Those of us who race at Sears....or who live in the area and regularly attend racing events there..........were hoping to see finally a Sears Point that looks and feels something like the real track. You've done such a good job with the track itself (surface, geometry, elevation and camber)...but its so irritating to see the track, otherwise......"dressed" completely wrong! And the trackside walls? Yikes.....! There's very little use of the "white tires" anymore at Sears....only in a few spots. And there hasn't been a right-side cement wall near the racing surface coming down through the "esses" from turn #7 for about 3 years now! There's also no right-side wall on the inside of turn #11...that area is completely open now (ever since the NASCAR "shoot" was constructed). I only hope these have been rendered properly? But.....if the screen shot on the Papy website (showing Turn #2 from the TV Cam angle) is any indication.....I think maybe these long-standing changes of the real Sears Point have not made it into the N3 version. Up to now....about 120 of us out here at Sears have been "irritated".....we're going to be "pissed" this time......this "fourth time" in a row! Just like I've done for the N99 version....I'll put in another 100 hours changing all the .mip files to "straw/gray" colors.....re-painting the buildings...and moving them....or removing them (the ones not there anymore)......fixing the trees and the grandstands. If GPLBatch doesn't work in N3.......are one of you r.a.s. guys working on one that works for N3.......hopefully? To everyone at Papyrus......."Thanks for listening." I feel much better now. TP -- Tom Pabst
ymenard 12 Sep 1999#492004
Game engine limitation. I know it's not really possible to do an accurate turn11 with the old Papyrus game engine. The same thing that it's difficult to create a WatGlen chicane without the inside wall. Sure it can be done, but it won't be accurate, and people will simple cut the corners. Same why the esses still have walls, it's a complicated TRK/3DO issue. When we will pass to the new game engine it will be a big step forward in track accuracy, since as you can see in GPL you are not limited anymore to wall/grass/track/grass/wall. You can create sub-polygons inside the raceable track itself (per example at Spa before Eau Rouge you have this grandstand inside a rectangular stone square)., which will make possible a much more in-depth accuracy of everything "around" the track itself. If you want an accurate Sears Point wait for AMA Superbike, you will be very happy. Motorsims has the most in-depth track engine I have ever seen in any simulation. WINmip -- -- Fran?ois Mnard <ymenard> -- May the Downforce be with you... "People think it must be fun to be a super genius, but they don't realise how hard it is to put up with all the idiots in the world."

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