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Lod Screens


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#21 jgf

jgf

    Denny Hulme

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Posted Nov 02 2012 - 09:59 AM

View Postctbr, on Nov 02 2012 - 04:56 AM, said:

When you do the new LOD's can you do them in widescreen format?
I think the majority uses 16:10 or 16:9 monitors today.

The sim will not accept anything but 1024x768;  anything smaller is displayed in the upper left corner and doesn't fill the screen;  anything larger is aligned to the upper left corner and the "excess" is cut off.  I have considered rescaling the maps and text so they will display properly on a wide screen monitor (I use one also), but this entails rescaling 3-7 vector layers in each master file ...and there are currently about 200 LODs to do.  For now I am just replacing the background images and correcting a few errors;  I am still working on updating the series to add the info screens and thumbnail maps so will probably work on the rescaling then (RL just keeps getting in the way).

View Postctbr, on Nov 02 2012 - 04:56 AM, said:

Could you also change the "m" for miles to "mi" to avoid to confuse a metric guy like me :-)

That's one of the "errors" to be corrected, along with changing a few track lengths to agree with the data in the AIW files (which is what the sim uses to compute lap times;  real world lengths, where different, will be moved to the info screens).

Edited by jgf, Nov 02 2012 - 10:11 AM.


#22 jgf

jgf

    Denny Hulme

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Posted Apr 24 2014 - 02:57 PM

My apologies for no progress on this project.  There was much more corruption of the master files than was first apparent;  in about 75% of the files the layer(s) containing turn info were blank, other issues ranged from merely realigning text to virtually rebuilding the entire file.  Somewhat dispirited, and a charter member of Procrastinator's Anonymous, I kept delaying tackling this again.  Compounding this was the added steps of duplicating all vector layers and converting them to raster in order to apply the drop shadow of the V3 motif.  And, as in my original LODs, for some odd reason some files look better when merging layers before resizing while others look better resizing before merging, so often two screens are made and viewed in-game.

But more time in P&G V3 has led me back to this.  No ETA.




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