Many comments to reply to...
Chulk: it seems Mark and Dstien covered all main points for a brief summary with their replies on Page 14, so that might be of help while a more formal document is to be made
Seeing the first custom dashboard is something I'm looking forward to - every time I consider doing one of those for my cars I always find myself at a loss about how to make modifications which are good looking yet consistent with the rest of the game.
That will be really useful for managing modifications while editing. Another nice use would be to insert read-me texts within the file as text resources.
The arc is actually editable, as a set of coordinates inside the *.RES. While from a contest manager point of view modifying the *.RES of a widely used car does not look like a good idea, as long as performance/physical behaviour parameters are left untouched replays won't become incompatible, save for the different steering wheel dot movement of course.
Glad you asked that question, Mark, as it affects directly my experiments on the GT3 - the regular Corvette car1 shape has 53 polygons, while the downscaled car0 I'm adjusting to replace it has 201 (with a couple additional ones to cover the underside of the car). Unfortunately, quadruplying the polygon count seems to be a bit too much: With two equal cars on screen, the frame rate starts to suffer at about 16000 cycles, a value far too high for many pipsqueaks. Even with a single car the limit seems to be as high as 11000-12000. Since I always race at 20k cycles, I would never notice the difference by myself. That's a major blow to my current design approach...
Chulk: it seems Mark and Dstien covered all main points for a brief summary with their replies on Page 14, so that might be of help while a more formal document is to be made
Quote from: CTG on October 10, 2008, 02:51:03 AM
I'm thinking on a custom menu bar with a cool design and the Knight Rider dashboard... both projects will start as soon as I have some time.
Seeing the first custom dashboard is something I'm looking forward to - every time I consider doing one of those for my cars I always find myself at a loss about how to make modifications which are good looking yet consistent with the rest of the game.
Quote from: dstien at stuntstools rev.30Context menu and actions for changing order, sorting, renaming, removing,
duplicating and inserting new resources.
That will be really useful for managing modifications while editing. Another nice use would be to insert read-me texts within the file as text resources.
Quote from: dstien on October 09, 2008, 09:18:59 PMQuote from: CTG on October 09, 2008, 09:08:11 AMThe steering wheel is just a bitmap image that you can replace with anything you want, but I think the blue indicator will still move along a fixed arc.
Can you change the shape of the steering wheel?
The arc is actually editable, as a set of coordinates inside the *.RES. While from a contest manager point of view modifying the *.RES of a widely used car does not look like a good idea, as long as performance/physical behaviour parameters are left untouched replays won't become incompatible, save for the different steering wheel dot movement of course.
Quote from: dstien on October 09, 2008, 09:18:59 PMQuote from: Mark L. Rivers on October 09, 2008, 03:46:02 PMI haven't done any heavy testing, but it should only depend on the amount of available CPU cycles. If the framerate is ok when racing against an opponent with two official vehicles on the screen, there shouldn't be any difference using one vehicle with twice the amount of details. Another factor in addition to the number of polygons is the culling parameters that we haven't figured out yet...
A question for dstien: upgrading the number of polygons related at shapes car1 and car2 (used during the race) can affect the fluidness of the game?
Glad you asked that question, Mark, as it affects directly my experiments on the GT3 - the regular Corvette car1 shape has 53 polygons, while the downscaled car0 I'm adjusting to replace it has 201 (with a couple additional ones to cover the underside of the car). Unfortunately, quadruplying the polygon count seems to be a bit too much: With two equal cars on screen, the frame rate starts to suffer at about 16000 cycles, a value far too high for many pipsqueaks. Even with a single car the limit seems to be as high as 11000-12000. Since I always race at 20k cycles, I would never notice the difference by myself. That's a major blow to my current design approach...