Let the fun begin

Shoutbox

Turn off/on Sound Smileys History FAQ Kide Chat

Powered by Kide Shoutbox

Nibiru: V8's at Hidden Valley tonight
Nibiru: Practice tonight @ Magnificent Park for Fridays enduro
SmellySkidmark: FVR Enduro Tonight 8:30
Gussy: Wont make enduro tonight. Have fun People!!
SmellySkidmark: PM Rob
RudzAUS777: Great race last night, thank you ! Well done Bert, Kelv and SS
Bert: Great racing thx guys. Love enduros:)
Bert: Loving the new enduro pack, don’t think simx knows what to do with the new ffb for the GTE’s and LMP2 cars. I had shit coming off all around me even messed up the steering usb convertor. The GT3 pack is awesome too. VR detail wow
SmellySkidmark: Aussie Legends tonight @ Toban
SmellySkidmark: Aussie Legends server now has @ Zanvoort ...
Bert: And Mugello please, seems like it is the only thing I can practice for.
SmellySkidmark: Server 1 now has V8s @ Townsville
SmellySkidmark: Server 3 has the FVRs @ Mugello
Bert: Thx SS
KELVIN4TOR: pm ss
SmellySkidmark: Back @ ya Kel
SmellySkidmark: RF2 June roadmap «check this»
SmellySkidmark: Aussie Legends tonight
Bert: Whaaaaat 20% chance of rain?
SmellySkidmark: what where?
Bert: Hahaha Putnam Park says 20%rain
Bert: All good, Nib has it covered with working wipers
Nibiru: :D
Nibiru: Marulan racetrack gets a face lift and name change «check this»
Bert: Glorious rain, rain drops collecting on the windows, working wipers and road reflection, well done Nib
Nibiru: Thanks Bert
Gussy: rain rain rain at Putnam
SmellySkidmark: Great vid Gussy
SmellySkidmark: Goodwood festival of speed live stream «check this»
Obbzy: Found a 'Game Booster' mode on my Anti virus. Went on the Enduro server and it seemed ok?
Might have to get on when there are a few about & test to see if the connection holds... :)
SmellySkidmark: Good, I hope it's fixed m8
SmellySkidmark: Monday night in the Aussie Legends would be an excellent test night Obbzy
Obbzy: Discoed again last night/ :(
SmellySkidmark: Aussie Legends tonight, wet tyres required
Nibiru: Bathurst to get 2nd layout to bring back the bikes «check this»

Only registered users can send messages, register or login

You are not logged in.

×
TS3 DETAILS

server address = xfactorracing.ddns.net

PW = FUN (IN CAPS)

2013 Melbourne GP v0.76

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
5 years 4 months ago - 2 years 4 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 4 months ago by Nibiru.
The following user(s) said Thank You: Bert, R1CHO

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 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


Attachments:
The following user(s) said Thank You: Obbzy, Hawkey_XR_, Prophet

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 months ago - 3 years 4 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 4 months ago by Nibiru.
The following user(s) said Thank You: SmellySkidmark, Hawkey_XR_, aussietrucker

Please Log in or Create an account to join the conversation.

More
3 years 4 months ago - 3 years 4 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 4 months ago by SmellySkidmark.
The following user(s) said Thank You: Nibiru, Obbzy

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 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

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 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.
The following user(s) said Thank You: Hawkey_XR_

Please Log in or Create an account to join the conversation.

More
3 years 4 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

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 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.

Please Log in or Create an account to join the conversation.

More
3 years 4 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
The following user(s) said Thank You: Nibiru

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 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.

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 4 months ago - 3 years 4 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 4 months ago by Nibiru.
The following user(s) said Thank You: SmellySkidmark, Obbzy, Hawkey_XR_

Please Log in or Create an account to join the conversation.

More
3 years 4 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
The following user(s) said Thank You: Nibiru

Please Log in or Create an account to join the conversation.

More
3 years 3 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
The following user(s) said Thank You: Nibiru

Please Log in or Create an account to join the conversation.

  • Nibiru
  • Nibiru's Avatar Topic Author
  • Offline
  • Administrator
  • Administrator
  • Slow in - Fast out
More
3 years 3 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

Please Log in or Create an account to join the conversation.

More
3 years 3 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|
The following user(s) said Thank You: Nibiru

Please Log in or Create an account to join the conversation.

Time to create page: 0.174 seconds