im looking for an interview that was conducted in VROC a while back that had
the gplers asking the wests about various wsc features, and the one im
interested in is Bump modelling on the tracks.
i seem to remember someone critisizing the method that wsc had proposed to
use in comparison with gpls (i cant remember the specifics, its why im after
the transcript), but i see mention of Bump modelling being used in NT2003
and its being advertised as a 'new' feature in NR2003, which begs the
question 'why have games back to gp2 had fast and slow damper modelling if
they havent had bumps?'
do gpl and n4/n2002 model bumps or is the cockpit just being moved around
randomly?
pez
Ask Doug Ellison....he has everything they do and think recorded in
archives.
;-)
AD
"Alex 'pez' Porazinski" <[email hidden]> wrote in message
news:ap71uk$193$[email hidden]...
> im looking for an interview that was conducted in VROC a while back thathad
> the gplers asking the wests about various wsc features, and the one im
> interested in is Bump modelling on the tracks.
>
> i seem to remember someone critisizing the method that wsc had proposed to
> use in comparison with gpls (i cant remember the specifics, its why imafter
The short and highly inaccurate answer is:
Papyrus tracks model the larger bumps and swells and the tracks like those
from the ISI 3d modeled tracks have a much easier time displaying the
smaller but sometimes more intense bumps.
The trouble with the former is the tracks tend to feel overly smooth, the
trouble with the latter is the tracks bumpiness is sometimes not a product
of good modeling but a lack of proper polygon counts to correctly protray a
track.
dave henrie
Quoted text (9 lines)
> the transcript), but i see mention of Bump modelling being used in NT2003 > and its being advertised as a 'new' feature in NR2003, which begs the > question 'why have games back to gp2 had fast and slow damper modelling if > they havent had bumps?' > > do gpl and n4/n2002 model bumps or is the cockpit just being moved around > randomly? > > pezOn Thu, 24 Oct 2002 03:13:27 GMT, "Dave Henrie" <[email hidden]>
wrote:
> The trouble with the former is the tracks tend to feel overly smooth, the
>trouble with the latter is the tracks bumpiness is sometimes not a product
>of good modeling but a lack of proper polygon counts to correctly protray a
>track.
Dave, I realize you're not buying the game, but I thought this might
be interesting, on the subject of bumps.
Bristol in NT2k3 is undriveable because of the high-frequency bump
modelling. During a testing session with 60+ FPS I can run in the
15's even with the car bouncing all over like I'm driving on large
pebbles. When the FPS drops to 30 in-race it's seriously impossible
to even compete. Halfway through one of the turns, in the low groove,
is a bump so severe that if I'm not completely off of the gas when I
hit it the car immediately gets airborne and lands right next to the
wall. It's pretty funny, and basically means that if I try to get on
the throttle when the AI does I can kiss the right side of the car
goodbye.
Jason


































