Objects include the rest of the grandstands (and their associated people), all buildings, all trees, bridges( and there shadows), all shadows, all camera stands, most transparent fences (keep some for diversity and if they are attached to the wall), the rest of the people who are not in any bleachers or not removed in an earlier VIS group, anything else loose you still have around. Bear in mind that you still do not want to have giant gapping holes in the outside database even in the lowest of settings so keep in the objects that block the holes as well. One more exception is the pit buildings they must also stay. Most Billboards can stay, you can get rid of a few if they are complex but please leave the majority on the track (good visual reference at not much cost). Anything that includes or is attached to the starting lights must stay. Most everything else must go… A few exceptions to keep in mind. Remember that everything in A and B are turned off as well. Objects include transparent skids on the track and start grid, jumbotrons, cranes, most side buildings, some grandstands and bleachers (and their associated people, all trees that are not connected to or will cause big holes in the track, and some fences.Ĭ = everything that you want removed in addition to VIS group A and B for low detail Vis Group B includes a selection of objects that are high poly counts and are highly visible as you drive. Remember everything in A is turned off as well. Objects included are: out houses, camera stands, speakers and poles, the second layer of double layered trees, all the seats put in the bleachers, misc small side objects, and maybe a few back ground buildings that are there just for parallaxing.ī = everything that you want removed in addition to VIS group A for medium detail These are objects that can be removed because they are not important and can reduce the poly and texture counts. In VIS group A includes the least important objects on the track. Low = VIS group A, B, and C are tuned offĪ = everything that you want removed for High detail Medium = VIS group A and B are turned off There are 4 detail settings in the options: (descriptions of each VIS group will be given later) Use good judgment on whether or not this exact pattern is good for your track. This list is just a general idea of how to set them up on a track. VIS groups are not to say what is IN the scene but rather what is NOT, so keep that in mind. The first and most important thing to realize is that VIS groups are setup NOT TO LOAD. 've had a couple of PMs about vis grouping in rFactor, so here's the info: To get a visgroup that isn't listed in those numbers use 2 or more buttons, E.G. The GMotor plug-in for Max has the visgroups as letters A through P, and they correspond to Half of the pitbuilding shows up in your mirror. If you drive out near the pits in toban you will notice that only the lower It really helps keeping the frames high in crowded areas Personally I just used value 32 to prevent certain objects to appear ![]() If you also want that object not to show up in the mirror, VisGroups = 6+32= 38. If you want an object to show up in Full and High but not Medium or Low, VisGroups=2+4 = 6. Low = vis group 1, 2, and 4 are turned off Medium = vis group 1 and 2 are turned off So the VisGroups are 1, 2, 4, 8, 16, 32, etc.įull = none of the detail vis groups are turned off The number is a sum of several values (all powers of 2), which means the graphics engine looks at the bits to determine which attributes are set. VisGroups determine when a particular object is NOT shown by the graphics engine i.e., a VisGroup means the object is turned off when that criterion is met.
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