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  1. TChapman500

    WIP PTF Mesh Generator

    I know it's been a while since I posted on this thread, but I do have some relevant updates. First, thanks to the RE2003 project, I now know that the PTF file uses Cubic Hermite splines and not Bezier curves. Through experimentation with node weights (note that I don't actually have any code...
  2. TChapman500

    RE2003

    64-bit will NOT change the need to optimize models. In fact, it'll only make that need stronger.
  3. TChapman500

    RE2003

    Oh yeah, this is actually happening:
  4. TChapman500

    RE2003

    I started a similar project a long time ago, but it never went anywhere because I wanted to work on other projects. Anyways, it's good to see that someone has actually been able to pull this off. I deleted my Reddit account a long time ago and have no interest in creating a new one...
  5. TChapman500

    Track Modding Discussion MIP/STP read/write code discussion

    Well, I got MIPs and STPs that use DCL to load and display property in a Sandbox 2.0 build. Thanks for the help.
  6. TChapman500

    WIP PTF Mesh Generator

    Interesting. At least the indices I needed for this mesh generator are correct. I will not be adding normal map support to my mesh generator. Nor will I be adding support for any other texture.
  7. TChapman500

    WIP PTF Mesh Generator

    Here's what I know about NR2003's Appearance node: Diffuse (base texture) Unknown Shadow Map (light map, 3DS Max's "self illumination" map) Specular Map (shineness map) Reflection Map (environment map) Reflection Mask? Unknown It's very possible that normal maps are supported by the 3DO in the...
  8. TChapman500

    WIP PTF Mesh Generator

    When you said that it uses channel 9, I assumed a zero-indexed list. I needed to put the shadow map coords into channel 8. By the way, I've got this now: Other than the wall texture segments not generating properly, it looks like everything is working the way it's supposed to. Oh, that and...
  9. TChapman500

    WIP PTF Mesh Generator

    I plan on using this generator in my sandbox replacement program. The default settings will result in low-resolution track segments in general, with straight segments that have little to no gradient changes having only a single quad length-wise. Also, larger tracks are not necessarily more...
  10. TChapman500

    WIP PTF Mesh Generator

    Anyone up for dynamic mesh resolution? I've added it as an option that can be toggled on. It's complete with an option to adjust the sensitivity to changes in elevation gradients. The default is to double the number of quads on the segment for each percent of gradient change. This is only...
  11. TChapman500

    Track Modding Discussion Reversing the PTF Bumpmap Name Encryption System

    I do not believe there is any specific naming convention for bumpmap names. It's just that, for some reason, the names aren't stored directly in the PTF file. At least, sandbox doesn't store them directly. However, it doesn't crash either if we edit the PTF files to store the names directly.
  12. TChapman500

    Track Modding Discussion Reversing the PTF Bumpmap Name Encryption System

    The Root Node ("TrackDescriptor"): 0x00000049 = Bumpmap Count 0x0000004D = Bumpmap Data Size (Bumpmap Count * 48) 0x00000051 = Start of Bumpmap Data For Each Bumpmap: 0x00 = Encrypted Bumpmap Name (default is "83 26 91 1F 60 83 B5 01 9F F1 56 A7 1F 14 4A 81", shown as "Track Default" in...
  13. TChapman500

    Track Modding Discussion Reversing the PTF Bumpmap Name Encryption System

    As I noted in another thread, PTF files don't store the bumpmap name directly. Instead, they encrypt it for some reason and store the encrypted form, which is always 16 bytes long. This seems to be a strange design choice on the part of Papyrus, as one can hardly call a bumpmap name "sensitive...
  14. TChapman500

    WIP PTF Mesh Generator

    Oh thanks. 12 channels matches my notes as well. By the way, I've been testing the generator on the Tereana City Superspeedway. I set the quad size to 1 meter, LOD count to 8, max curved fence LOD index to 8. The generator was able to generate the mesh for the whole track in just ~145 ms...
  15. TChapman500

    WIP PTF Mesh Generator

    I've finished tweaking the mesh generator for the walls. Curved fences on banked surfaces are NOT exactly what is shown in Sandbox, but it's close enough. If you get the camera close enough to clip through the geometry, you will notice an occasional pixel of skybox leaking through the seam...
  16. TChapman500

    WIP PTF Mesh Generator

    And there we go! Curved catch fences. Now all I need to do is to check this against Sandbox to see if the meshes are identical. Sort of. The mesh generated here extrudes walls perpendicularly to the surface. NR2003 skews the angle a little bit. I've basically made two assumptions: The...
  17. TChapman500

    WIP PTF Mesh Generator

    I don't know why this is, but I decided to test out my existing code on walls that change their height from one end of the segment to the other, and I got the correct results. Though I don't know why this is. Now to generate curved catch fences.
  18. TChapman500

    Active NR2003 Sites

    The following sites should be removed from the list: OutlawGamerz Team SBR Rubbin's Racin (URGENT!) (SECURITY ALERT!) ARCA Racing Mod Top Notch Designs All NR2003 R&D Racing Graphics Bullring Murray Simracing Designs (URGENT!) (SECURITY ALERT!) 2021 Nr2003 Tracks https://rollingthundergaming.com
  19. TChapman500

    Active NR2003 Sites

    I know it's not specifically an NR2003 site, but I do have a downloads page hosting a few NR2003 downloads, including the Sandbox installer, some of my NR2003 utilities, and two race tracks. https://gaming.tchapman500.com/downloads/nr2003
  20. TChapman500

    Random disconnected NR2003 thoughts

    How would you be able to tell that?
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