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Improved AIW's for Lee67's tracks (17/11/2015 - Link updated)

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Improved AIW's for Lee67's tracks (17/11/2015 - Link updated) Empty Improved AIW's for Lee67's tracks (17/11/2015 - Link updated)

Post by Cristian Luis 15th October 2015, 21:43

These AIW's correspond to Lee67's converted circuits.

You can download the circuits here:
https://www.facebook.com/Living.Legend.Lee67?fref=ts

Download commonmaps.mas (essential for make the tracks working)
http://www.mediafire.com/download/9deu6bhbyhf8cir/F1C_COMMON.zip

Fixed AIW's by me, thanks to AIWConverter112 application.
https://mega.nz/#!1kcHQRTI!ASJQDoR_YZ-q4A2zdw_MJkhwpOPGviQ1j82upBI0x80

Have fun!

Cristian Luis


Last edited by Cristian Luis on 17th November 2015, 16:04; edited 2 times in total
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Post by McLeod 16th October 2015, 18:56

Hi, your mega link is for icons, not aiw
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Post by Cristian Luis 16th October 2015, 21:09

PNB wrote:Hi, your mega link is for icons, not aiw

True...

Okey, now is corrected. Thanks very much!
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Post by Lee67 17th October 2015, 07:33

Thank you very much for the improved AIW-files for "my" tracks, Christian!
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Post by JimmyF 17th October 2015, 10:47

Cristian Luis wrote:Improved AIW's for Lee67's tracks

Christian, excellent!
Excellent!

I was stressed cause I didn't have time to check all these tracks
(F1CFan1804 is converting too, and others, probably), but now
I am happy to find out that you know how to edit AIWs!

All I have to do now is to compare them with the originals (you
know, Before & After).

Yeehaw!

But I'm still checking my own stuff, so... :s
I wish the days were longer  Wink

Perhaps you could include some info on what changes you made,
for each track? If people don't know what you have done, they
might not think too much of your files.

Anyway, it's just a thought :s

JF
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Post by Cristian Luis 17th October 2015, 11:57

JimmyF wrote:
Cristian Luis wrote:Improved AIW's for Lee67's tracks

Christian, excellent!
Excellent!

I was stressed cause I didn't have time to check all these tracks
(F1CFan1804 is converting too, and others, probably), but now
I am happy to find out that you know how to edit AIWs!

All I have to do now is to compare them with the originals (you
know, Before & After).

Yeehaw!

But I'm still checking my own stuff, so... :s
I wish the days were longer  Wink

Perhaps you could include some info on what changes you made,
for each track? If people don't know what you have done, they
might not think too much of your files.

Anyway, it's just a thought :s

JF

Yeah. I know. Editing the AIW and fixing some problems are a very hard task. And sometimes, the malfunction is not caused by the AIW itself.

Well, the changes are these: wet path racing line, removal of unusing parameters, some corrections of wp_path, scenario improvements, and other minor things.

If someone diagnoses me problems with IA in pits on gameplay, I'll check out (but next month, in November).

Thanks to your tutorial, I know how to edit all about the AIW. I have fixed in F1 Hero tracks like Brno4963, The old Fuji, Targa Florio, Solitude, Zandvoort, etc. Pit problems are caused more because of wrong positioning of xpitin 3d object, rather than the AIW itself (if has the "blue triangles"). Others are caused by incorrect parameters on engine and HDV files. I have some extra information you didn't know. Let me search on F1C VB Facebook page, I'll bring it here.

Regards,
Cristian

P.D. to Lee67: You are welcome. Wink
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Post by Cristian Luis 17th October 2015, 12:20

Hello there.

I made an important discovery. I fixed San Marino (original F1C), Osterreichring 79-95, Brno 49-63 and Estoril 14KM pits problem in terms of low frames per second when you start a practice or qualifying session.

If you have an older PC or a poor technology in your motherbase and graphic card, slower frame rate becomes more noticeable when you start a game with more than 22 cars (except in race), specially if there are three cars per garage.

The solution consists (it is assumed that pits works for IA and the player) in edit the garage positions of each car, and separate it between each other enough in order to avoid slow frame rate.

Here is an example:

First photo - Brno 49-64 before AIW fix.
Improved AIW's for Lee67's tracks (17/11/2015 - Link updated) 11144910

Second photo - Brno 49-64 after AIW fix.
Improved AIW's for Lee67's tracks (17/11/2015 - Link updated) 11220910

Reference:
Improved AIW's for Lee67's tracks (17/11/2015 - Link updated) 11058210


You can perceive the difference. When more separated are the cars between each other in pits, the more will be the frame rate. Removing ALL the unused parameters of the AIW it also helps, but just slighty.

Distance between cars in pits must be around (-)2.5 (horizontally and/or vertically) or more (have a look at my first comment).

But warning! This is not an easy technique to apply. Remember the limits of the garages (walls) in modern tracks. And it also has to obey the rules of garage positions, pit positions and more in F1C. See the JimmyF's Aiw tutorial for further details (https://mega.nz/#!p1UxiK4Z!H5sMuXQaAehPicMYffiqJ9RNC67DogB_LHwiyBYlvM4).

Regards.

Full message: https://www.facebook.com/groups/179776955476929/permalink/802336336554318/


Last edited by Cristian Luis on 17th October 2015, 13:24; edited 3 times in total
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Post by JimmyF 17th October 2015, 12:44

Cristian Luis wrote:First photo - Brno 49-64 before AIW fix.
Second photo - Brno 49-64 after AIW fix.

Christian, are these photos in your FB account?

Cause I don't have an account  No  and I must login to see the full
message.

I have to see them, cause I don't understand the whole concept yet.

I always try to separate the Pitboxes as much as I can, if and when
it's possible, cause when they are close to each other the AIs push
other AIs into the Garages, and they DNF, and plus, in some tracks
(for reasons unknown to me) when the AIs collide, you get an awful
lag, to the point that all time stands still (FPS 0).

Most tracks don't have that... phenomenon, and I cannot account
for it :s

Christian, I'm happy that you found the .AIW analysis helpful.

Don't hesitate to ask me anything about the "AIW+CAMfile Editor"
or the way the .AIWs work, I mean you, or anybody else.

JF
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Post by Cristian Luis 17th October 2015, 13:27

JimmyF wrote:
Cristian Luis wrote:First photo - Brno 49-64 before AIW fix.
Second photo - Brno 49-64 after AIW fix.

Christian, are these photos in your FB account?

Cause I don't have an account  No  and I must login to see the full
message.

I have to see them, cause I don't understand the whole concept yet.

I always try to separate the Pitboxes as much as I can, if and when
it's possible, cause when they are close to each other the AIs push
other AIs into the Garages, and they DNF, and plus, in some tracks
(for reasons unknown to me) when the AIs collide, you get an awful
lag, to the point that all time stands still (FPS 0).

Most tracks don't have that... phenomenon, and I cannot account
for it :s

Christian, I'm happy that you found the .AIW analysis helpful.

Don't hesitate to ask me anything about the "AIW+CAMfile Editor"
or the way the .AIWs work, I mean you, or anybody else.

JF

Yes, they are. But don't worry. My message has been updated. Have a look!
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Post by Cristian Luis 17th October 2015, 13:41

JimmyF wrote:
I always try to separate the Pitboxes as much as I can, if and when
it's possible, cause when they are close to each other the AIs push
other AIs into the Garages, and they DNF, and plus, in some tracks
(for reasons unknown to me) when the AIs collide, you get an awful
lag, to the point that all time stands still (FPS 0).

Oh, man...

You can't imagine how many times I have these problems.

I have my own theory based on my experiences with F1 Hero about why it happens. If you play with original F1C mods, sometimes there issues doesn't occur.

These are my theories:

1º. Poor hardware technology.

2º. Unused/wrong RacePitKPH and NormalPitKPH parameters.

3º. Disfunctional parameters on .TBC files (tire physics)

4º. Wrong parameters on [DRIVELINE] (a section from .HDV file)

5º. Bad AI behavior in pits (.AIW file)

6º. .SCN file hasn't got VisGroups and/or wrong collision flags. Most objects must include the 32 parameter. This make the objects not to appear in mirrors, and can mitigate greatly the FPS drops. Discover much more here: http://www.endless-resources.org/index.php?PHPSESSID=77eee3342e826b6319e878e9b6c87ad1&topic=3.0

7º. Wrong use of THE CUBE (all the .MTS files of F1 Challenge '99-'02 are created with 3DS Studio Max 3.x.) This is not guaranteed with most of the other circuits that are not from the original F1C 3do's stuff.

8º. Lack of progressive 3D object degradation in cars (you know, when more far away is a vehicle, more poligonally is).

9º. Lack of HDD optimization in terms of removing unused stuff and improving performance.

10º. Too much 2D and/or 3D objects on pits section.

11º. Wrong shadow parameters.

With the exception of 1, 7 and 8, I have applied on my private mods solutions to these problems, and works extremelly well. I can play F1C without critical issues.

Regards,
Cristian
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