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#61 becky

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    Posted Oct 01 2010 - 11:06 AM

    View PostBorder Reiver, on Oct 01 2010 - 10:13 AM, said:

    The thing that most impressed me at Goodwood with all of the older (40s and 50s) cars they had there was the number of cars that have corduroy driving seats. :) I trust that we will be including those for the mods? ;)

    Rob

    For the right in-game feeling we will need a set of at least 5 different seats at home, to cover the complete widhts from corduroy to sheet of plastic.

    #62 becky

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      Posted Oct 01 2010 - 11:19 AM

      View PostMECH, on Oct 01 2010 - 10:03 AM, said:

      View Postbecky, on Oct 01 2010 - 09:41 AM, said:

      MECH, I'm not absölutely sure, but I believe they had their first race 1954 in Reims.
      Yes, the pic i posted is of a W196 streamliner 1954/55 season.
      I like that one as well, that's why the although ;)

      Here's a pic of the W154 :cool:


      Sure, you are roght, I always throw that Mercedes W-numbers across. But to be honest, my personal favorite of that era is Auto-Union C-Type.

      #63 sky

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      Posted Oct 01 2010 - 02:00 PM

      View Postbecky, on Sep 30 2010 - 01:17 PM, said:

      Cannot believe it!
      Seems you are taking it serious which each car between '34 and '78.

      Just caught myselt thinking over how to do a transparency map for a spoke wheel.
      i feel the canams got neglected here, there's canam'71 and '66 in the pipes, too. :)

      anyway, if you're thinking about the spokes wheel for real, let me throw in this little bit of info... with the latest version of papybmp you can have full 8bit alpha channels and a real 32bit texture! now what this does to our beloved game is open up a whole new world of awesome. finally textures that look as they were drawn and not freakish dithered with colourbands and all that jazz, or smooth transitions between transparent and opaque areas. think proper alphas for foliage, fences, wire wheels, meshes, ...

      the only downside - at least to me - is that these 32bit texture MUST be used with the v2 rasterizers. using v1 rasters will crash the game. so in order for everyone to be happy you have to include graphics saved in the old style with wonky colours and banding. this is what we will include with the sportscars mod, although they really shine with the new 32bit stuff. but fear not, the eyecandy will be available for d/l too. that and then some more :)

      #64 becky

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        Posted Oct 01 2010 - 03:07 PM

        View Postsky, on Oct 01 2010 - 02:00 PM, said:


        i feel the canams got neglected here, there's canam'71 and '66 in the pipes, too. :)

        anyway, if you're thinking about the spokes wheel for real, let me throw in this little bit of info... with the latest version of papybmp you can have full 8bit alpha channels and a real 32bit texture! now what this does to our beloved game is open up a whole new world of awesome. finally textures that look as they were drawn and not freakish dithered with colourbands and all that jazz, or smooth transitions between transparent and opaque areas. think proper alphas for foliage, fences, wire wheels, meshes, ...

        the only downside - at least to me - is that these 32bit texture MUST be used with the v2 rasterizers. using v1 rasters will crash the game. so in order for everyone to be happy you have to include graphics saved in the old style with wonky colours and banding. this is what we will include with the sportscars mod, although they really shine with the new 32bit stuff. but fear not, the eyecandy will be available for d/l too. that and then some more :)

        Actually I started fiddling around with the Shadow Mk.II last year, but there were some real life probs that stopped me. I liked that car, but it really started to drive me mad.
        My goal was to add shades to the lower edges of those verticaly parts on the white car and highlights to the higher edges on the black one to make the structure of that thing more visible.
        At the front wheel covers for example you had to paint simply a straight line to the hood, but painting that thing at one point had the result that there was a white line left where the shade would be darkest, paint it one pixel further and that dawn shade could already be seen on the top of the wheelcover. It may sound like I am a peacounter, it was actually the HALF of a pixel, but you could see it on this clean white or deep black car (at least if you know it's there).

        But anyway, I would be happy to help a bit realizing those mods.

        As for papybmp, I always used winmip up to now (together with a not highly professional PaintshopPro 9), but I will sure give it a try.

        Cheers

        Andreas

        #65 Rudy Dingemans

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        Posted Oct 01 2010 - 03:12 PM

        Wah - must say, seeing that pic of the Porsche F1 and Sharknose made my ticker go pitter-patter   :clap2:   Been pining for *someone* to make a good mod of those for so long.

        Not sure however which mod it'd fit into, since it's not '55 or 37 or 68... Maybe there's hope for the long-longed for '62 Mod after all?

        (I've got a good cockpit pic of the Porsche and '62 BRM 'Stackpipes' if it's needed, btw...)

        Regards, Rudy
        (GPLRank: -40)

        Edited by Rudy Dingemans, Oct 01 2010 - 03:17 PM.


        #66 Royale

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        Posted Oct 01 2010 - 03:14 PM

        View Postsky, on Oct 01 2010 - 02:00 PM, said:

        View Postbecky, on Sep 30 2010 - 01:17 PM, said:

        Cannot believe it!
        Seems you are taking it serious which each car between '34 and '78.

        Just caught myselt thinking over how to do a transparency map for a spoke wheel.

        i feel the canams got neglected here, there's canam'71 and '66 in the pipes, too. :)


          :iconcur: Maybe cos the 71s and the F2s are close :idunno: or cos I already hijacked Becky's fine Rory re-paint posting  :idunno:

        Edited by Royal, Oct 01 2010 - 03:16 PM.


        #67 Royale

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        Posted Oct 01 2010 - 03:15 PM

        :yinyang: sry

        Edited by Royal, Oct 01 2010 - 03:16 PM.


        #68 Royale

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        Posted Oct 01 2010 - 03:20 PM

        View PostRudy Dingemans, on Oct 01 2010 - 03:12 PM, said:

        Wah - must say, seeing that pic of the Porsche F1 and Sharknose made my ticker go pitter-patter   :clap2:   Been pining for *someone* to make a good mod of those for so long.

        Not sure however which mod it'd fit into, since it's not '55 or 37 or 68... Maybe there's hope for the long-longed for '62 Mod after all?

        (I've got a good cockpit pic of the Porsche if it's needed, btw...)

        Regards, Rudy
        (GPLRank: -40)

        Yes - Martin and I joined forces with Keido to do a 61-64 mod spread like Keido did with the Tasman series. We did two models you see and he's editing the rest. Should be fun. Physics is another story.

        PS. All cockpit shots always wanted :)

        Edited by Royal, Oct 01 2010 - 03:23 PM.


        #69 sky

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        Posted Oct 01 2010 - 03:23 PM

        View Postbecky, on Oct 01 2010 - 03:07 PM, said:

        Actually I started fiddling around with the Shadow Mk.II last year, but there were some real life probs that stopped me. I liked that car, but it really started to drive me mad.
        My goal was to add shades to the lower edges of those verticaly parts on the white car and highlights to the higher edges on the black one to make the structure of that thing more visible.
        At the front wheel covers for example you had to paint simply a straight line to the hood, but painting that thing at one point had the result that there was a white line left where the shade would be darkest, paint it one pixel further and that dawn shade could already be seen on the top of the wheelcover. It may sound like I am a peacounter, it was actually the HALF of a pixel, but you could see it on this clean white or deep black car (at least if you know it's there).

        But anyway, I would be happy to help a bit realizing those mods.

        As for papybmp, I always used winmip up to now (together with a not highly professional PaintshopPro 9), but I will sure give it a try.

        Cheers

        Andreas

        if you need help just holler. i'll be glad to step in and do tuts. i've done one or two already somewhere around there. well i use winmip too, simply for the standard v1 rasters version. but for anything else it's papybmp for me. it's just so much better. i have to try this on something like trees and bushes yet, most likely spa will be the first track to get a treatment of that - and i hope to bring it to another level using that. we'll see if it works out like that :P

        i know the woes of painting textures for these babies.. just ask me about the p4. cost me a good quarter of a year - actually right now it sits in gpl trackeditor on one of my screens here being tinkered with :P. if you (still) have access, checkout bob's forum, there should be uvw maps posted for most cars now and that should help with the texturing a lot (you'll see why that line shows where it shows, etc. :) - i haven't checked them myself yet as i made me promise to finish this ferrari first before touching anything else (just because i know myself all to well). besides i work in ultra highres when i do the textures, so i can be a bit more precise (until resizing that is)...

        as for that shadow.. it is a pretty car and i'm still waiting for a big shadow cars fan to come back with a bunch of scans he wanted to send me of all their cars including the mk2 (cockpit shots in particular). welcome back to the fold :D

        #70 becky

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          Posted Oct 01 2010 - 03:44 PM

          View PostRoyal, on Oct 01 2010 - 03:14 PM, said:


            :iconcur: Maybe cos the 71s and the F2s are close :idunno: or cos I already hijacked Becky's fine Rory re-paint posting  :idunno:

          For me, and I think also for everybody else, it was a very welcome hijacking.

          #71 becky

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            Posted Oct 01 2010 - 04:11 PM

            View Postsky, on Oct 01 2010 - 03:23 PM, said:


            if you need help just holler. i'll be glad to step in and do tuts. i've done one or two already somewhere around there. well i use winmip too, simply for the standard v1 rasters version. but for anything else it's papybmp for me. it's just so much better. i have to try this on something like trees and bushes yet, most likely spa will be the first track to get a treatment of that - and i hope to bring it to another level using that. we'll see if it works out like that :P

            i know the woes of painting textures for these babies.. just ask me about the p4. cost me a good quarter of a year - actually right now it sits in gpl trackeditor on one of my screens here being tinkered with :P. if you (still) have access, checkout bob's forum, there should be uvw maps posted for most cars now and that should help with the texturing a lot (you'll see why that line shows where it shows, etc. :) - i haven't checked them myself yet as i made me promise to finish this ferrari first before touching anything else (just because i know myself all to well). besides i work in ultra highres when i do the textures, so i can be a bit more precise (until resizing that is)...

            as for that shadow.. it is a pretty car and i'm still waiting for a big shadow cars fan to come back with a bunch of scans he wanted to send me of all their cars including the mk2 (cockpit shots in particular). welcome back to the fold :D

            Help will surely be highly appreciated at some points. I know that there is a tool in Photoshop to simulate the effect of rotating objects, such as wheels. With PSP I help myself turning the complete template by some degrees, copy the whole stuff and put it on my wheel I already have. Repeating that procedure with various angles and giving the layers different tranparancies gives me a xxx3out wheel. It works, but it's surely not state-of-the-art.

            #72 sky

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            Posted Oct 01 2010 - 05:12 PM

            View Postbecky, on Oct 01 2010 - 04:11 PM, said:

            Help will surely be highly appreciated at some points. I know that there is a tool in Photoshop to simulate the effect of rotating objects, such as wheels. With PSP I help myself turning the complete template by some degrees, copy the whole stuff and put it on my wheel I already have. Repeating that procedure with various angles and giving the layers different tranparancies gives me a xxx3out wheel. It works, but it's surely not state-of-the-art.

            not sure if paintshop has that. i haven't used paintshop in nigh on a decade, although it used to be my weapon of choice back then. maybe paint.net has it? tis free too.
            anyway, the function is called "motion blur" for stuff going in one direction or "radial blur" for things rotating around a central point. there's another type of radial blur where instead of rotating around a central point, this point is used for an outward motion blur expanding from the central point, like the effect when you zoom in or out while exposing a photo.

            #73 becky

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              Posted Oct 01 2010 - 05:59 PM

              View Postsky, on Oct 01 2010 - 05:12 PM, said:

              not sure if paintshop has that. i haven't used paintshop in nigh on a decade, although it used to be my weapon of choice back then. maybe paint.net has it? tis free too.
              anyway, the function is called "motion blur" for stuff going in one direction or "radial blur" for things rotating around a central point. there's another type of radial blur where instead of rotating around a central point, this point is used for an outward motion blur expanding from the central point, like the effect when you zoom in or out while exposing a photo.

              The thing is, you can do the silliest things with PSP, like creating a perspective view on the side of a cube or putting a pic on a ball or whatever, but when it comes to such basic things like reducing the size only in vertical or horizontal direction, it can't handle it and I have to use the paint-prog you have per default on your PC.
              But anyway, I believe the main thing is to like the car and to have an idea how it looked.

              BTW: As from the shots from the preview that P4 was worth your quarter-year work.

              #74 Rudy Dingemans

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              Posted Oct 01 2010 - 07:51 PM

              View PostRoyal, on Oct 01 2010 - 03:20 PM, said:

              Yes - Martin and I joined forces with Keido to do a 61-64 mod spread like Keido did with the Tasman series. We did two models you see and he's editing the rest. Should be fun. Physics is another story.

              PS. All cockpit shots always wanted :)

              Sounds great. Basically, best GPL news I've read in years! Wishing all the best on that (and looks like you're some way along already - those models look nice.)

              All right, assorted cockpit shots from Donington: Porsche 718 (Carel Godin de Beaufort's orange F1 car), Porsche 804 (Dan Gurney's Porsche, Donington), 1962 Cooper, Brabham BT3 (Brabham's first F1 car), BRM 1962 'Stackpipes'. Also have one for Stirling Moss's Lotus 21

              With regard to physics, shouldn't be a huge problem to adapt the 65 files with some slight adjustments (bit less grip, bit less power, bit updated all around) to achieve some decent results for starters, I guess?

              Hope it helps,

              Regards, Rudy
              (GPLRank: -40)

              Attached Files


              Edited by Rudy Dingemans, Oct 01 2010 - 07:55 PM.


              #75 Royale

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              Posted Oct 02 2010 - 04:53 AM

              View PostRudy Dingemans, on Oct 01 2010 - 07:51 PM, said:

              View PostRoyal, on Oct 01 2010 - 03:20 PM, said:

              Yes - Martin and I joined forces with Keido to do a 61-64 mod spread like Keido did with the Tasman series. We did two models you see and he's editing the rest. Should be fun. Physics is another story.

              PS. All cockpit shots always wanted :)

              Sounds great. Basically, best GPL news I've read in years! Wishing all the best on that (and looks like you're some way along already - those models look nice.)

              All right, assorted cockpit shots from Donington: Porsche 718 (Carel Godin de Beaufort's orange F1 car), Porsche 804 (Dan Gurney's Porsche, Donington), 1962 Cooper, Brabham BT3 (Brabham's first F1 car), BRM 1962 'Stackpipes'. Also have one for Stirling Moss's Lotus 21

              With regard to physics, shouldn't be a huge problem to adapt the 65 files with some slight adjustments (bit less grip, bit less power, bit updated all around) to achieve some decent results for starters, I guess?

              Hope it helps,

              Regards, Rudy
              (GPLRank: -40)


              Yum !  Thanks Rudy  :thumbup:




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