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Bigg Boss93

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#401   2018-09-04 19:35          
Keeping you updated with what the people out there(here?) does with your magic:

*LINK*

By Holeecrab
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Porsche911man

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#402   2018-09-04 22:52          
How about combining Amilmand's Exhaustive pack with 2.3.0 LE? I just tested it and its a normal install like with any other build except don't install the track.java
Anything worth doing is worth overdoing.
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amilmand

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#403   2018-09-04 23:14          
If you replace the exe with the Slrr_GI it will work as intended I suppose, I don't think the 2.3.0 has extensive modifications to the exe itself.
(there are two functions to the track.java the first is setting the proper near and far clipping plane for the camera so the depth range is consistent and the second is that it reports the speed of the players car for reshade)

Added 2 minutes later:

Bigg Boss93:
Keeping you updated [..]
Thanks :) the livery looks exceptional and the general direction of the video is sophisticated (I find), nice.

Outlaw_Racer

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#404   2018-09-09 21:27          
Hi.
Hope I'm not annoying and just want to ask about Valo city's traffic bots and their flow and your knowledge of fixing their gta 5 a like intellect of trying to block you forcing a T crash or switch to your lane immediately right when you start approaching or accelerating etc. :D
I can help anyone who might need help postioning cars model parts, wheels and camera postioning etc.. on main.cfg file.(my discord):old hag#4050

amilmand

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#405   2018-09-10 11:03          
Well I did sink a lot of time recently into understanding how the traffic behaviour is defined (the .trc file in particular and how it interacts with the corresponding rpk) I can tell that their behaviour is mostly random I don't think they are actively trying to hit you :) but for the lane change I can give you a .trc that has lane changing disabled (they are trying to use lane changing to get out of your way but they are really bad at it I must admit) : LINK (this would go to the maps\city\ai folder.

ashbash1234

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#406   2018-09-10 13:27          
Hey im really enjoying the game.
Although im having a small problem, i can not get the carburetors to fit on the I4 engine. I tried all the combinations and nothing works, does anybody know how to fix this?

amilmand

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#407   2018-09-10 16:39          
Oh can you list which parts you are referring to (maybe a screenshot?) there are sooo many :) I don't know where to look.
(the I4 pack in the catalogue doesn't have carburettors (by name.. I'm not good with car parts maybe it named something else in the catalogue? ) as far as I can tell)

ashbash1234

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#408   2018-09-10 18:37          
yeah sure i have a screenshot just not sure how to post photos. Thanks for the reply

Added 9 minutes later:

[img]http://upload.vstanced.com/image/A3gg[/img]

Added 4 minutes later:


This post was edited by ashbash1234 (2018-09-10 18:51, ago)

amilmand

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#409   2018-09-12 08:28          
I may have phrased that wrong I was going for the name of the parts that you would want to attach to eachother, and if there's a problem the game reports like the engine not running until you install the part that it doesn't let you install for some reason :)

ashbash1234

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#410   2018-09-13 12:04          
I do have a error code but im not sure if this is the problem but it says:
Unregistrable node: parts\engines\Einvagen_Duhen_Ishima_Focer.rpk:0000008F (invalid parent parts.rpk:00009987)

The name of the parts i`m trying to attach is Dual Weber carbs for ds intake Golden and Red details with airfilter. That part should attach to the DS individual throttle body that is in the screenshot that I posted.

amilmand

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#411   2018-09-13 13:18          
The unregistrable node is some last resort error from Slrr probably from running out of memory the IDs it mentions are incorrect so I suspect some kind of memory trouble (does this on running out of memory(not your fault the game is 32bit and can only address ~4Gb of it))

Yes I can see there are some problems with the DS stuff the way it actually worked is by attaching the carburettor to the default intake manifold (however little sense it actually made ...) now you can use the intended (at least I think it's the intended) part to attach the carburettor to named "DS Intake for Carburettors", will also need a fuel rail to run.

I added the changes to the "Ever refreshing patchlink"
But I also uploaded only the last changes to another link as the patchlink is getting embarrassingly big: LINK

I hope these are the parts you mean if not, do tell :)

ashbash1234

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#412   2018-09-13 19:07          
That has fixed the problem, thanks alot for your help! :cheers:

svander

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#413   2018-09-14 23:52          
Last patch fucks up some of my cars springs. If the car is too low and the spring is too compressed, when you get into a map the springs just goes through the hood for some reason. Will re-download and take a pic for you later but thats the only reason i stuck with an old patch yet :p

Outlaw_Racer

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#414   2018-09-16 14:42          
# svander : Last patch fucks up some of my cars springs. If the car is too low and the spring is too compressed, when you get into a map the springs just goes through the hood for some reason. Will re-download and take a pic for you later but thats the only reason i stuck with an old patch yet :p

tried positioning these at cars\racers\(carname)_data\(carname).cfg ?
# FL wheel #
type 10.000 sphere 0.315
spring 0.290 0.100 0.050
wheel -0.666 -0.667 -1.475 0.000 0.000 0.000 1.285 1.000 1.000 0.000

# FR wheel #
type 10.000 sphere 0.315
spring 0.290 0.100 0.050
wheel 0.666 -0.667 -1.475 0.000 0.000 0.000 1.285 1.000 1.000 0.000

Added 39 minutes later:

# amilmand : Well I did sink a lot of time recently into understanding how the traffic behaviour is defined (the .trc file in particular and how it interacts with the corresponding rpk) I can tell that their behaviour is mostly random I don't think they are actively trying to hit you :) but for the lane change I can give you a .trc that has lane changing disabled (they are trying to use lane changing to get out of your way but they are really bad at it I must admit) : LINK (this would go to the maps\city\ai folder.

hey! that pretty much helped me ;) thanks now its a lot better because before I couldn't predict valo traffic for sh*t and now they are just keeping in the same lane :D

This post was edited by Outlaw_Racer (2018-09-16 15:22, ago)
I can help anyone who might need help postioning cars model parts, wheels and camera postioning etc.. on main.cfg file.(my discord):old hag#4050

svander

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#415   2018-09-16 18:02          
The coordinate that gets reset is the HUB UP coordinate that you can find before all the wheels config on the main cfg of each car. Doesnt matter what you write there, when you go into a map it fucks up and goes through hood/chassis

amilmand

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#416   2018-09-18 17:21          
svander:
patch fucks up some of my cars springs.
Thanks svander for the report you have found a bug in the GeneralRender overwrite in reshade I fixed the issue and uploaded a new version to the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits.

Also I have finished the first version of the traffic related editors I have been working on these are 3 programs:
NativeMarker: for adding removing and repositioning native objects in map-rpks. (GoogleDrive, VSPage)


TrcMarker: for creating .trc data and binding it to a map-rpk. (GoogleDrive, VSPage)


WalkMarker: for defining surfaces pedestrians can use. (GoogleDrive, VSPage)


I also made a demo on the Alps map to test out the tools: (GoogleDrive, VsPage)

(Pages have been promptly validated)


This post was edited by amilmand (2018-09-19 11:33, ago)

ccp

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#417   2018-09-18 17:38          
:O :O :O :O im working on a map ,this can be usefull thanks

holeecrab

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#418   2018-09-18 17:51          
holy shit.

also amilmand pardon my off-topic question, does your rpk merge tool could bypass the 400k+ poly limit for the map?

amilmand

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#419   2018-09-18 17:56          
The merge tool does not operate with map-rpks :/ so no and that limit seems very big :)
But now with the NativeMarker adding objects to maps become a little bit easier so you could use that to push down the size of the map and add the scene objects as natives.

9kRPM

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#420   2018-09-18 18:15          
This is AWESOME!!! You make me wants to play SLRR again.
--------------------------------------------------------
youtube.com/9kRPM
Discord: 9kRPM#6366
--------------------------------------------------------

Holy Shit Man

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#421   2018-09-18 21:30          
I was about to say that 400k polies isn't anything big in term of maps, but then I remembered that it never is single model, but rather pieces with extra stuff like lamps and trees

Great job there

holeecrab

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#422   2018-09-18 22:33          
# amilmand : The merge tool does not operate with map-rpks :/ so no and that limit seems very big :)
But now with the NativeMarker adding objects to maps become a little bit easier so you could use that to push down the size of the map and add the scene objects as natives.

not that big imo but ahhhhh, okay. Thanks!

here to say again, holy shit x2.

amilmand

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#423   2018-09-19 11:25          
holeecrab:
bypass the 400k+ poly limit for the map
I've been thinking about this and there are tools out there (namely this: LINK) that you can use to edit map-rpks directly long story short you can make a two(or more) rpk map with this from two normal map-rpks you create in the usual way (track wizard or something like that):

You should decide on a parent map-rpk (this will be the one you put the player into with a new GroundRef( ... ); call in a Track)
The child rpk(s) should be edited:
-Turn the map into an rdb2 with the tool above
-Add the parent rpk to the external references
-Set the SuperID of the GroundRef definition in the child rpk to
the GroudnRef definition in the parent rpk (these (GroundRefs) are usually the 0x00000001 TypeIDs in modded maps)
-Set the AdditionalType to 1
-Set the IsParentCompatible to 1
-Turn the edited rsd2(s) into an rpk and replace the original

That is basically it not a big hassle (the position of the maps should be set in 3dsmax to line up nicely they will both be placed with the same origin)
(You can check out the alignment with any of the MapEditor programs I posted by choosing Render and opening the parent rpk and adding the others with AddRender)

Here is a quick example adding LimeRockPark to the WeekendDrive map:

holeecrab

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#424   2018-09-19 11:47          
sweet, that's a nice find! And it's surprisingly easy to understand. i hope it'll help others who is trying to put a huge scaled maps into SLRR as well.

and thanks a lot!

Holy Shit Man

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#425   2018-09-19 14:09          
Nordschleife from AC in SLRR, I pay in vipkas :D

Bigg Boss93

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#426   2018-09-19 16:03          
I am simply stoked...
Harrison15 about PXRZ: he turns everything into a pretzel in his head




amilmand

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#427   2018-09-23 01:34          
adnan54:
[..]a soft particles effect[..]

It has been some time since this came up but with the current state of reshade it become possible.

I updated the files under the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits

svander

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#428   2018-09-23 02:41          
Was just trying all the new stuff. Is it normal for lights to fade away when being at 2 mts of distance? Check these


amilmand

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#429   2018-09-23 02:52          
ParticleEnableOverwrite=1
ParticleAlphaMult=2
ParticleContrast=500

These are the new variables if you have a different near and/or far clipping plane set than in my test environment(s) the ParticleContrast may need adjusting (you would need a higher value).

svander

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#430   2018-09-23 04:37          
Sorry for the disturbance. Even though I can find these settings on the .INI files, they're nowhere to be found on the ingame settings manager, nor changing these do anything. :/

amilmand

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#431   2018-09-23 10:02          
Damn I left a file out...
Thanks!
I updated them again.
(the method to fix still stands I think the ParticleContrast needs adjusting but till now it got overwritten by the default value)

amilmand

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#432   2018-09-23 15:33          
And again.. I'm starting to get sloppy with these releases.
Another correction I added a ReshadeConfigMild with incorrect effect order but now I replaced it with a correct one.
("Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits)

Bigg Boss93

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#433   2018-09-24 15:43          
At this point comes pretty normal to ask, after seeing the soft particles, if you would manage making so that, for example, there's no more light sources limit(as you may remember sometime if you use too many light sources on a car, some of them will just start flickering or disappearing at all) and if you'd manage making soft shadows(unlikely, i know, but asking doesnt hurt anybody lol).

Keep it up(and take a break maybe), your work is simply amazing.
Harrison15 about PXRZ: he turns everything into a pretzel in his head




svander

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#434   2018-09-24 17:24          
Just came to say, last update fixed it all

amilmand

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#435   2018-09-25 19:21          
svander:
last update fixed it all
Glad to hear it :)

Thanks for the kind words BB soft shadows maybe a thing someday :) I however dont think adding more projective lights is a good idea (though I do agree that them flickering is quite irritating) I'm unsure even about a semi-proper implementation (that wont break compatibility with not-cutting-edge hardware)

I updated the TRCMaker program I implemented the previously unknown lookup the game used when the traffic cars got pushed off their lane and tried to find it again. (this resulted in the traffic cars circling aimlessly if they managed to get off their track)
This is an internal change no new UI elements have been added on saving the program generates this data.
(LINK)

I also updated the demo Map with the "new" "feature"
(LINK)

Driftmonkey06370

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#436   2018-09-30 18:51          
Damn ! im shocked about the new possibilities to use 2 RPK for a map :O :O :O :O :O :O ( im a bit late lol )

amilmand

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#437   2018-10-01 15:30          
I addressed an issue with multiple layered scene object materials which resulted in visible seams on the ROC track.

Updated the "Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits

amilmand

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#438   2018-10-01 23:17          
I restored the functionality of the Pneumatic Shock Absorber (can be found in the other section in the running gear tab of the catalog) the controls are on the numpad for the dynamic functionality (zero to change the state, 8 for the front 2 for the rear the others can be extrapolated)
("Ever refreshing patchlink" for SlrrExhaustive)

svander

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#439   2018-10-02 00:07          
Amil, dunno what did you do, but last exhaustivebits patch got my garage smoke black until I restarted the game, and also added shadows to roofs, which I couldnt fix xD




Looks good but theres the shadow issue

This post was edited by svander (2018-10-02 03:36, ago)

amilmand

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#440   2018-10-02 12:46          
Disable the shadow overwrite (set the OverWriteShadowRendering to 0) it doesnt add to the default experience (well it does add this, that you dislike :) (this also helps the shadows on perpendicular surfaces (perpendicular to the projection (since this is an error in directional projection))
The smoke issue I can address with sort of a hack I updated the relevant files (I also opted to disable the shadow overwrite by default for now)
("Ever refreshing patchlink" for SlrrExhaustive and the SlrrExhaustiveBits)