rFactor 2 WIP Screenshots

Discussion in 'News & Notifications' started by 88mphTim, Oct 7, 2010.

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  1. Sam Moss

    Sam Moss Registered

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    But they are realistic :) portaloos are common to be behind Most marshals posts here..

    One the 2nd screen shot in sequence the orange/yellow advert looks partially lit.. Is this just a material not having shadows cast on it or actually set to be lit? If the latter that's pretty cool and wasn't around in rf1..
     
  2. lordpantsington

    lordpantsington Registered

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    That's it! We need grass color variation based on in-game rainfall. :p
     
  3. StAyX

    StAyX Registered

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    It looks really nice :) thanks for the screens!
     
  4. Javibeza

    Javibeza Registered

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    The are marshalls, one with a green flag on the right! :D
     
  5. MarcG

    MarcG Registered

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    Oh lordy I can imagine a helicopter chasing the leading pack over the top of the mountain at Bathurst.....Awesome!
     
  6. Michael Juliano

    Michael Juliano Track Team

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    Probably :) Although I guess I need to feed them some more :p
     
  7. Lenniepen

    Lenniepen Registered

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    Is it the 'tank barrel' on the right?

    I don't see any marshall BTW.

    Edit: I was looking at the wrong picture
     
    Last edited by a moderator: Oct 7, 2010
  8. shum94

    shum94 Registered

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    Grass is green, sometimes darker but not with yellow touch like in the screen preview.

    http://www.flickr.com/photos/alyazizi/4336659259/
    http://www.flickr.com/photos/alyazizi/4336666957/
    http://www.flickr.com/photos/hazrin/3622882254/
    http://www.flickr.com/photos/alyazizi/4408524772/
    http://www.flickr.com/photos/razuryza/2359608356/
    http://www.flickr.com/photos/francisg/3427968322/#/

    I like to see in rF 2 such a sky as in the last screen.
    I hope we will have differents skies for the same weather conditions.
     
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  9. Spacekid

    Spacekid Registered

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    Thx for the new wip shots.:eek:
     
  10. Tosch

    Tosch Registered

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    The transparent roof of the grandstands looks very nice.
     
  11. mrk37

    mrk37 Registered

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    Nice shots! Thx :)
     
  12. Flaux

    Flaux Registered

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    I also like the transparent roof and the marshals... and the 3d?-Crowd?
     
  13. FONismo

    FONismo Registered

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    Looking good although not as stunning as the last shots. Remember people these are WIP an we banged on for so long about getting nothing and when we do all peeps can do is pick at things. I take these how they are intended and that is WIP.

    Cheers Scott/Tim and ISI :p
     
    Last edited by a moderator: Oct 7, 2010
  14. FONismo

    FONismo Registered

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    Also, those first 2 while they don't look that much better, if i was to run RF1 on low detail settings it would not look like they do, so there is an obvious improvment there.
     
    Last edited by a moderator: Oct 7, 2010
  15. Hompe

    Hompe Registered

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    This looks great! I like the look of the track alot and im looking forward to driving the panoz just to compare rf1 with rf2, and yeah i spot a corvette there too :)
     
  16. raven

    raven Registered

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    Hmm, is that one of these "Track-Status Light" on the third picture under/behind the, i guess, 50m sign?
    At least it seams that there is something green which does not look like a green flag :)

    ...or maybe i just always drove the wrong tracks in rF1:confused:
     
  17. Lenniepen

    Lenniepen Registered

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    Nice find!
    It could also be a pit-lane light, because the pit-lane entry is around the corner, but I hope it is a Formula1-like system for yellow/blue/green/red flags.
     
  18. mianiak

    mianiak Registered

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    Very very nice, glad to see this implemented :D
    Are you able to disclose any info on it? Like how does the engine handle it? have you found a limit on how many points or how many moving objects you can have? and I presume there is an option to turn it off for serious league races?

    Cheers
     
  19. 6e66o

    6e66o Registered

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  20. K Szczech

    K Szczech Registered

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    Sorry for a bit off-topic, but it is WIP-related (an improvement opportunity for RF2).

    What do you think of these trees?

    [​IMG]

    One of biggest problems with billboard trees is that they do not have any real shape (just a square), so you can't apply lighting to them.

    But you can use cheap tricks instead.

    In picture above, I've replaced L2DIFFUSET0 shader in tree material with my own that does this:
    1. Check if we are looking at the bright side of tree or the dark one - dot(eyeVec.xz, lightVec.xz)
    2. The more we are looking against the sun, the more I darken the tree, since it's the darker side
    3. Perform a very simple blur on alpha channel by sampling at 5 nearby texels - blurred alpha will let the shader know how far from three edge is current pixel
    4. Lit all pixels near edges with intense green color :) Scale this effect by sun proximity and texture's y coordinate (more intense at top of trees, and less ad bottom)

    And that's it.

    For better results, artist should create a copy of tree texture with blured alpha instead of this blur being performed by the shader. This would allow for artist control over the effect.

    Also, having tangent and binormal vectors one could add litting trees from one side when sun is on the left or right side of the screen.

    With this simple trick you can add 3D-feel to a flat tree.

    Damn, I should patent it :D
     
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