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Loadus
S2 licensed
Quote from smove :By the way, what are your camera settings in the vid? Definitely gives LFS the realistic feeling of an onboard camera. I guess you used a narrow view angle (around 70°?) at first, but what are your settings for the "Acceleration shifts viewpoint"?

Thanks in advance + cheers

I normally play with a view of 55° but in the video it's in the tightest setting ... 30°(!).

Here's the full config .. nothing special really:
http://www.loadusfx.net/lfs/tilt.jpg
Last edited by Loadus, .
Loadus
S2 licensed
Quote from DragonCommando :edit 2: just looked at your art on your web page @_@ no words can discribe how impressed I am.

>Thank you< very much.
...

I'll ask around about how to implement a pixel shader to LFS. I vaguely remember reading somewhere that it's not directly possible. Hmm. Time will tell.
Loadus
S2 licensed
Pretty cool. Yeah, you can emulate the effect doing a S curve on the LUT table of your card, the shader itself is just a little more complex, but not much - the principal is almost the same.

Here's a quick cruising tour on Kyoto. I don't think the AI liked me driving on the same track with my shiny UF1 ...
http://www.loadusfx.net/lfs/lfs_kyoto_edit.avi
Loadus
S2 licensed
Quote from Hyperactive :The grass look veery nice The tarmac looks a bit too sharp or grainy or rough though.

Actually the effects work pretty well on all textures, and if the work is done via a pixel shader then there's an easy way to edit the strenght and tonality of the effect. The tarmac is very rough and worn on that stage, it's much smoother ie. in Kyoto.


Implementing the shader shouldn't be a huge task - sadly I don't know where to start ...

EDIT:
And about the colors ...
It's overcast on that track, so it's a very gray day.
http://www.liveleak.com/view?i=178_1189665658
Last edited by Loadus, .
Loadus
S2 licensed
A little continuation to this texture thingy ..

I wrote a pixel shader (for another project) and I wanted to test it on LFS. The shader makes any video/game look more "gritty" with the same method I used on the textures. The result was kinda interesting, so I decided to put the test online:

- The audiolevels are kinda loud, so better ease on the volume before loading -
http://www.loadusfx.net/lfs/lfs_wh.mov

It's a small size video, but you get the idea from it.

Now if someone could tell me is there a way to load a postprocessing pixel shader to LFS? I've seen the motion blur tweak that Kegetys made, so it should be possible.

EDIT:
Here's a screencap from the grid. The tones are really rough and washed out. I know some people might not like them at all.
http://www.loadusfx.net/lfs/grid.jpg
Last edited by Loadus, .
Loadus
S2 licensed
This is not higher resolution, but better compression than the &#!/%# Youtube FLV:

http://www.loadusfx.net/lfs/lfs.mov
Loadus
S2 licensed
Here's Blackwood with those mod textures:

http://www.youtube.com/watch?v=pIjL1ihvBs8

... I do keep having troubles with those mirrors.
Last edited by Loadus, . Reason : Had nothing better to do
Loadus
S2 licensed
Here's mine:

Loadus
S2 licensed
Quote from DEVIL 007 :Thats the track texture I created and gave it to Electrik Kar to use for his track texture replacement.I made it from scratch in PSP.

I think he dont use it anymore and made his own.

The texture looks beautiful, good work.

This texturepack was downloaded from the LFS Database just few days ago. I thought that it was the latest pack?
Loadus
S2 licensed
Quote from Highsider9 :Aren't these Textures a bit too rough when viewing from TV view?

Dunno. They look fine on my monitor, but I have no idea what they would look like on other peoples monitors, or a video projector for instance - might be too dark. But then again I made these just as a tweak testing, I wanted to learn the .dds format. One note on these textures - they take forever to load, the .dds format I used might not be the optimal one. Have to tweak some more ... :-D


Alternate views:







Last edited by Loadus, .
Loadus
S2 licensed
Electrik Kar mentioned that he might upload the finished tracks in a combined bundle .. I might ask his permission to put online a modified pack of his textures.

The edit is fairly simple, using Paint Shop Pro X, the script just makes the luma go a bit steeper.

You can get the script here.

One method to do this is by layers, making a grayscale copy and blending it with the original using Hardlight mode:

1 - grayscale copy of background (Blendmode Hardlight)
2 - background
Loadus
S2 licensed
Yuh, sorry about the mirror. :-D
Rougher Texture Tones
Loadus
S2 licensed
Thought I'd share a curios set of screenshots with you guys ...

I installed all the hires textures for LFS, the sky textures by KiD and Don, ads (from the LFS database, could check the creator - site was offline) and the more detailed (and amazing looking) tracks by Electrik Kar (all can be found on the textures section of this forum and the LFS database). Because the game looks a little flat on my LCD panel, I ran a batch for all the textures to lower their dynamic range, much like what I use for my photos, it gives a more 'edgier' look to the images - in result the game got more of a video look:

Unedited screencaps (only resize)









Also, one effect came to mind that would give a certain edge to the visuals - the glow/blur effect that's used on many games today (like Lego Star Wars II first coming to mind). Then the track would look like this:




Do these look more real to you or just plain odd?
Last edited by Loadus, . Reason : typos typos
Loadus
S2 licensed
Haudi to everyone. Just got my S2 licence and I'm ready to rok. Though not live just yet, because in a word I suck at driving. Probably would kill everyone entering the same track - and not on purpose. I just moved on from my (first ever) racing game GT2 and when I saw this I just had to download the demo. And in about 4 sec I was hooked. Awesome work.

I'll tinker and lurk around the forums before entering any serious live game. See ya on the tracks. :-)
FGED GREDG RDFGDR GSFDG