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Sandown500 v1.7 DX11
- Nibiru
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v1.7
DX11 ready
Changed some textures and material settings for concrete wall, Pit garages and tents
fixed flicker beta electrical signs
www.mediafire.com/file/dz58ibp2mbbwa8c/Sandown500_v1.7.rfcmp
v1.6
DX11 ready
www.mediafire.com/file/0axqq2ymckeq747/Sandown500_v1.6.rfcmp
I have done my last update to this track.
Sandown500 v1.51 (final)
DOWNLOAD v1.51 final
Its a big improvement from previous versions. Nearly like Oran
Like most tracks it looks its best in the early morning or afternoon
uninstall previous versions before installing
change log v1.51
fix non collidable guardrail
change log v1.5
New Garage made
New starters box
Added my guardrails
Added my tyre bundles
Rounded the ripples
New Sponsor billboards
Added brake markers on front and back straight
Removed all old objects (except for the stadium and crowd)
Better spec on road, ripples and guardrails
Animated Pitworker, Starterworker, Cameramen, Banners
Car reflections
Changed some lighting values
+more

change log v1.4
New terrain shader and vertex paint
Most of the TSO's updated
some texture changes
using the water shader on the water
ripples now have realroad
Change log v1.3
remapped race surface
remapped grass
2d trees now billboard trees
changed a lot of textures and shaders on track side objects
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- Nibiru
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- Nibiru
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I have been trying to learn how to use the new terrain shader mainly for Morgan Park, but used Sandown as my Guinea Pig. It doesnt look too bad actually it made all the low res objects stand out badly to I have updated most of the TSO's
Hope you like it
www.mediafire.com/download/jyg22a272mkbb...andown500_v1.4.rfcmp
change log v1.4
New terrain shader and vertex paint
Most of the TSO's updated
some texture changes
using the water shader on the water
ripples now have realroad
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- jimcarrel
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- Nibiru
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- Nibiru
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I'm after the big features of the whole area, horse track and all. I want clear images of the different styles of horse marshal towers that go around the horse track. In things I've seen I can make out 2 or 3 different styles. But I can only get a mediocre looking photo of 1 kind. In the end I'm going to make my own version of the track but I want to surround this track with as many correct track side objects as possible first.
So please if you can or know someone who can it would be a great help
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- Nibiru
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I have added my guardrails, re made the garage, re made starters box basically removed most of the old objects and replaced with new objects.
Added a better spec to the roads, ripples and guardrails and rounded the ripples.
Changed some of the lighting values. It nearly looks as good as Oran

Remove all old versions before installing
DOWNLOAD v1.5 final
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- SmellySkidmark
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- Nibiru
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- Nibiru
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SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking
SS
This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.
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- Bert
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Nibiru wrote:
SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking
SS
This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.
Found the same thing and it looks like up toT5 too
I would have probably stolen cars - it would have given me the same adrenaline rush as racing.
(Valentino Rossi)
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- Nibiru
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nipzon wrote:
Nibiru wrote:
SmellySkidmark wrote: The inside wall at T3 in non-collidable , not sure if it's all the way like that, I got DQ'd checking
SS
This has me confused. The object is set to be collidable in the scn of the rfcmp, but yes I can drive through it to. I'll try a few things and see if I can get it working.
Found the same thing and it looks like up toT5 too
Yeah the object is fairly big. I'm thinking that might be the issue. So I'll break it up into smaller pieces and see if that fixes it.
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- Nibiru
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- Nibiru
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- SmellySkidmark
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