MECH, on Jul 17 2012 - 11:56 AM, said:
I don't think that the centre sections have that much radius that it would cause big bumps crossing the traces And it's a concrete track so shouldn't be that smooth to drive
But having that much traces means more calculations..
No, do not use more traces.
Either use a single plane or use 2 planes (low and high lanes) with something to clearly distinguish them apart (different colour tarmac) for driver to choose either.
The banking co-ordinates on my Monza 1938 track may be of help to you, the altitudes are 12 meters apart and 3 meters high banking ... also do your banking first and add extra altitudes for other parts of the track later as they will not effect your banking when added automatically being placed in the same plane.
A trick for your tree line is to use 2 walls, rear wall say 15 meters high and the front wall 10 meters high with 1.5 meters separation.
With the front wall texture get rid of say 20% of the lower texture with your invisible colour (you will see the rear texture 2 meters as well as many holes (again invisible colour) throughout the texture.
Then in your .tex file map the rear wall at say 65 meters and the front wall at say 42 meters (note; non divisible numbers), this is from one of my actual files ..
2059 1 1 80.0 1.0 tree10
2059 2 1 55.0 1.0 tree10a
The effect is to have 3 dimensional leaves hanging out from the main rear treeline and the .tex file offset makes it visually different as the front row constantly misaligns - that's a better effect if both the front and rear tree lines have distinctly jagged skylines with high and low points.
Here is a sample, note a lot of fullness just from 2 rows of trees, note I have a grass line as well at the bottom of the front treeline. On the right hand bend you can see clearly how it's done but a bit ugly there so you need a bush 3do or people underneath etc to disguise it a little at those points.
if you wanted to get real clever you could use 3 or 4 rows for more fullness. The further from the track the better and also overlapping or zig-zagging will help too (see Papy's Mosport for zig-zagging).
All these walls should be standard unk4 163840 to stop polys being created on top, rear and ends of wall to improve fps.
Attached Files
Edited by Cheapracer, Oct 14 2012 - 01:45 AM.