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Isle Of Man Mountain Course - Two New Video Updates


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#16 Saiph

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Posted Mar 05 2018 - 06:07 PM

I'm really looking forward to driving my 3.0L V8 Zimmer frame around there in 2030! ;) :D

#17 MLGathome

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Posted Mar 06 2018 - 12:54 AM

Amazing mr. Jim Pearson.
Who needs a modern sim after seeing this?

Greetings, Marcel

#18 Jim Pearson

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Posted Mar 06 2018 - 02:17 AM

Thanks fellas. Very humbling comments.

No promises mind, but I would like to finish this in GPL's 20th anniversary year.

There are many pitfalls in making a track like this, just ask Ginetto or Sergio.

Just when you think you are making headway you find you are up
S....ers ditch and have to back track and start over.

But there is light at tunnel's end.

All I can do is try my best; but having come so far trying to achieve a certain standard, I wont compromise that front.

Cheerio  

Jim

#19 gliebzeit

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Posted Mar 06 2018 - 06:36 AM

Beautiful work, Jim.  I concur with another's comment that not only is the realism there, but it done in an extremely artistic fashion.  Everything you've done fits and also makes you immerse yourself in the ride.

Many thanks for your dedication to this work and hope all is well with you and family.  :)

#20 Robert Fleurke

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Posted Mar 06 2018 - 06:44 AM

Stunning work! Much respect! :)

#21 Pete Gaimari

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Posted Mar 06 2018 - 11:26 AM

Beautiful track Jim. I'm going to die 100 times before learning that track.

#22 gliebzeit

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Posted Mar 06 2018 - 11:29 AM

Pete ... not before the Mod Team makes a moto mod.  ;)

#23 twinpotter

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Posted Mar 06 2018 - 12:52 PM

Thanks Jim

Plaudits and thanks to you.

Which are never enough 😀👍

TP:

Edited by twinpotter, Mar 06 2018 - 12:52 PM.


#24 twinpotter

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Posted Mar 06 2018 - 12:54 PM

Moto mod.

Is that a joke 🤔😂

Or can you transgress and let the cat out of the bag 😎

🛵🛵🛵🛵🛵🛵 Rev Rev......

TP:

Edited by twinpotter, Mar 06 2018 - 12:55 PM.


#25 db312

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Posted Mar 06 2018 - 01:12 PM

View PostPete Gaimari, on Mar 06 2018 - 11:26 AM, said:

Beautiful track Jim. I'm going to die 100 times before learning that track.

:hysterical: :hysterical: :hysterical:......

#26 Pablo_Fernandez

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Posted Mar 07 2018 - 06:03 PM

WOW!. What a work!.
The textures are incredibles
Thanks Jim for all your effort

#27 gregc

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Posted Mar 09 2018 - 06:08 AM

Fabulous work. Particularly love the sense of light and height coming down off the mountain towards the sea - just superb.

#28 jklhill

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Posted Mar 13 2018 - 09:57 AM

Stunning. Thanks Jim.

#29 Stefano

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Posted Mar 17 2018 - 02:38 PM

Amazing work!

#30 Jim Pearson

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Posted Mar 18 2018 - 06:35 PM

A little enhancement I have just developed that I thought a few of you may be interested in.

Some background first.

DX7 track graphics [eg in GPL] can be displayed very efficiently, more so than many modern DX10/11 sims, however GPL tracks cant display automated lighting effects including object shadows, a feature of DX10/11 sims..

In GPL a track maker is usually restricted to producing light and shade and shadows by three basic manual methods.

1] Light and shade on buildings and walls by darkening some of the textures used on them to display light/ shade contrast.

2] Shadows painted on repeating asphalt textures can be useful, but the disadvantage of these is that they can look a bit artificial because they repeat every "X" metres as the asphalt texture repeats. They can also be "Cut off" at the end of a track section.

3] Vertex shading on the track surface for each track section which can extend over walls that are built into each track section. This gives a diffused light /shade effect typical of the lighting you would see on a cloudy day, but doesn't replicate the hard, contrasting, distinct shadows you might get from tree shadows on a bright sunny day. The other difficulty with vertex shading in GPL is that it doesn't shade track side walls and objects that are placed as 3d objects [ and there are a predominance of these in IOM MC  because walls built into the track surface have to repeat for the entire length of the track section, which doesn't allow the complexity / variation essential for a track like this.]

In this track IOM MC; to date I have relied on methods 1 ] and 3 ] above as the best I could hope for.

However, the light bulb went on :idea: in the back of my brain this week and after a little experimentation, I have come up with another method, to introduces hard shadows that can display where I want on the track, can be varied with any shapes I want independent of track sections , that display on the driving surface and up the sides of trackside walls and banks and over footpaths. They also display over cars especially in F10 view and in some places also in in car view, but not always.  More investigation required. Another track maker may have used this method before of course, but I am not aware of it.

My current plan is to include hard shadows as an option, the same as mist / ground fog / direction arrows / track names displayed etc etc so you will be able to drive a sunny day track with hard shadows, or a dark stormy looking environment with fog / mist patches and hard shadows turned off, with just indistinct vertex shading showing, more in keeping with a day when the sun is obscured.

Some initial screens of my trials below. These are using only one texture at the moment but I plan to make a variety of different ones before I am done.

Sorry for the longish treatise, but I'm sure a few of you would have read it :zzzzz: .

All the best,

Jim.

Attached File  A gplc67 2018-03-19 10-31-03-05.jpg   105.34K   93 downloadsAttached File  B gplc67 2018-03-19 10-31-12-38.jpg   104.68K   102 downloadsAttached File  C gplc67 2018-03-19 10-31-24-41.jpg   109.25K   90 downloadsAttached File  D gplc67 2018-03-19 10-25-13-95.jpg   98.18K   96 downloadsAttached File  E gplc67 2018-03-19 10-25-01-09.jpg   102.82K   90 downloadsAttached File  F gplc67 2018-03-19 10-01-26-92.jpg   105.13K   86 downloadsAttached File  G gplc67 2018-03-19 10-04-04-33.jpg   106.61K   81 downloads




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