I guess this really depends on figures that we don't know about, ie: does the total figure for sold licenses really allow for the extra bandwidth used. A rhetorical question as such before people start jumping, I don't want to know figures, but something I would think comes into play at some stage of the thought process.
I'm well aware how backbones and hosts etc work
I guess I should add though, that the price isn't the issue here.. I certainly don't think it's expensive and don't begrudge the devs making a "few quid on the side".. I just have different theories for some things and other reasons that I listed above and just posted my reasons for my vote choice
Most skins available are crap or "uber d0r1ft000000!!!!!!!1111111" stylieeeee (ala: crap)
I don't care about hi-res versions of other people's skins, _if_ I do for the few people that I feel are worthy, I'll download them myself from here or master skinnerz
Anything I want in hi-res I'm capable of doing myself
Automagic skin downloads are disabled here as most skins aren't worth the disk space they'd occupy
I'm 101% against charging for such things (don't give me the crap about bandwidth) but I'm also 101% against people putting ads on sites to gain revenue too.. so this isn't just an issue with LFS.. maybe I like the open-source theory too much hence just about everything I create / do that isn't specifically for a client I do for free
Yeah there's a few glitches when using a "custom driver" like this.. lower poly and the model doesn't look right at some points when steering. I _think_ the civilian clothed dudes were from an early pre-s1(?) version originally but have been left in the game. The game settings allow from choices 1-6 for arguments sake.. LPH will allow you to pick 0 and 7-20 or whatever the range is.
All LPH really is is a very basic hex editor that only works on changing 1 byte
And I'd like to ban all stupid skins with text the wrong way on one side of the car........................
Dude... it's a G A M E... c'mon, say it with me.... G A M E... see, not so hard :rolleyes:
You want real, buy a ticket to a track day where people will be wearing the proper attire.
I really don't understand how people can get so worked up about it. Having a dude without a race suit is no less immersive than a car on a trip to the moon from a 5mph shunt. Just get over it :rolleyes:
The app just makes a quick edit to your player profile (.PLY file) to obtain the plain clothes drivers. This sort of edit I class as 'hacking' hence the name of the app.
Hacking is _not_ what the media would have you believe
Nathan: I think the Caribbean Cruise etc servers are a big reason for the seemingly "constant flow" of requests (and downloads) as obviously it'll suit those servers pretty well
Never tried the converter, have always used the photoshop plugin, but DXT3 offers better quality than DXT1 (less compression), likewise for DXT5 although I think the _biggest_ difference you'll find between DXT1, 3 and 5 is the alpha channel. When I was doing stuff for rF, the main car skin was always saved in DXT3 format and the windows as DXT5 as 5 offers a smoother transparency shade range.
1024x1024 skins in DXT3 mode will be 1.33Mb, 2048x2048 will be 5.33Mb (don't think these filesizes are dependent on mipmaps).
The absolute best AFAIK would be to use the RGB 8,8,8,8 mode rather than a DXT# method (don't now what options are available in the converter).. but this is likely to affect performance on lower-spec boxes.
Just had a thought about this... you're converting compressed JPGs to DDS, which will probably produce poorer results than saving direct as DXT#.
Attached a screenshot (screenshot used to prevent DDS->JPG further compression) of a skin in DDS format that I did for rF.. it's DXT3 at 1024x1024 saved directly from Photoshop and doesn't seem to include the artifacts, or at least not as bad
I've only learnt this much from working with DDS files in rF.. I'm certainly not an expert in this area
Have you tried converting the skin manually Davo and saving as DXT3 or DXT5? I think you'll get better results (the image you posted looks like a poor quality DXT1 texture).
Granted, it'd be a bitch to do this for 3rd-party skins, but if it works (and I don't see why not), would at least work for your own skins
Regards,
Ian
EDIT: You'll always also get some artifacts when converting back from DDS to whatever format due to the original whatever->DDS compression.
My guess is one simple reason... memory management.
There was a fair few reports of people not being able to run with the new larger grids due to FPS drops etc, AFAIK, DDS files are managed within DirectX memory far more efficiently than the likes of BMP / JPEG, hence it should help overall with performance.
The other advantage maybe future planning. DDS textures can carry an alpha channel too (unlike JPG). This opens possibilities up to 2 options:
Reflection control
Transparency control
Naturally shaders would need to be updated to be able to use them, but that maybe coming later.
Some of the shadow issues look like simple non welded or overlapped vertices. This is easily spotable as the shadow is _very_ dark (not really resembling a shadow at all and in a "silly place") with hard edges.. the general track shadows themselves look similar from what we can see of the track to the method used in rF, create a simple invisible box / shape that casts a shadow rather than the higher-poly model of whatever is being represented to save resources.
I don't know how the tracks are constructed in LFS, and only have experience in creating them for rF, but have encountered some of the issues with my own stuff in the past, including car shadows being cast on vertical faces of bridges etc that I now can't remember what I did to fix.. this maybe similar to the car on the roof shadow bug mentioned in the OP.