FWIW, I was searching the internet for where is old and new tarmac on Nordschleife for color, structure and grip levels. This seems to be a difficult task. The only information sources I could find with indications regarding tarmac are these driving guides: * http://guildhouse.net/BMW330Ci/nordschleife.pdf (in english, 2003) * http://www.google.at/url?sa=t&rct=j&q=&esrc=s&source=web&cd=3&ved=0CD4QFjAC&url=http%3A%2F%2Fwww.motor-talk.de%2Fforum%2Faktion%2FAttachment.html%3FattachmentId%3D629291&ei=xSRtUp65D8bGswbPn4GoCA&usg=AFQjCNFSP7MrGfkq0a1R28DT84P_90nm8A&sig2=O49g5pN4IDSsnP3gcEJIrw&bvm=bv.55123115,d.Yms (in german, 2009) * based on http://www.sportauto.de/news/ideallinie-nuerburgring-nordschleife-kurve-fuer-kurve-teil-1-start-ziel-bis-hocheichen-1051169.html These are my interim results (not much right now), but it shows old and new tarmac is mixed. Grip levels (especially in rain) are very different for old and new tarmac btw. 1: Start to Hocheichen • 1-1 on rain exit slippery like soap • 1-2 Hatzenbach, 0.695 km • 1-3 new tarmac • 1-4 new tarmac • 1-5 (new tarmac, good grip even on rain) • 1-6 Hocheichen, 1.265 km, old tarmac, entry on rain very slippery 2: Quiddelbacher Höhe to Aremberg • 2-1 Quiddelbacher Höhe, 1.950 km, old tarmac, very slippery • 2-2 Flugplatz, 2.196 km • 2-3 old tarmac (aging surface) • 2-4 Schwedenkreuz, 2.990 km • 2-5 Aremberg, 3.345 km 3: Fuchsröhre to Metzgesfeld • 3-1 on rain slippery like soap • 3-2 Fuchsröhre, 4.445 km • 3-3 Adenauer Forst, 5.095 km • 3-4 • 3-5 Metzgesfeld, 5.745 km 4: Metzgesfeld to Wehrseifen • 4-1 Metzgesfeld, 5.745 km, on rain slippery like soap • 4-2 Kallenhard, 6.345 km • 4-3 varying surfaces (tarmac) provide changing grip conditions • 4-4 new tarmac • 4-5 Wehrseifen, 7.195 km, exit on rain very slippery 5: Breidscheid to Bergwerk • 5-1 Breidscheid, 7.925 km • 5-2 Ex-Mühle, 8.130 km • 5-3 old tarmac • 5-4 Bergwerk, 9.280 km, new tarmac 6: Bergwerk to Karussell • 6-1 Kesselchen, 10.440 km, old tarmac, on rain slippery like soap • 6-2 (new tarmac) • 6-3 Klostertal 11.179 km • 6-4 Steilstrecke, 11.460 • 6-5 Karussell, 12.040 km 7: Karussell to Eschbach • 7-1 • 7-2 Hohe Acht, 13.338 km • 7-3 • 7-4 Wippermann, 13.740 km • 7-5 new tarmac 8: Eschbach, Brünnchen and Eiskurve • 8-1 Eschbach, 14.015 km, new tarmac, on rain still slippery • 8-2 Brünnchen, 14.179 km • 8-3 • 8-4 Eiskurve, on rain slippery as ice • 8-5 9: Pflanzgarten • 9-1 Pflanzgarten, 15.355 km, entry on rain very slippery • 9-2 • 9-3 • 9-4 new tarmac • 9-5 10: Schwalbenschwanz, Galgenkopf, Döttinger Höhe • 10-1 • 10-2 • 10-3 Schwalbenschwanz, 16.635 km • 10-4 Galgenkopf, 16.887 km, entry and exit on rain slippery like soap • 10-5 Döttinger Höhe, 17.250 km 11: Döttinger Höhe, Antoniusbuche, Tiergarten and Hohenrain • 11-1 Antoniusbuche, 19.456 km • 11-2 Tiergarten, 19.788 km, good grip • 11-3 Hohenrain, 20.235 km • 11-4 • 11-5 If somebody has more informations please post or PM me. I'm trying to create a Nordschleife-tarmac map.
Here is what the Transfers panel looks like. I SHOULD be uploading to everyone but I don't have it yet so it is slow until I get it.
I had a look at the new version and at least I can say the normals maps work somehow... There seems to be an orientation problem. The shaded side faces the direction of the sun. You have to rotate (flip canvas horizontal) the sphere on the normal map (blue to the right, pink to the left, green stays on top). Sun from the right Sun from the left The problem with the hdr profile is a very high gamma. I had to use this because the tree textures are war to dark. They are so much darkened that a lot of color information is lost. Some areas are almost black. No hdr profile can fix this. We need the original textures and "readjust" them again. Some of the trees have a very strong specular reflection (the white stuff on the leafs). This should be removed from the tree texture and should go into the spec map. In an ideal (sim)world a tree texture should have no effects from direct sunlight on it (cloudy conditions). All information about the shape goes into the normal map. All information about the influence of direct sunlight goes into the spec map.
Is it not possible for you Tosch to edit the trees for Pleclair? His monitor issues seem to be part of this headache and if you have to mess up your HDR profile to fix it we are working backwards.
Hmmm, I didn't even noticed the shading thing. Thanks for calling it off! I will be fixing that! Any idea why this is so? I applied the sphere as you initially told me, but why do we have to invert it for nord? Is it coming from the tree geometry itself? On the texture too dark thing, I think I'll be able to make better textures. It might have been my understanding of how diffuse/spec works. I initially had no clue, I'm now starting to get it better. I have done some quick test on a particular grass, grvl_dirt, and after 2 try, I can say you should all be pleased once I apply this to all grasses and trees At least, it should be quite a bit better than it was. To remove highlights from leaves, is there anything better than the level adjustment layer?
Here is what the grass looks at 1pm: This looks like spot on for me... any suggestions before I apply this to everything else?
We have so many folks offering hosting capabilities here, so an ftp / sftp upload for you pointing to a read-only btsync share would be the perfect solution. I'd help with seeding, but I cannot offer any company servers for obvious reasons; maybe we can talk to ISI if they're interesting in helping with seeding this brilliant work of art. All the best, Uwe EDIT: Just added your 97f secret, so far d/l speed is looking good at around 300kb/sec, the share's already uploading @65kb. Should be ok I guess! Thanks for helping with conducting this "experiment"!
This is at 5 pm. But i think this is more rF2 problem(implementation of HDR or problem of new lightning code added to rF2 or whatever) . On many tracks even at 2 pm the scene look like has some "dawn effect", like it is missing white tone of normal bright sunny day. It is not so obvious, but you can definitely see presence of this almost every time of the day.
I think 1pm on a sunny day all of this looks too dark. This is what think of when you say sunny day, 1pm grass. I don't think HDR profiles go far enough in realizing it. It is usually why iRacing looks better then other games. The sun IS bright.
Zeos try those HDR profiles: View attachment 10544 View attachment 10545 Universal is less bright but works well with cockpits. Bright3 is very bright but cockpits make it look even brighter (still not entirely fixed cockpits exaggereting HDR) so try it and see for yourself.
The image you linked is really nice, and really what is HDR all about, but I think it is too far for a game to look like. However, after seeing your image, I realize the grass could be a tad more saturated, and here how it looks now. Pretty decent actually, what do you think?
Here is a screen I posted before. I swapped the Essington trees with 4 recolored Nordschleife trees (my spring setting ). Here is what they look like in Photoshop... ...and one of the original trees (top left)
I'd not get too hung up on these colors just yet because rF2 itself is problematic with the lighting, so whatever is changed now will have to be changed sometime in the future when the game (lighting and shading, HDR off and on) is adjusted to look proper.
Yes, be careful that the cockpits don't look too bright -- I find that with the roll cage in the "B" model in the Endurance X mod...