Project CARS build 254 (Team Member+) - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

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Build 254 (13/7/12, Team Member+)

Added new variable m_renderfarZ to the camera code. This allows us to have a seperate far clip plane for frustum culling and what we actually use when rendering

Fix for the shadows not matching up correctly with recent camera changes

Ghost system:

- Ghost manager ensures that only ghosts known to the cache manager are added to the list of selected ghosts

- When the cache manager replaces a ghost with a better one in the same settings and the old ghost is selected for inclusion in race, the reference will be updated to the new better ghost

- Fixed assert in debug code when a ghost was selected to the race.

Added new camera specs using the new camera code for seperating the far clip plane for frustum culling and what we actually use when rendering. Should fix the issue of disapearing objects

Fixed turbo spool so it can only trigger when the turbo rate is increasing

Northampton pits texture update

Rain spray texture tweaks and system tweaks so that it blends between conditions

Added new temp blend texture for Eifelwald track

Pagani Huayra textures. Some more metal tweaks

Northampton pitbuilding texture update

Reduced spray particles colour from 1 to 0.5, so back to previous col setting

Generic emissive control map checked in

Increased wet weather spray emmitters from 24 to current max (64)

Updates to wet weather effects - trails now as lines, changes to min/max particle numbers per system

Belgian Forest Circuit - update trees and crowds for new terrain

Added Volusia

Volusia Circuit - first pass on AIW. Main path, raceline, corridors, cut tracks. (no pit lane path)

Grassbase template for Volusia

Volusia - Updated track names to "Volusia Raceway" and "Volusia Circuit" - added location data for weather and ordered the tracks with the Oval First

Volusia - Added the placholder "Under Construction" icons for the track select maps

Volusia - Traffic cones to indicate the circuit entry

Volusia - Changed Oval trackname to "Volusia Speedway"

Volusia - Track logos added

Volusia - Fixed incorrect Timezone data in TRD and also Added placeholder Track Photo's which were missing

New Formula Rookie export

New Belgium Forest export

New Eifelwald export

New Northamption export

Originally Posted by Dave Flynn

I've integrated Darren's latest changes into the wet weather systems and updated p4 to the latest we have running here.

We've tweaked the mist so it fills the gaps better, the texture has been optimised and this also has Darrens work on velocities added.

The newer trails are now in, with better fading from generation to when they dissipate, and all the effects have had their alpha / brightness

levels tweaked for generally 'rainy' conditions.

Unfortunately despite trying many different ways to get effects appear across all cars in the pack we've been unable to get this working so far. It's so frustrating because at times when the effects come together it's really looking nice, but often there will be a few cars generating no effects at all, and sometimes the trails will simply drop out on one wheel and so on.

I also pointed out to Rob that the culling is happening on a render basis, and the particles are still there on their calculated paths, as sometimes they will disappear for a few frames only to re-appear moments later, and I had another case where when paused, I could circle around the pack of cars and suddenly all the mist would disappear and re-appear once I'd rotated round to a different viewpoint.

We can't see any settings in the effect systems or materials that would control this.

At the moment the effects systems are set up with 64 emmitters of each type, and the effects are generated from the back wheels of each car, so this should be enough for 32 cars currently. The cut down AI set is also present in the definitions file, but is currently unused by the code, so when connected this should give us some performance increases. But we do need some assistance now to figure out why the effects in general are acting in such an unstable way.

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