[REL] LIENZ Conversion

Discussion in 'Locations' started by Mario Morais, Jan 6, 2013.

  1. Mario Morais

    Mario Morais Registered

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    Lienz report:


    What remains to be done.
    - Road mesh increase vertex resolution -- Done --
    - Road reflections
    - Circuit Night lights
    - BillBoard Trees -- Done --
    -MARSHAL FLAG
    - Optimizations
     
  2. K Szczech

    K Szczech Registered

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    - shadow casters ? :)

    Additionally:
    - water shaders
    - building window reflections
     
  3. tjc

    tjc Registered

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    K... sent you a PM mate. :)

    (Sorry for the OT)
     
  4. Mario Morais

    Mario Morais Registered

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    Last tests
    [​IMG]
    [​IMG]
    [​IMG]
     
  5. Max Angelo

    Max Angelo Registered

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    Shot 1 is very very good, congratulations!

    Shots 2 and 3 are a bit strange, with wet track surface and clear sky :), but very promising.

    All in all, great job!
     
  6. GTClub_wajdi

    GTClub_wajdi Registered

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    It has rained then stopped, the clouds are gone and the sky is clear now!:p
     
  7. tjc

    tjc Registered

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    Looking very good indeed Mario... the wet and reflections are looking excellent.
     
  8. MrDarceh

    MrDarceh Registered

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    oh wow, that's amazing. can't wait =D
     
  9. Tosch

    Tosch Registered

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    Cloud layer doesn't work in devmode. If you enable clouds you get huge grey polygons above the track, which looks horrible. ISI need to fix this.

    @Mario
    Great work. The reflection on the cobblestone road looks awesome. The lightning, shadows, contrast look spot on.
     
  10. Eddie74

    Eddie74 Registered

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    Mario, great job! :)
     
  11. Mydriaz

    Mydriaz Registered

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    Very nice ! :D
     
  12. vicent-sollana

    vicent-sollana Registered

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    looks very very nice,:)
     
  13. K Szczech

    K Szczech Registered

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    Would be nice :)

    Check out these screenshots from Gran Tourismo and Project Gotham Racing:

    [​IMG]
    [​IMG]

    Especially the second one from PGR gives a good idea how reflections in windows change general look and feel.

    May not look as impressive on those Lienz buildings, since they have small windows and lots of empty space on walls, but may still be worth a shot.
     
  14. Tuttle

    Tuttle Technical Art Director - Env Lead

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    Remember this is a rF1 conversion...so it depends if those buildings are using dedicated polygons for glass and/or windows. If not, this means he'll needs to extract a tons of windows elements from each building to map it with a glass material....trying to keep safe the main unrwapping. A LOT of work...:)

    Of course, if they're separated windows elements, could be very nice to get reflections on it..
     
  15. MarcG

    MarcG Registered

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    fantasti pics mate keep up the good work :)
     
  16. K Szczech

    K Szczech Registered

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    When updating tracks in rFactor with my shaders, we usually added specular map to buildings. Works pretty well:



    Unfortunately ISI still doesn't have unified way of controlling material's reflectivity, so you need to create specular map to control Sun reflections and then copy that specular map to diffuse texture's alpha channel, to mask environment reflections.
    A bit more work, but should do the trick.
     
  17. Mario Morais

    Mario Morais Registered

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    Thanks for the examples..

    but by chance have not even looked at the materials of the windows are still as in RF1. Maybe i do same tests when you finish more important things.
     
  18. K Szczech

    K Szczech Registered

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    Sure thing, there's no rush.

    It's your project, so you decide how much work you're willing to put into it. I'm just saying it would be nice :)
     
  19. vicent-sollana

    vicent-sollana Registered

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    I didn't know that,thanks for the tip,:)
     
  20. Mario Morais

    Mario Morais Registered

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    i'm check now the material don't have cube maps active. And Static Cubic Reflectors are broken so wait for next builds.
     

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