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Nibiru: What mods the FVR V8s or the Aussie Legends?
SmellySkidmark: hiya Nib, wb m8y
Nibiru: Oooo thanks SS
Bert: Hi SS, the test server last night only had the Hlden and Nissan. Is there a problem with the ford?
SmellySkidmark: Yes there's a problem putting them on the server because FVR have done it with 2 updates, however the server will only let you do 1 update to a file (rfcmp). So we're waiting for them to sort this out. How do you like the mod?
Bert: Haven't had much time to test them as my single player crashes. So last night was the first opportunity. Not sure what brand to go for this year either. Looking to do some testing tonight. Thx for putting up a server
SmellySkidmark: I find the tyres to be inconsistent & overheat fast, and wear out quick as well, imho
Mullerdylan32: The tracks for the v8 supercar series tailed bend and Newcastle is what I am looking for
SmellySkidmark: First round of the Summer Series tonight
Gussy: where do i find the details for tonight just got back from holidays and keen to get into it
RobZee: On steam Gussy..Radical SR3-RSX @ Mallala
Bert: Sorry to miss out, got round the clock shifts again
HSV_PETE: Just tried the new V2.5 V9Bcorsa mod......wow! What a great drive. They have fixed up a lot things such as the chronic understeer....a very immersive drive...plus they have alll the liveries from the 2016, 2017 and 2018 seasons....there are over 13 aussie tracks now available with a few more coming soon....beats the hell out of the FVR mod.....makes getting Assetto Corsa worthwhile!
HSV_PETE: I forgot to mention that the mod has the new ZB Holden as well.
Bert: Do you have a link @HSV_PETE
HSV_PETE: `Here is the link «check this» l0y
Bert: Thx m8
SmellySkidmark: Fez check this Monitor, it's free-sync but it's a good price... «check this»
SmellySkidmark: Anyone that bought the 2nd GT3 pack, you can get the Aston Martin now
Bert: Got mine
SmellySkidmark: NIB an alternative to test «check this»
Seca: Are you Guys doing a 12hr Endurance Race?
Seca: We are looking at running our Australasia Bathurst Enduro, just finalising dates. We are tossing up between the 27th (week before the race), 3rd (day of the actual race) or the 10th (week after the actual race). Do you guys have a preference? We will be getting main post up with details etc in the next day or so.
SmellySkidmark: Round 2 of the Radicals @ Bridgehampton tonight
SmellySkidmark: Server 2 updated to the next round @ Crystal Palace
SmellySkidmark: Round 4 of the Radicals tonight @ Crystal Palace
SmellySkidmark: Server 2 now has the Radicals @ Limerock Park for round 5
SmellySkidmark: Round 5 of the Radicals tonight
fez: pm sent ss and rob
SmellySkidmark: 1 back to you
SmellySkidmark: Radicals has moved to Tuesday nite
SmellySkidmark: Radicals @ Croft tonite
Gussy: can anyone pm me a link for the supercars skin templates for the 6.93?
fez: ss,rob, can either of you update the flat6 server to x3 tyres x3 fuel. thanks :)
RobZee: Done, Fez
SmellySkidmark: Server 2 now has the last race of the Radicals, track has been changed to SMP

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2013 Melbourne GP v0.76

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5 years 11 months ago - 2 years 11 months ago #1 by Nibiru
Nibiru created the topic: 2013 Melbourne GP v0.76
As the F1 season starts this weekend at Melbourne I thought I'd share with you guys the track I have so far. As the title states its a beta and there are still a few things I want to fix and add, but I'm hoping to get some feedback/ suggestions from the community so I can improve on it.

This track is based from Frank Alexandre's rF1 Melbourne GP4, and yes he gave me permission to do this. Thanks Frank :)

I also want to give a huge thanks to freew67 for all the help he gave me answering my questions through pms and chatting on TS, it was invaluable and I have learnt heaps and without it I most likely wouldn't be releasing the beta now. :) As my day job doesnt involve anything to do with modeling this has been a real learning curve for me but fun in the process.

Also thanks to Jim Beam for his idea of the digital flag marshals. I have tried to implement them into this track also and they seem to be working properly. Thank mate
:)

As the original road mesh was 1 poly wide I have made big changes to it so the realroad would work properly and I now keep finding little places were I need to fix the road joining the terrain, but wont effect your driving. I also want to add reflections and get the water looking better.

I hope you guys like it and I welcome and look forward to the feedback and suggestions.

I think I have all the issues fixed and my extra crowd in now. BUT need others to test and confirm there is no more issues.

The more I look at the track the more I see I could do. BUT I was thinking about it the other day and I would have spent somewhere between 8000 and 10000 hours on this track and easily more than half of that was wasted learning and redoing things. So I'm not sure how much more time I want to spend on it.

Hope you all like it

NiB

V0.76 change log

Fixed some ripples
Fixed some objects flicker
Adjusted some textures
Gained some fps


V0.72 change log

Fixed the invisible object at the walk bridge on back straight
Fixed some trees poking through the fences
Fixed the Rolex clock speed (slowed it down to a more realistic speed) the time doesn't match anything
Fixed a few road pieces reflections
Added heaps of crowd with more crowd appearing as you get to race



DOWNLOAD v0.76 HERE



V0.7 Change log

Remapped the ground and added New terrain shader
Added more trees to the outside of the track
Adjusted textures
Made 3d versions of the pit boom and rattle guns
Added animated clock hands on the rolex clock
Added my animated panel rotating Ad board (yet to be seen)
Replaced all the bridges & gantrys
Fix holes in the ground mesh where track meets ground
Changed reflection settings for the road
plus more I can't remember :nea:
General tidy up and tried to polish
Reduced flickering textures
water & reflections look good

v0.25 change log
put start tower in correct position
added roof to garages
fixed the flicker to buildings close to track

v0.23 Change log
Fix road line blurr (which should have fixed reflection issue)
Flipped the mapping on reversed ford/holden pit road texture.
replaced AIW
replaced graveltraps textures
replaced fence texture
replaced 1 barrier texture
added DRS Zone lines on road
added DRS Zone sign
Ah also added some tents (see what you think about them).

CHANGE LOG v0.2
Remapped Racesurface (realroad works)
remapped grass
added realroad to curbs and off roads
heaps of texture and shader changes
water working

Enjoy

NiB
Last Edit: 2 years 11 months ago by Nibiru.
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3 years 11 months ago #2 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP beta v0.01
update comming

Racesurface remapped grass remapped, ripples have realroad and remapped heaps for other changes like textures and shaders.
Plus finally got the water working the way I wanted it


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3 years 11 months ago - 3 years 11 months ago #3 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
I hope you guys like it and I welcome and look forward to the feedback and suggestions. I'd like to hear if there are any issues before posting at ISI

I must say its a big improvement on the beta

DOWNLOAD v0.2 HERE

CHANGE LOG v0.2
Remapped Racesurface (realroad works)
remapped grass
added realroad to curbs and off roads
heaps of texture and shader changes
water working

Enjoy

NiB
Last Edit: 3 years 11 months ago by Nibiru.
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3 years 11 months ago - 3 years 11 months ago #4 by SmellySkidmark
SmellySkidmark replied the topic: 2013 Melbourne GP v0.2
I just put this on the server an did a couple of laps, first thing I noticed was the white lines are very blurry (I don't remember if it was the same on ver 0.1), and that there seems to be a sort of colour blur between T2 & T3 before the braking area (similar to the blue colour thing on Conrod Straight) just above the track surface. On the server side of things there is no other options for track surface than Green & Naturally Progressing, it needs a Auto Save or even a Light Rubber option. Hope these are not to hard for your next release.

SS

EDIT ok the "colour blur" appears to be track reflections, I can see them on a green track but not when the track is rubbered up.
On the server, it does have the "Auto Save" for realroad, it seams as tho this isn't the case when the server is first loaded? Strange I couldn't choose that option at first launch.



"Our Lady of Blessed Acceleration, don't fail me now."
Elwood Blues - The Blues Brothers
Last Edit: 3 years 11 months ago by SmellySkidmark.
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3 years 11 months ago #5 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
Thanks SS

The white lines look crisp in dev mode, so not sure why they are blurry in game. I will be trying to fix it

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3 years 11 months ago #6 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
I fixed the line blur....but I wont give you the new file now unless you really want it.
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3 years 11 months ago #7 by Hawkey_XR_
Hawkey_XR_ replied the topic: 2013 Melbourne GP v0.2
:hi: Awesome work Nib, this track looks and feels really good. I love racing it for sure. There is little bug i found with track, that is with the track limits on the outside of the fast sweeper right through the "SS". You get a "cut track lap won't count", no warning or anything and you only need to stray a tiny bit. Tight like a TIGER... :evi :lol: :woohoo: :evil:

"Finishing races is important, but racing is more important."
Dale Earnhardt

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3 years 11 months ago #8 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
Thanks Hawkey.....I'm going to re-make the AIW file.

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3 years 11 months ago #9 by SmellySkidmark
SmellySkidmark replied the topic: 2013 Melbourne GP v0.2
Hey m8 I've just noticed some of the "holden/ford" pitlane divider? from a point are written backwards.



SS



"Our Lady of Blessed Acceleration, don't fail me now."
Elwood Blues - The Blues Brothers
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3 years 11 months ago #10 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
Thanks SS

I swear I had fixed that. But I'll get on it.

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3 years 11 months ago - 3 years 11 months ago #11 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.23
FIRST POST UPDATED

I appreciated the feedback guys........All above issues fixed.

Still not happy with AIW file but I have no cutting issue at the back "SS" and the AI do run smoother. I have asked at ISI if someone wants to make it for me, but I doubt I'll get any takers.




v0.23 Change log
Fix road line blurr (which should have fixed reflection issue)
Flipped the mapping on reversed ford/holden pit road texture.
replaced AIW
replaced graveltraps textures
replaced fence texture
replaced 1 barrier texture
added DRS Zone lines on road
added DRS Zone sign
Ah also added some tents (see what you think about them).

www.mediafire.com/download/klctiwc8euikv...ourne_GP_v0.23.rfcmp
Last Edit: 3 years 11 months ago by Nibiru.
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3 years 11 months ago #12 by SmellySkidmark
SmellySkidmark replied the topic: 2013 Melbourne GP v0.2
Road reflections are low now & white lines are much better
tanks agin

SS



"Our Lady of Blessed Acceleration, don't fail me now."
Elwood Blues - The Blues Brothers
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3 years 10 months ago #13 by Hawkey_XR_
Hawkey_XR_ replied the topic: 2013 Melbourne GP v0.2
After the last updates, I had no issues at all. Great track no frame rate issues either. Awesome track to race Nib. :drive:

"Finishing races is important, but racing is more important."
Dale Earnhardt
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3 years 10 months ago #14 by Nibiru
Nibiru replied the topic: 2013 Melbourne GP v0.2
First post changed

New version v0.25

changes to some objects (most of the buildings close to track fixed the flickering) Also put the starting tower in correct position and added a roof in the garages.

This version is going up at ISI

www.mediafire.com/download/e9fkiqbzs63uy...ourne_GP_v0.25.rfcmp

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3 years 10 months ago #15 by SteveA
SteveA replied the topic: 2013 Melbourne GP v0.2
Great update, by far the best version, and that includes the FSR 2015 version released today.
I can ask a friend of mine who is very good at AIW if you like ?

FANATEC GT3|DASHMETER PRO|G25 SHIFTER + MODULAR PEDALS|60KG BRAKE MOD|SPARCO RACE RIG|32" LCD|Q6600|550TI|
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