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#101 |
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Join Date: Mar 2009
Location: GMT +2
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Appreciating your Overhaul Mod 1.01! I have created something in return so feel free to enjoy.
997GT3 RSR - Nordschleife Replay 997GT3 RSR - Nordschleife Cockpit Cam I have attached my controller settings and the setup of the car below however the setup could be too soft for the ride height. You can obviously hear it at the Karussell turn.
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#102 |
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Join Date: Dec 2006
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I have two questions:
1) do you mean this ( http://www.nogripracing.com/forum/sh...8&postcount=68 ) fix? 2) So far I installed your mod and after the DLC Pack (v.1.3 full + fix v.1.4). I have now installed, overwriting, the v.1.1 of your mod without reinstalling the DLC pack. I was right? Everything work properly? Last edited by .fabioss.; 4 July 10 at 23:27. |
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#103 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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fabioss:
1) Yes. The DLC fix that is included in Overhaul mod v1.1 is the same as the one from the link you posted. 2) Sorry, it is hard for me to understand your post... Is this the order of your installation? - Overhaul mod v1 - Overhaul mod v1.01 - DLC v1.3 - DLC v1.4 - DLC fix for Overhaul mod - Overhaul mod v1.1 If yes, then everything should be ok! ![]() My DLC fix needs to be installed after you install the DLC. EDIT: shinsou, I love the vids! Nice production. You drive very cleanly, your wheel movements are very very smooth. I'm impressed. Last edited by matt2380; 5 July 10 at 10:14. |
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#104 |
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Join Date: Dec 2006
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then the correct order would be:
1) patch 1.01+ 1.02 2) DLC Pack 3) Overhaul Mod 1.1 4) Better Shift Visuals mod (this mod is optional, I use it but not essential) Is it correct? |
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#105 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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1) patch 1.01+ 1.02
2) DLC Pack 3) Overhaul Mod 1.1 including "Step4 - Optional DLC fix" Better Shift Visuals mod is 100% compatible with Overhaul mod. |
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#106 |
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Join Date: Dec 2006
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ok.
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#107 |
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Join Date: Feb 2010
Age: 41
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Hi matt2380. In its MOD, the reverse part of the mod, if someone set a track just one lap and almost at the end of the lap without crossing the finish, turn back, when we pass the final race ends. This can be fixed? Do not know if you understand.....
Thanks. Last edited by ferrarinews; 5 July 10 at 15:30. |
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#108 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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I FORGOT TO ADD GARAGE FLOOR OVERHAUL TO V1.1!
![]() If you want the "full" Overhaul mod package then extract the attached zip to your unpacked Shift folder. Thanks Jempy for helping me realise my mistake! |
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#109 |
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Join Date: Mar 2009
Location: GMT +2
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The tarmac looks pretty shiny.
Maybe creating a similar show-room like you can find in GTR2 could be the key to creating a nice individual show-room. But it's just a suggestion.
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#110 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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Yeah, it is shiny, but it is out of my control unfortunately. The texture I've used has a matte finish (see attached pic), but the game adds a shiny mirror finish on top. Anyone know how to remove it?
ferrarinews, sorry I don't think I understand... Even if you drive reverse, you will need to set a large number of laps. If you set one lap you can only do one lap - either forwards or reverse. Last edited by matt2380; 6 July 10 at 10:39. |
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#111 |
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Join Date: May 2007
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The actual floor itself is \gui\menu_background\box01.meb which uses garagefloor.bmt as a material, calling marbleground001.dds for diffuse and white.dds for the specmap.
Try removing garagefloor.bmt and making a garagefloor.mtx with lower specpower / different specmap or similar. It seems to use its own custom (and surprisingly long-ass) garagefloor.fx shader to process the model/material, but there's only 2 techniques in it. garagefloor.mtx would look something like: Code:
<?xml version="1.0" encoding="UTF-8"?>
<material name="GarageFloor" shader="render\shaders\garage_floor.fx" technique="GarageFloor" fog="false" antialias="1" numparams="9" cull="EBFCT_ANTICLOCKWISE" >
<shaderparam name="diffuseTexture" type="EPT_TEXTURE" >
<type t="ET_STANDARD" />
<value v="tracks\Textures\Menu_background\marbleground001.dds" />
</shaderparam>
<shaderparam name="specularTexture" type="EPT_TEXTURE" >
<type t="ET_STANDARD" />
<value v="tracks\Textures\Menu_background\white.dds" />
</shaderparam>
<shaderparam name="minSpecPower" type="EPT_F32" >
<value v="1" />
</shaderparam>
<shaderparam name="maxSpecPower" type="EPT_F32" >
<value v="8" />
</shaderparam>
<shaderparam name="globalSpecularFactor" type="EPT_F32" >
<value v="0.500000" />
</shaderparam>
<shaderparam name="ambientXSize" type="EPT_F32" >
<value v="0.596078" />
</shaderparam>
<shaderparam name="ambientZSize" type="EPT_F32" >
<value v="0.596078" />
</shaderparam>
<shaderparam name="reflectionFactor" type="EPT_F32" >
<value v="0.596078" />
</shaderparam>
<shaderparam name="fresnelFactor" type="EPT_F32" >
<value v="0.100000" />
</shaderparam>
<define name="NORMAL_MAPPING" />
<depthparams >
<enabled e="true" />
<writtenenable w="true" />
</depthparams>
</material>
The numbers fed into those shaderparams would need to be played with a bit. Or a lot. But that's basically what it would look like from what I can tell ![]() If you don't want to muck about you could just halve the colour values for white.dds or something. But what fun is that? Last edited by djotefsoup; 6 July 10 at 11:56. |
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#112 |
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Join Date: Feb 2010
Age: 41
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Hi matt2380.
So it is impossible to define a single lap and the race does not end when you walk in the opposite direction and crossing the line of the end? What is this line: <prop name="Wrong way count reverse right way" data="false" /> |
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#113 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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Djo! Nice one!
![]() I tried removing the .bmt and using your .mtx but the individual floor textures became visible like a checkerboard. Needs some fine tuning, but don't have time at the moment. I quickly tried replacing white.dds with a transparency and am pretty happy with results. I've attached a zip. ferrarinews, can't you just set laps at 10? Why do you need it at 1? Sorry, I'm confused. Have you tried: <prop name="Wrong way count reverse right way" data="true" /> |
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#114 | |
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Join Date: May 2007
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Quote:
![]() But yeah, just using a less whiteish white texture works for now
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#115 | |
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Join Date: Jun 2010
Location: Bulgaria
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Quote:
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#116 |
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Join Date: Sep 2009
Age: 39
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This may not be because of Overhaul but any idea why the steering lock option in advanced tuning is locked for every car? Even for a Tier 2 fully upgraded one, or a price car... can't figure out what I've done differently in my new install (I injected the Overhaul files into packed bff files).
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#117 |
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Join Date: Mar 2009
Location: GMT +2
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It is because of the overhaul mod.
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#118 |
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Join Date: Feb 2010
Age: 41
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Hi, just to explain my point of view about Reverse.
Sorry to all my stubbornness... http://www.youtube.com/watch?v=VQDFQOaBWHs |
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#119 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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djotefsoup, would love to see someone redo the garage - thanks for paving the way!
![]() mroussev, billycreek's aim was to adjust the smoke to what he believed to be more realistic levels (hence the name). I liked it - seemed more real to me - so I added it to Overhaul mod. Feel free not to use those files though. You could probably google for a drift smoke mod or something. aaltomar, shinsou was right, the Overhaul mod disables the steering lock option in advanced tuning (You didn't make a mistake). I tried to avoid this, but in the end it was necessary to overcome a bug that was restricting the rotation of the animated wheel. I've often also wondered if it has had a positive impact upon the handling of the car... but maybe it's a placebo effect. This issue is described at the bottom of the readme file... I also explained that it is still possible to manually adjust the steering lock by editing the chassis file with notepad. You also mentioned you "injected" the Overhaul mod - did the brake bias bug fix work correctly for you? It seems the "injector" does not work for everything... ferrarinews, thanks for taking the effort to make the vid, I understand the issue, but I still don't understand why it is a problem! Can't you just set race to 2 laps? or 10? Why do you need to use 1 lap? I'm not sure of a solution, but have you tested:<prop name="Wrong way count reverse right way" data="true" /> |
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#120 |
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Join Date: Feb 2010
Age: 41
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Yes i test all hypotheses, and nothing but thanks anyway...
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#121 |
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Join Date: Dec 2009
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I finally got it working!
I left the game harddrive alone but reformated windows (As I had to do that anyway), reinstalled the mod again and whoopie ![]() May I say that you have indeed made Shift a fun game for me (Or rather, sim?) Thank you so much! Sincerely yours ToreDL87 |
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#122 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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ferrarinews, sorry mate! Wish I could help.
![]() toredl87, very happy to hear you got it working. What do you think was wrong with your windows installation? |
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#123 | |
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Join Date: Dec 2009
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Quote:
Either way it seems to be fixed now. Btw, if I may ask, think theres a way for me to remove the new drift mode? Right now it feels more like the old race mode, kudos to the maker, but it doesnt give the tires enough slip to actually drift, even with stock tires, not with a 180hp corolla anyways, the engines not THAT weak No offense!ToreDL87 |
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#124 | |
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Join Date: Sep 2009
Age: 39
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Quote:
The brake balance slider is not working though, keeps telling me that I need s3 brakes which I have upgraded. The slider is locked on all the other cars too. |
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#125 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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aaltomar, sounds like the injector worked - happy to hear it! The brake balance slider is unfortunately disabled as an side effect of the brake fix - not ideal but a small price to pay for proper brake function.
Overhaul mod v1.2 coming soon: - installers for every version for packed game - add gamepad/keyboard version - add "keep arms" in cockpit version - add "no wheel" in cockpit version - slight ffb modification - much more time spent on AI overhaul - corrected grid positions (faster cars at front, but player still at rear) - include the new garage floor (which was supposed to be in v1.1) - update for DLC fix - add latest "Tv Cameras Replay - Now Perfect" mod |
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#126 |
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Join Date: Oct 2009
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Yeaaah!
the possibility of increasing the cars on the track? (quick race) |
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#127 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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Keep arms = keep wheel also right ?
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#128 | |
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Join Date: Mar 2009
Location: GMT +2
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Quote:
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#129 |
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Join Date: Jan 2009
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Wow. This cooming soon list have everything that I was wishing for! Can't wait.
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#130 | ||
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Join Date: Jun 2010
Location: Bulgaria
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Quote:
Quote:
I have question.With version 1.1 a see something strange.AI cars became to much to roll at some corners .I mean when they apply brakes and maybe steer to much,car roll at hood and slide a long in the sand.no problem if it is rearly but with mod they do this almost at every race i made.Is this a problem with mode or i was mistaken something with files?A have no other mode only ferari DLC. |
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#131 |
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Join Date: Mar 2009
Location: GMT +2
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Does it still happen with the Overhaul Mod? Because I thought it just happens with the Sharp Tyres Mod.
Maybe this problem is still somehow related to the lower grip level of the cars? Matt2380 haven't you said something about editing the level of "gravity" to lower the overall grip of the cars? I have no idea, I'm just guessing here. |
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#132 |
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Join Date: May 2008
Location: In the kitty litter
Age: 28
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What do I need to modify to have oversteer more quickly?
Ok, let me explane a bit. As you can see in the lap times thread I got some verry absurd under 7 min lap times. Having oversteer come in just a bit sooner and easyer would force my laptimes to be more realistic. I tried drivin as realisticly as posible with some cars not pushing the limits at all and I still got to good lap times. So if someone knows how please tell me. Overall this is the best mod so far, I allready added "now perfect TV replay cameras" and center and pasanger onboard cameras to it, and I am very satisfied with the result, I'm gona setle on this mod. Last edited by Sphinx666; 19 July 10 at 11:38. |
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#133 | |
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Join Date: Jun 2010
Location: Bulgaria
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Quote:
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#134 |
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Join Date: Dec 2008
Location: Melbourne, Australia
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Increase maximum opponents in quick race? Hmmm, has anyone worked out how to do that? I'm happy to add it - but don't have time to work it out.
You will be able to choose which version suits you: - Keep arms and wheel - Keep arms and wheel (but no dinput8.dll for keyboard/gamepad users) - No Arms and No Wheel - No Arms, Wheel visible with 270 rotation - No Arms, Wheel visible with 360 rotation - No Arms, Wheel visible with 450 rotation - No Arms, Wheel visible with 540 rotation - No Arms, Wheel visible with 720 rotation - No Arms, Wheel visible with 900 rotation Those using installer for packed game will have to install full list of components. Those using unpacked game can choose to customise their installation or choose a quick full install. Slight ffb modification results from using SteeringFFBMult=0.0 in [CONTROLS] section of chassis file - like in an older version of sharp mod. For me this provides a "cleaner" ffb experience. But very open to feedback from anyone who has time to do some before and after testing? Adjusting AI is very very very difficult. So many variables and so many combinations of cars, tracks, events, and upgrades. AI will never be perfect, but in next version will be more careful, cleaner and more consistent. mroussev, can you please clarify this: "AI cars became to much to roll at some corners .I mean when they apply brakes and maybe steer to much,car roll at hood and slide a long in the sand." Do you mean they flip over onto their roof? I don't have that on my system. What cars and tracks? Does anyone else have this problem? |
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#135 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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When you figure out how to make a fully working packed install then I can help you with making several install configurations if you want. So that even packed game users can choose the best option for them.
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#136 |
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Join Date: Jun 2010
Location: Bulgaria
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#137 |
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Donated
Join Date: Nov 2006
Location: USA
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When I get into the rear quarter panel of an AI car it turns them "easily" so that their door (or between their rear wheel opening and door) is aligned to the middle of my hood and they flip every time. I also have seen the AI get tangled together and flip. I did not notice if it’s the same cars but it seems to happen more at Ambush than any other track as far as AI crashing together then flipping.
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#138 |
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Join Date: Jun 2010
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a quick question can i only add the ˝all cars have tuning˝ mod? and if i can pls tell me how?
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#139 |
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Join Date: Dec 2009
Location: Earth
Age: 19
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Can't wait for v1.2! Now all we need is a look-to-apex mod.
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#140 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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Look to apex is unfortunately unavailable in Shift but you can use my mod "The cockpit camera mod" which I call almost look to apex cause the driver now leans and moves his head in the direction you turn in (default is exactly the opposite) but he doesn't turn his head while you're turning.
Last edited by vectorslide; 20 July 10 at 17:12. |
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#141 |
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Join Date: May 2007
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I've gotten it to sort-of work using the 360 controller emulator and assigning a fake 2nd stick axis (basically - assigning right stick to the same input as left stick through the steering wheel). But I could never get FFB to work identically as it does with the G25, or, it didn't seem to anyhow, no matter what version of the emu I used.
There is probably some way to properly do this, all it needs is something that will properly emulate Logi/wheel FFB effects and provide a 'fake' axis. Messed around with glovepie but couldn't really get it to work. If you edit the controller xmls it's easy enough to set the wheel to control look axis, unfortunately it doesn't seem to ever like 2 things being assigned to the exact same axis, eg, if you give the g25 lookleft/right 0 / 4 / any you'll get look left/right on the wheel but then it won't steer ![]() Anyone messed around with dinput8.dll enough to work out a way to fake a duplicate axis and pass through the rest? |
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#142 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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Don't remove Depth of field. Ask for lighter version like "visible dials at max speed" but don't remove it totally. It's kinda stupid to remove something from a game. The developers did spend a lot of time working on it and you payed for it, why do you want to remove it ? You like to pay for something that you don't even use ?
![]() You can find the "visible dials at max speed" in my mod. You will also find that I enhanced it to work both ways. Try it to see what I mean. |
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#143 |
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Join Date: Jan 2008
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it's more they hijacked the DOF render pass to do something while in driving situations in my opinion
![]() as you said it's so hard to see the analog gauges for example with default. depending on which car you drive it's also a good idea to set a higher speed threshold so it blurs only at speed around ~ 280 kph on a f1 car. i real life you hold your breath and your brain moves to the rear... |
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#144 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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I don't own no BMW. I own a Nissan Almera N16
but I don't have to be a race driver to know about Depth Of Field cause it's all around us ![]() What should I include in my mod ? DOF removal ? No thx. I use my own DOF. Much better then default. |
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#145 |
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Join Date: Jul 2010
Location: Frankfurt, Germany
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I don't think that the gauges are getting blurry.
I've pushed my Kawasaki Ninja to 290 kph and I did not experience any "blur". Only thing I have experienced: The Autobahn seemed getting smaller and smaller the faster I got. At max speed, even the A5 with 4 lanes seemed to be only a few metres wide. But I was able to read the gauges without any problems. |
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#146 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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Because Depth Of Field is not speed dependable of course. They just had no better idea how it should work.
I don't even understand the idea of decreasing the DOF are you watching the dials while you're driving ? |
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#147 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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That's what happens when people don't understand what they are doing
![]() Indestructible how did you wanted to see DOF by looking at dials ? You did the exact opposite for seeing it. First read about it then try to see it ![]() http://en.wikipedia.org/wiki/Depth_of_field ![]() Keep the modding away from children
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#148 |
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Join Date: Jul 2010
Location: Frankfurt, Germany
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-.-'
Well then... I misunderstood your problem. Of course, if I am looking directly to the gauges, there's no DOF. *shame on me*
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#149 |
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Join Date: Jul 2009
Location: Poland
Age: 30
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I have no problem. I just don't understand why people want to turn off stuff existing in real life, like Depth of field or even Motion blur.
Indestructible just put your thumb about 10cm from your face and focus on it, you will see that everything further then your finger will be blurred and vice versa, keep that finger close and look at your display, now the finger is blurred. Of course in game this should work similarly but that would require much more work so in Shift it's speed dependable which IMO is better then nothing. Last edited by vectorslide; 20 July 10 at 20:10. |
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#150 |
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Join Date: Jul 2010
Location: Frankfurt, Germany
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After I discovered what DoF REALLY is, I knew about it. I just misinterpreted the meaning of DoF due to my english skills, which aren't that good.
But I think in real life DoF is also depending on your speed. Because with increasing speed your eyes will concentrate their focus more and more to the aimed spot in front of you. The faster you get, the more dispensable is what happens beside you. |
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