Forums

Full Version: Things that worked before but now don't
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7
That's good news! I'll mark collision off the Big List (it could still use some tweaking, but it's as good as it was before).
Thats Good Joe. at least theres something there! :wink: :wink: This list is going away just as fast as things are being added to it!!

(YAY!! 100 POSTS!! more to come im sure!) Big Grin Big Grin Big Grin Big Grin Big Grin
By the way, I changed the way shadows are done and (for me on a geforce 7600) it increases the quality and increases the FPS! Let me know if anyone experiences a decrease in framerate. I use very large shadow textures, but because of it I can avoid doing some post-processing. This is on R1786 and data R34 (you need to update both).
joevenzon Wrote:
abs1nth Wrote:i noticed distorted colors, on dijon there is lot of pink ;->

That's actually a problem with the textures... due to the way the OpenGL alpha test works, you get some of the color of the transparent areas in the texture. All of the transparent areas of the dijon textures are pink. Coloring the transparent areas with a neutral gray color fixes the problem... I did this to the crowd textures as an example and checked it in, rev 31. I suspect that the old version of VDrift had some pink around the edges too, although it may have been less noticeable because I had the alpha function set up differently. I'd like to be able to keep the alpha function as it is, but this may require some kind of color replacement script to go through and correct all of the track textures.

there are a lot of other tracks that suffer from this problem, kyalami being one of them. how exactly did you color the transparent areas with a gray colour? can you post the command so i can fix the other tracks? thanks.

--alex--
The reason the transparent areas are purple is because they're converted from bmp files used in Racer, where a specific color was marked transparent. These were converted to transparent parts in png files with this command:
Code:
mogrify -transparent rgb\(255,0,255\) file.png
Perhaps there's another command that could be used to turn any 255,0,255,0 pixels to 128,128,128,0 from the command-line? The way I did it was manually in the Gimp: select the layer mask, invert selection, fill with grey.
joevenzon Wrote:The reason the transparent areas are purple is because they're converted from bmp files used in Racer, where a specific color was marked transparent. These were converted to transparent parts in png files with this command:
Code:
mogrify -transparent rgb\(255,0,255\) file.png
Perhaps there's another command that could be used to turn any 255,0,255,0 pixels to 128,128,128,0 from the command-line? The way I did it was manually in the Gimp: select the layer mask, invert selection, fill with grey.

you can do it using imagemagick but the problem is that the colour is still there; not as obvious because it's grey instead of purple but i would like to get rid of it completely. i'll keep playing with imagemagick and see if i can figure it out.

--alex--
The only way I know to completely get rid of it is this:

http://www.vterrain.org/Plants/Alpha/index.html
i think the 3s needs some work on the front suspension, tire traction, and brake strength. i say this because i noticed with a hard brake from hi speed with ABS turned off the rear wheels will get off the ground! a bit annoying when using the keyboard and braking in a turn! to much oversteer.
Auto X also still doesn't work. when it loads its just the car bouncing around. starting position of car is off maybe? Tongue Tongue
The calculation of the starting position should be correct. My feeling is there is still something wrong with the collision detection/handling.
kidrock Wrote:i think the 3s needs some work on the front suspension, tire traction, and brake strength. i say this because i noticed with a hard brake from hi speed with ABS turned off the rear wheels will get off the ground! a bit annoying when using the keyboard and braking in a turn! to much oversteer.
Please play around with the car settings. Focus on just one area (perhaps brakes) at first. See if you can make it drive the way you expect it to.
joevenzon Wrote:Perhaps there's another command that could be used to turn any 255,0,255,0 pixels to 128,128,128,0 from the command-line? The way I did it was manually in the Gimp: select the layer mask, invert selection, fill with grey.

using convert from imagemagick:

Code:
convert fence.bmp.png -fill 'rgba( 128,128,128,255 )' -opaque 'rgba(255,0,255,255)' -depth 8 test.png

i still don't understand why the alpha colour bleeds through though.

--alex--
This is my understanding: the objects are rendered using alpha testing, which looks to see if a pixel's alpha is less than a threshold value (which I have set to 0.25), and makes the pixel opaque or transparent depending on the value. Since the texture is bilinear filtered, the alpha values get interpolated between pixels. When rendered, the areas between the texture's opaque and transparent textures will end up with intermediate alpha values and pass the alpha test, and because of the bilinear filtering they'll have some of each neighboring pixel's color. As a result, they'll pick up some pinkish color.
joevenzon Wrote:Since the texture is bilinear filtered, the alpha values get interpolated between pixels. When rendered, the areas between the texture's opaque and transparent textures will end up with intermediate alpha values and pass the alpha test, and because of the bilinear filtering they'll have some of each neighboring pixel's color. As a result, they'll pick up some pinkish color.

this make sense. i'll try to fix the tracks as i find the time.

--alex--
joevenzon Wrote:Now that the screnegraph branch has been merged into the trunk, I need to go through and clean up all of the things I broke:
- Skyboxes don't stay far away [fixed R1770]
What else?

while the skyboxes do stay away now, the track objects are not being drawn until the skybox has moved past them. this is probably because we are culling the objects behind the skybox (which initially i was arguing in favour of) but which looks ugly as objects keep popping up in the track as you drive around. the fix is probably as simple as disabling the culling of objects behind skyboxes (which is hopefully easy to implement).

--alex--
Pages: 1 2 3 4 5 6 7