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From: Bertrand C. <bco...@gm...> - 2008-01-26 19:19:01
|
Hi, The patch works very well on my machine. The 3D wheels are very very nice. Too bad that only 2 car models support them in your patch ;-) However IMHO it's a strange choice not to use the car XML file. If nothing is defined about 3D wheels in the XML file then you would fall back to standard wheels. I just can not see the point of not modifying it !?! Advantages of using the XML file are that the file naming is not fixed (but you have commented this point in your patch) and that it would remove the burden of determining if the front wheel and the back wheel are different and so on... Regards, Bertrand. SpeedyChonChon wrote : > Hi > > Thank you for working on that :-). > I noticed that you didn't use LOD for wheel any more. Have you tried > with ten cars which had 3D wheel ? Didn't you loose some FPS ? > (The LOD for wheel make a gain of FPS even without 3D wheels, and the > look is not too much affected). > > Thanks again. I hope that we will find a solution liked by > everyone ;-). > Cheers > > Speedy > > > Andrew Sumner wrote: > > Eliam submitted a patch over a year ago to allow use of 3D wheel > > models in TORCS. I've > > revisited the code, reducing the changes to just one file and adding > > some improvements. > > > > With this version, no changes need be made to car XML files - if a > > 3D wheel model is present > > it'll be used, otherwise TORCS will revert to the standard generated > > wheels. As the 3D ones > > are .acc files, the wheels will darken when driving into shadows in > > the same way as cars are > > darkened. I've included screenshots and examples for the > > porsche-gt1 and sc-f1 in the zip, > > along with the sourcecode changes. > > > > Please let me know what you think - I'd really like to see this > > feature make its way into TORCS > > if possible. > > > > http://www2.webng.com/locus/files/3dwheel.zip > > > > cheers > > Andrew |
|
From: SpeedyChonChon <spe...@fr...> - 2008-01-25 08:11:36
|
Hi Thank you for working on that :-). I noticed that you didn't use LOD for wheel any more. Have you tried with ten cars which had 3D wheel ? Didn't you loose some FPS ? (The LOD for wheel make a gain of FPS even without 3D wheels, and the look is not too much affected). Thanks again. I hope that we will find a solution liked by everyone ;-). Cheers Speedy Andrew Sumner wrote: > > Eliam submitted a patch over a year ago to allow use of 3D wheel > models in TORCS. I've > revisited the code, reducing the changes to just one file and adding > some improvements. > > With this version, no changes need be made to car XML files - if a 3D > wheel model is present > it'll be used, otherwise TORCS will revert to the standard generated > wheels. As the 3D ones > are .acc files, the wheels will darken when driving into shadows in > the same way as cars are > darkened. I've included screenshots and examples for the porsche-gt1 > and sc-f1 in the zip, > along with the sourcecode changes. > > Please let me know what you think - I'd really like to see this > feature make its way into TORCS > if possible. > > http://www2.webng.com/locus/files/3dwheel.zip > > cheers > Andrew > |
|
From: Andrew S. <And...@la...> - 2008-01-23 23:16:53
|
Eliam submitted a patch over a year ago to allow use of 3D wheel models in TORCS. I've revisited the code, reducing the changes to just one file and adding some improvements. With this version, no changes need be made to car XML files - if a 3D wheel model is present it'll be used, otherwise TORCS will revert to the standard generated wheels. As the 3D ones are .acc files, the wheels will darken when driving into shadows in the same way as cars are darkened. I've included screenshots and examples for the porsche-gt1 and sc-f1 in the zip, along with the sourcecode changes. Please let me know what you think - I'd really like to see this feature make its way into TORCS if possible. http://www2.webng.com/locus/files/3dwheel.zip cheers Andrew |
|
From: kilo <kg...@fr...> - 2008-01-14 10:12:03
|
Hi I've been fiddling a bit with some new tracks lately. Although they are still in quite early stages of development, you can drive along them without getting lost in a black hole ;) Please give them a try and let me know what you think about them: http://gabor.kmetyko.googlepages.com PS: don't expect *yet* anything like Andrew's fantastic works (I'm sure I'll get there soon, in 5-6 years :D ) kilo Gabor Kmetyko |
|
From: Bertrand C. <bco...@gm...> - 2008-01-13 14:03:49
|
Hi people, I play Torcs for a while and I enjoy it very much. Thank you guys for this great game. However, the fonts used to render the text are pretty ugly and AFAICS the current font mechanism does not allow for internationalization (see http://sourceforge.net/mailarchive/forum.php?thread_name=BAY119-F25AF64C37E5992D2507ADBC6D90%40phx.gbl&forum_name=torcs-devel ). So as a maintainer of a library for text rendering with OpenGL (QuesoGLC see at http://quesoglc.sourceforge.net), I submit you the attached patch to use QuesoGLC instead of the current font rendering engine. I used this patch since a few days and it just works Ok. When using my patch, fonts are antialiased so they are nicer. Moreover, QuesoGLC uses TrueType / Type 1 / OpenType and generally speaking any font format which is supported by FreeType, so it is quite easy to customize the fonts to your need (see the patched screen.xml for an example). QuesoGLC also supports Unicode (UTF-8 and right to left ordering) so this might ease the internationalization of Torcs. The library also takes care of all the cache burden so you do not have to worry about memory and texture management related to font rendering (only one 1024 x 1024 x 8 bits texture is allocated - that is 1 Mb of texture memory - which is quite few with regard to the standard gfx card memory - even for the good old TNT and its 32 Mb). The drawback is that the use of QuesoGLC along with Torcs costs 15%~20% of framerate but I am working hard to improve that ;-) Another drawback is that it adds yet another dependency to Torcs. I do not know your policy relative to dependencies and this patch is just a suggestion. Enough of self congratulations, you can find some screenshots at the QuesoGLC web site : http://quesoglc.sourceforge.net/torcs_before.png http://quesoglc.sourceforge.net/torcs_after.png http://quesoglc.sourceforge.net/torcs_before2.png http://quesoglc.sourceforge.net/torcs_after2.png Finally, some comments about the patch : 1. I modified the meaning of some of the parameters of screen.xml which might not be suitable for backward compatibility. If it is an issue I can change the patch so it uses "Menu TrueType Font" instead of "Menu Font" for instance. 2. The patch uses a free TrueType font for the digital display which is LCDMono2. You can download it at http://quesoglc.sourceforge.net/lcd_lcd_mono.zip. The font files (LCDM2*.TTF) must be installed in the Torcs directory data/fonts so that QuesoGLC can find them. If some (or all) of the fonts are not available on your system then QuesoGLC automagically falls back to one of the fonts of your system (which font depends on your settings of Fontconfig). Whatever is your opinion I would appreciate feedback. Regards, Bertrand. |
|
From: Frieder F. <fri...@we...> - 2008-01-10 12:11:27
|
Hi, Christos Dimitrakakis schrieb: > On Thu, 10 Jan 2008 09:54:59 +0100, "Frieder Ferlemann" > <fri...@we...> said: >> Hi, >> >> Christos Dimitrakakis schrieb: >>> It is not clear how to determine braking from the engine parameters, >>> which is why we have 'engine brake' parameter F. From what you say, I >>> think that if F is set correctly according to each engine, the model >>> type (a constant + linear factor for braking) is adequate and the only >>> question is how to determine F. >> If the engine inertia is known and one has the sound of the engine >> rev'ing down while the clutch is open one could try to derive it >> from there. Probably would work well for non-turbo engines? >> > > Sure, but there are difficulties: > > 1) Collecting the data. > > 2) Estimating the rpm from the sound. I have tried that in order to > convert engine sounds to the steady-rpm we need for the game. It's not > easy. It's probably best to create a statistical inference model that One could try to use FFT (Fast Fourier Transform) and visualize the results as it's sometimes done with whale songs. I searched a while for a nice link and didn't find a nice one, maybe the figure here shows well enough: http://www.baudline.com/ >From the position (and the shift) of the lines it might be possible to derive the RPM (over time) from a given sound file. No idea how good that would work for engine sounds. > directly infers a constant and a linear deceleration parameter from the > sound data. > > 3) This procedure will only give you the friction up to a multiplicative > factor. Resolving this will require knowledge of the engine inertia. > This will require data from revving up and matching it with the known > torque of the engine. Yes, major problem. > I used the following simple method to setup a car that is similar to the > one I drive: > > 1) Count the time needed to revup to redline > 2) Count the time needed to revdown to idle. > > Tweak inertia to fit revup time. Tweak friction to fit revdown time. Yes. Greetings, Frieder |
|
From: Christos D. <ole...@fa...> - 2008-01-10 10:14:56
|
On Thu, 10 Jan 2008 09:54:59 +0100, "Frieder Ferlemann" <fri...@we...> said: > Hi, > > Christos Dimitrakakis schrieb: > > It is not clear how to determine braking from the engine parameters, > > which is why we have 'engine brake' parameter F. From what you say, I > > think that if F is set correctly according to each engine, the model > > type (a constant + linear factor for braking) is adequate and the only > > question is how to determine F. > > If the engine inertia is known and one has the sound of the engine > rev'ing down while the clutch is open one could try to derive it > from there. Probably would work well for non-turbo engines? > Sure, but there are difficulties: 1) Collecting the data. 2) Estimating the rpm from the sound. I have tried that in order to convert engine sounds to the steady-rpm we need for the game. It's not easy. It's probably best to create a statistical inference model that directly infers a constant and a linear deceleration parameter from the sound data. 3) This procedure will only give you the friction up to a multiplicative factor. Resolving this will require knowledge of the engine inertia. This will require data from revving up and matching it with the known torque of the engine. I used the following simple method to setup a car that is similar to the one I drive: 1) Count the time needed to revup to redline 2) Count the time needed to revdown to idle. Tweak inertia to fit revup time. Tweak friction to fit revdown time. -- Christos Dimitrakakis ole...@fa... -- http://www.fastmail.fm - Send your email first class |
|
From: Frieder F. <fri...@we...> - 2008-01-10 08:58:10
|
Hi, Christos Dimitrakakis schrieb: > It is not clear how to determine braking from the engine parameters, > which is why we have 'engine brake' parameter F. From what you say, I > think that if F is set correctly according to each engine, the model > type (a constant + linear factor for braking) is adequate and the only > question is how to determine F. If the engine inertia is known and one has the sound of the engine rev'ing down while the clutch is open one could try to derive it from there. Probably would work well for non-turbo engines? Greetings, Frieder |
|
From: Christos D. <ole...@fa...> - 2008-01-09 23:00:57
|
wi...@ca... wrote: > On Wed, 09 Jan 2008 21:19:42 +0100, Christos Dimitrakakis > <ole...@fa...> wrote: > >> (rather than having the engine break simply proportional to the >> maximum engine torque at each rpm, it is a linear function of the >> torque produced at maximum power - this means that there is always >> some engine break, and it is always higher at higher revs). > > > Hi, > > maybe this is just a first order approximation but isn't the engine > breaking more a function of engine capacity, compression ratio and > number of cylinders ? Although these factors will affect the max torque > it does not mean the torque is what determines the engine breaking. > Well, it is not easy to determine this. The idea for the model is to say that there is a 'engine brake' parameter for each engine, which we can call F. Now, in this model, F just tells you how much of the produced power is wasted at maximum output power. (So F is the converse of efficiency at maximum power) I think that for most engines it's fixed at 30%. > I guess this fix is an improvement on the old model but may be somewhat This fix just fixes a bug in the old model (where in some cases you had no engine braking at all, and where fuel was magically generated in your tank). > off target in that it is not related to the engine parameters that do > determine the engine breaking. It is not clear how to determine braking from the engine parameters, which is why we have 'engine brake' parameter F. From what you say, I think that if F is set correctly according to each engine, the model type (a constant + linear factor for braking) is adequate and the only question is how to determine F. |
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From: Christos D. <ole...@fa...> - 2008-01-09 20:19:55
|
Here's a fix of the issue that Andrew discovered in his testing, again backported from simuv3. It is simply a fix for the engine break and fuel consumption calculation (rather than having the engine break simply proportional to the maximum engine torque at each rpm, it is a linear function of the torque produced at maximum power - this means that there is always some engine break, and it is always higher at higher revs). Incidentally, this fix also corrects the 'consuming a negative amount of fuel when not accelerating' bug. Andrew Sumner wrote: > Ok, I think I've found a bug. > > Accelerate up to third gear, then get the revs nice and high. Change > down to 2nd and the revs will be well above the redline. > > The bug is that the car isn't slowed down by the gear until the rpm > drops below the redline, and then suddenly the gear takes effect. Until > then it just slowly drops in speed as if the car was in neutral. > > cheers > Andrew > > > |
|
From: Christos D. <ole...@fa...> - 2008-01-04 23:26:36
|
The changed files are transmission and engine .h and .cpp. This is my original simuv3 working attempt. I am not very satisfied with the method I used to solve the problem, but the effect is as intended. You can use the clutch or change gears to spin the wheels, or brake suddenly. So now you can spin the wheels at start if you want, even if you have a low-powered car on a road surface that offers good traction. Just push the clutch and let go if it after revving up. Similarly, with a rear-wheel drive you can do a kind of hand-brake turn by downchanging the gear - most effective in small gears. This is probably not the best solution, but please try it out. I have some ideas for a different one - and I'd love to hear some suggestions. |
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From: Donnar <do...@ge...> - 2008-01-02 06:09:49
|
Sorry, I'm not quite sure if this belongs to the 'devel' list, but I didn't found a better place for it: I'm looking for somebody who can make a TORCS car for me. Of course, I don't want to have this job done for free, I'm willing to pay for it. Details can be found here: http://www.microjobzone.com/project/making-car-torcs-racing-car-simulator If somebody is interested , please leave me a note on above page as I don't want to spam this mailing list with the subject. Thank you ! Regards, Donnar |