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W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

EKO Sim-Racing

Well-Known Member
OK, I had opened a thread for Dallas, and had started posting things on there, but with my other track (and #1 priority for the last few months): Phoenix Street Circuit F1 Grand Prix from all 3 years (so 3 different versions) 1989 - 1990 - 1991.

I'll be posting progress here so that people don't think that I just opened a thread on Dallas and see nothing more (since I'm not concentrated on that for now) except on progress of other tracks.

So for now, here is the video I posted on the other thread, this time it's in the proper one ;)

 

EKO Sim-Racing

Well-Known Member
Last night did some work on the walkbridges... I have some weird shading issues for the sponsors: sometimes they flicker or they have some strange effect to them. Any suggestions ?

Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-0-36-4.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-0-37-12.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-0-38-7.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_10-6-119-23-12-49.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-0-34-58.jpg
 

luchian

Administrator
Staff member
sometimes they flicker
I assume sponsors are a separate plane, on top of the actual model ?
In which case, increase distance between model and the plane. Or make a cutout on the bridge model, the size of the sponsor (delete or reverse normals of cutout so that it's "filled" when looking from inside the bridge).
 

Prototype

Well-Known Member
Shadow BIAS is likely what you are after not cast shadow = false. You want the wall to make a shadow just not on itself. So use a shader with shadow bias as an option and increase until the problem goes away.
Could be a combination of all suggestions above...
 

EKO Sim-Racing

Well-Known Member
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-43-17.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-42-23.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-41-41.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-41-1.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-40-38.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-39-11.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-38-50.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-21-53-52.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-21-51-26.jpg
Screenshot_asr_1991_ferrari_643_phoenix_gp_11-6-119-21-51-19.jpg
I assume sponsors are a separate plane, on top of the actual model ?
In which case, increase distance between model and the plane. Or make a cutout on the bridge model, the size of the sponsor (delete or reverse normals of cutout so that it's "filled" when looking from inside the bridge).
...and I increased the distances between the model and the plane... and still (depending on which side we're looking at it) still gives me the wacky issue:
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-43-17.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-42-23.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-41-41.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-41-1.jpg
Screenshot_asr_1991_williams_fw14_phoenix_gp_11-6-119-22-40-38.jpg
 
Last edited:

Prototype

Well-Known Member
It will be in the shader attributes dropdown list in KS editor. I tried this out after Lilski posted that info.
An example of that is in ksPerPixelMultiMap_AT_NM_Detail. Not saying thats the shader to use, just using an example, but I used that to play around with shadowBiasMulti, and it started removing the self shadow from my Armco mesh for example. I haven't used it or explored that any further, but that's the gist of it, I think.
 

luchian

Administrator
Staff member
By the way luchian, I followed your tutorial for the real shading settings and maps for the tamac, this is the result I get, it's ok, but I think it can be way better from the examples you showed :(
I was merely the scribe, Lilski provided all the knowledge :). All the textures are important, including the alpha in the diffuse. In your case, maybe the issue is with the detail not tiling too seamlessly ? Or with the multiplication numbers in the shader ? Don't really know just by looking at the images.
 

Gunnar333

Well-Known Member
Difficult to say by not seeing the mesh model. If the billboard is two sided:
Maybe one side is not flipped correctly.
Or the normals are not facing in the right direction.
Or the corner vertices are wrong merged together.
 

EKO Sim-Racing

Well-Known Member
Difficult to say by not seeing the mesh model. If the billboard is two sided:
Maybe one side is not flipped correctly.
Or the normals are not facing in the right direction.
Or the corner vertices are wrong merged together.
The billboard is one-sided, the support of the billboard is 2-sided but merged into 1 mesh.
For some reason, I'm almost thinking it's a lighting issue depending on the light source and the way it hits the billboard, have you heard of such an issue before ?
 

Gunnar333

Well-Known Member
The billboard is one-sided, the support of the billboard is 2-sided but merged into 1 mesh.
For some reason, I'm almost thinking it's a lighting issue depending on the light source and the way it hits the billboard, have you heard of such an issue before ?
Sorry. Never had this problem.
 

Norman Leslie

New Member
Really looking forward to a release! Lots of nostalgia from F1GP on my Amiga back in the day, if you need a tester of sorts, I'll be only too happy to help! :whistle::)
 

EKO Sim-Racing

Well-Known Member
Really looking forward to a release! Lots of nostalgia from F1GP on my Amiga back in the day, if you need a tester of sorts, I'll be only too happy to help! :whistle::)
You'll have to wait a while before any release, there are 3 version years to do, all 3 have different configurations with the biggest one being between 90 and 91. :)
 
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