Re: 3D design problems w/ buildings (weird discoloration/ brightness)

stockroom <[email protected]> Thu, 29 Jan 2015 13:57:16 +0200
Newsgroups gmane.games.torcs.general
Message-ID <[email protected]>
Thanks for the help. Unfortunately, the old buildings seem to be beyond 
repair. So one step forward, several steps back. Second, the use of 
single-sided surfaces produces weird results, namely a building 
wall/roof/door (also fences and walls of different kinds) that's 
single-sided looks completely transparent from the other side, apparent 
in the F4 view in the game when I check the created building(s). That's 
of course unwanted, and forces me to switch them back to a two-sided 
surface. I don't know what that's all about. So far, the two-sided 
buildings, the dull, uninspiring boxes I've added, haven't had the same 
light problems as the earlier experiments. I guess I have to steer clear 
of those and stick with basic structures for now, much as it clashes 
with my mindset.

About the tutorial pages, I wonder if the elevation and relief files are 
absolutely necessary for a functional track. I remember reading about 
those a long time ago, but haven't created any for the previous versions 
(both .ac and .acc), and haven't noticed any graphical issues there. The 
whole shadow map business went over my head. For my tracks, I've either 
had a simple blank image (some hue of white like #f4f4f4) or used the 
track outline as the basis of the shadow map, tried and erred in the 
shadow2.rgb file until the track's/shadow's position has been accurate. 
Understandably, that might not be particularly realistic, but when all 
else fails, there's only experimentation.

There will be instructions on the website for any volunteers who know 
their way around these objects (and obstacles). Useful contributions 
would probably speed up this whole development process, but I'm not 
holding my breath (It's the instant gratification age after all). The 
(dozens of) tracks themselves are diverse, raceable, interesting, often 
quirky and difficult enough. Who knows when they're ready for release.

Sincerely,
stockroom staff
ST Creative Designs
http://stcreativedesigns.fhero.net/


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