Jump to content


* * * * * 1 votes

Isle Of Man Mountain Course - Two New Video Updates


  • Please log in to reply
80 replies to this topic

#21 Pete Gaimari

Pete Gaimari

    Jim Clark

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 3,526 posts
  • Gender:Male
  • Location:Colorado
  • Interests:Racing and Muzzleloader Hunting
  • Sim interest:GPL

Posted Mar 06 2018 - 11:26 AM

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

#22 gliebzeit

gliebzeit

    Targa Fan

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 2,068 posts
  • Gender:Male
  • Location:Florida - USA
  • Interests:Old guy stuff...
  • Sim interest:GPL

Posted Mar 06 2018 - 11:29 AM

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

#23 twinpotter

twinpotter

    Richard "Dick"Seaman

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,462 posts
  • Gender:Male
  • Location:leeds,England
  • Interests:Motor Racing
    Motorbikes
    computer gaming-
  • Sim interest:GPL

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

twinpotter

    Richard "Dick"Seaman

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,462 posts
  • Gender:Male
  • Location:leeds,England
  • Interests:Motor Racing
    Motorbikes
    computer gaming-
  • Sim interest:GPL

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

db312

    Always in the lead

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 234 posts
  • Gender:Male
  • Location:switzerland
  • Interests:Leaving GPL better than I found it
  • Sim interest:GPL

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

Pablo_Fernandez

    GPL Track Maker

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 147 posts
  • Gender:Male
  • Location:Buenos Aires, Argentina
  • Interests:GPL. Nascar. DTM. MOTO GP
  • Sim interest:GPL

Posted Mar 07 2018 - 06:03 PM

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

#27 gregc

gregc

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 59 posts
  • Sim interest:GPL

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

jklhill

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 217 posts
  • Gender:Male
  • Location:California
  • Interests:GPL and Automobilista
  • Sim interest:other

Posted Mar 13 2018 - 09:57 AM

Stunning. Thanks Jim.

#29 Stefano

Stefano

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 138 posts
  • Gender:Male
  • Location:Verona (Italy)
  • Interests:MUSIC - SPORT - TRAVELS - DRIVING SIMULATION
  • Sim interest:I am here to spam and wish to be deleted after registering

Posted Mar 17 2018 - 02:38 PM

Amazing work!

#30 Jim Pearson

Jim Pearson

    Denny Hulme

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 130 posts
  • Gender:Male
  • Location:Down Under
  • Interests:Trackmaking, Bike Road Racing, Links Golf, Long Distance Walking.
  • Sim interest:GPL

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   104 downloadsAttached File  B gplc67 2018-03-19 10-31-12-38.jpg   104.68K   114 downloadsAttached File  C gplc67 2018-03-19 10-31-24-41.jpg   109.25K   100 downloadsAttached File  D gplc67 2018-03-19 10-25-13-95.jpg   98.18K   106 downloadsAttached File  E gplc67 2018-03-19 10-25-01-09.jpg   102.82K   99 downloadsAttached File  F gplc67 2018-03-19 10-01-26-92.jpg   105.13K   95 downloadsAttached File  G gplc67 2018-03-19 10-04-04-33.jpg   106.61K   89 downloads

#31 Saiph

Saiph

    Drives 4 Team BDS

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,862 posts
  • Gender:Male
  • Location:Aylesbury, UK
  • Interests:Computer gaming (esp. sims, strategy, RPG), real ale, live music, motor sports, boring the NSA/GCHQ to death.
  • Sim interest:GPL

Posted Mar 18 2018 - 08:50 PM

Interesting.

#32 Claudio Pablo Navonne

Claudio Pablo Navonne

    Denny Hulme

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 190 posts
  • Gender:Male
  • Location:Buenos Aires, Argentina
  • Sim interest:GPL

Posted Mar 19 2018 - 03:13 AM

Wow!

#33 db312

db312

    Always in the lead

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 234 posts
  • Gender:Male
  • Location:switzerland
  • Interests:Leaving GPL better than I found it
  • Sim interest:GPL

Posted Mar 19 2018 - 03:59 AM

Another great news !

Thanks a lot !

Just a question, is it possible to add still more contrast...?...

#34 Jim Pearson

Jim Pearson

    Denny Hulme

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 130 posts
  • Gender:Male
  • Location:Down Under
  • Interests:Trackmaking, Bike Road Racing, Links Golf, Long Distance Walking.
  • Sim interest:GPL

Posted Mar 19 2018 - 05:27 AM

View Postdb312, on Mar 19 2018 - 03:59 AM, said:

Another great news !

Thanks a lot !

Just a question, is it possible to add still more contrast...?...

Actually, quite a good question, because I made some adjustments to tone down the darkness of my vertex shading to do exactly that, show some more contrast with the hard shadows.

See below.

This is probably as far as I want to go with higher contrast, for three reasons.

First, high contrast textures may look great in screen shots, but are hard on the eye captured on a monitor when you are travelling at speed. I believe human eyes don't adjust to contrast on a monitor as well as they do in real life,

Second, this is the Isle of Man we are talking about, where the days can be bright with good hues in colors, but not bright as they might be, say,  in the Med in summer. For example, the texturing in the GPL Piccolo Madonie is exceptional for that location; exceptional! .....but would not look correct at IOM.

Thirdly, I am not going to try to replicate sunshine glare because this also is very hard on the eye when using a monitor for long periods.

Attached Files



#35 db312

db312

    Always in the lead

  • Members
  • PipPipPipPipPipPipPipPipPipPip
  • 234 posts
  • Gender:Male
  • Location:switzerland
  • Interests:Leaving GPL better than I found it
  • Sim interest:GPL

Posted Mar 19 2018 - 05:42 AM

"First, high contrast textures may look great in screen shots, but are hard on the eye captured on a monitor when you are travelling at speed. I believe human eyes don't adjust to contrast on a monitor as well as they do in real life"

Totally agree with you, and many thanks for your answer !

All the best :)

Edited by db312, Mar 19 2018 - 05:43 AM.


#36 Paddy the Irishman

Paddy the Irishman

    Paddy the Irishman

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 848 posts
  • Gender:Male
  • Location:Bexhill on Sea, E. Sussex, England
  • Interests:GPL; Model Cars; Photography. Assetto Corsa
  • Sim interest:GPL

Posted Mar 19 2018 - 08:48 AM

Jim, your attention to EVERY detail never ceases to amaze me.  MANY, MANY thanks for all your hard work.

:dino:

#37 Robert Fleurke

Robert Fleurke

    Denny Hulme

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 553 posts
  • Gender:Male
  • Location:Groningen, the Netherlands
  • Interests:Life
  • Sim interest:GPL

Posted Mar 19 2018 - 10:46 AM

That's an amazing development. GPL graphics get better all the time. Great job Jim, and thanks for all your tracks! :)

#38 Saiph

Saiph

    Drives 4 Team BDS

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,862 posts
  • Gender:Male
  • Location:Aylesbury, UK
  • Interests:Computer gaming (esp. sims, strategy, RPG), real ale, live music, motor sports, boring the NSA/GCHQ to death.
  • Sim interest:GPL

Posted Mar 19 2018 - 11:54 AM

Hi Jim. All the screenshots you've shown us recently look tremendous, but your mentioning vertex shading has made me curious. When you're applying vertex shading to the road surface, have you ever had a situation where you've gone back to test the shading, and it has flickered on and off while you're approaching the area, and while you're driving over it? As a TotalRanker I've driven almost every track that has ever been released for GPL (including a lot of the 'beta' and 'test' tracks which are not in the TotalRank), and there are a few (I'm reluctant to mention names!) where this happens. Can you say if this flickering happens due to the way that the vertex shading is applied by the track maker? Or does it happen due to video driver problems? Or could it be a combination of both?

Edited by Saiph, Mar 19 2018 - 11:57 AM.


#39 Jim Pearson

Jim Pearson

    Denny Hulme

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 130 posts
  • Gender:Male
  • Location:Down Under
  • Interests:Trackmaking, Bike Road Racing, Links Golf, Long Distance Walking.
  • Sim interest:GPL

Posted Mar 19 2018 - 05:19 PM

View PostSaiph, on Mar 19 2018 - 11:54 AM, said:

Hi Jim. All the screenshots you've shown us recently look tremendous, but your mentioning vertex shading has made me curious. When you're applying vertex shading to the road surface, have you ever had a situation where you've gone back to test the shading, and it has flickered on and off while you're approaching the area, and while you're driving over it? As a TotalRanker I've driven almost every track that has ever been released for GPL (including a lot of the 'beta' and 'test' tracks which are not in the TotalRank), and there are a few (I'm reluctant to mention names!) where this happens. Can you say if this flickering happens due to the way that the vertex shading is applied by the track maker? Or does it happen due to video driver problems? Or could it be a combination of both?

No definitive answer unless each installation and track is examined.

Could be a video card issue, or OGL Vs D3d issue on your monitor; or CRT Vs Flat Screen.

As far as applying the HSV values [ vertex shading values ] when compiling a track, this is simply recording a fixed set of 3 variables for colour / intensity [ darkness ] etc for each altitude [ longitudinal ] trace  [ Max 16 allowed in GPL ] at the start of each track section.

So for IOM MC present build there are 2854 track sections X 16 traces X 3 variables = 136992 values for vertex shading. Many of these are values that display total transparency though; ie no shading.

This may sound horrendously complicated and time consuming, but its really quite easy to construct and manage in Excel. For example, I toned down my values for the second example above in just 10 minutes then recompiled the track 3do in another 10 minutes.

The only time  I have experienced anything like flickering or shading seeming to suddenly turn on or off any given track section is when the values at the start or end of a track section are too different laterally. Put another way if the left edge track section start value is dark and the right side start value is light but the left side end section [ start of next section ] is light and right side dark, there can be a lateral twist and light change that looks triangular when driving that section. Best I can explain it.

My vertex shading tends to be progressive londitudinally  even if the right side track surface values are sometimes different to the left, used to depict shade from one side or the other. Cant see any flickering on my monitor or in the videos I have produced.

#40 Saiph

Saiph

    Drives 4 Team BDS

  • Supporter
  • PipPipPipPipPipPipPipPipPipPip
  • 1,862 posts
  • Gender:Male
  • Location:Aylesbury, UK
  • Interests:Computer gaming (esp. sims, strategy, RPG), real ale, live music, motor sports, boring the NSA/GCHQ to death.
  • Sim interest:GPL

Posted Mar 19 2018 - 08:37 PM

I'm pretty sure it's nothing to do with CRT vs flat screen. When I say "flickering", maybe I didn't explain clearly enough what I mean. I'm not talking about the kind of rapid, constant flickering you get when, for example, a CRT monitor has its refresh rate set too low. It's more of an intermittent switching on and off, as if the track section keeps changing its mind about whether it should be shaded or not.

Thanks for the reply anyway, it's always interesting to hear more details of how a track is put together. :thumbup:




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

Sim Racing Links