Hello guys. Why Aida? My old favorite track. This WIP is my learn convert from rF1 to rF2 (it's very simple). I want walk all stages converts step by step: from easy to hard. Author: piro Convert: DA Aida version 0.2 Download: Aida_0.2.rfcmp - 94.3 MB I'm waiting for feedback on bugs/optimization/new objects! Screenshots: Special respect: Luc Van Camp, Jka and MJP for helpful advice and help! What is new? - Full original track with AIW, Cams. - Ready for tests or online races. - RealRoad - Loading and image graphic - Update road/grass/gravel textures - Update some AD banners - Add Yokohama board in turn 1 - Speedlimit 80 kph - Remove garage gates Plan on 0.3 or high: - Correct AIW path. - Some optimisation. - Add new objects, marshals. - Add new textures. Known issues: - Problem with some gmt models (screenshot). When: Although the work is not so much difficult for me to understand and translate from English into Russian. Much time is spent on translation of textbooks. Arhive versions Aida: Aida_0.2.rfcmp - 94.3 MB Aida_0.1.rfcmp - 30.2 MB
Hello, marvelharvey. Maybe in future version you can find some bugs or glitches and report me. Now it's look normal (for my newbie level lol). Also i can't find good resolution pictures (need HD quality pictures) from Pacific Grand Prix 1994 or 1995 for loading/track files. I will be glad if you can help me for this problem. Well, short progress report from version 0.2: - Set new time, sun lights - Set real road, but it's look is very deep black texture. I try find path for solve this problem. Two new screenshots:
Well ... apart from what you already said (no real road and AIW path) it's very raceable (do not found any bug for the moment. I played with ISI's BTCC and F1 RFT 2013). Very nice job ! Just keep on the black stuff Edit : 1 bug found : the speed limit area is set from the entrance of the pitlane to the ending of the white line on the track. It should be just between the two lights.
Well after set real road, all white texures convert in yellow color. I need help for try fix it. In 3D SimED it's all correct! Real Road
Could it be the RealRoad is extending well beyond the actual track? I've read somewhere that can be the effect.
Detach roads and curbs, and set only those objects as RealRoad (Deform option, RaceSurface prefix, RealRoad shader).
In 3DSimed you can use "Split Objects by Material" in the tools menue for that, after you used the filter by material options.
Regarding HD photos, the circuit is about 2 hours from my home and I might go to watch a race in May. I can take some photos and share them with you.
I'll be grateful to you if I'll be helping advice in difficult situations. As you know, I don't have experience in this matter and not everything that I do - it repeat lessons on various manuals. In any case, I will have to study 3D Max.
It's work! Thank you! Here little test fix in one sector track: Real road now are correct! @Luc Van Camp: Real Road set for track and kerbs only? P.S. I undertand logic for detach objects in the track!
Glad you got it working. ...don`t forget the lines/decals on the racesurface/track as they are sometimes additional objects and materials.
Yeah, I re-check track. Now it's ready for set clean real road for race track and curbs: P.S. Need improve my skills with Notepad++. There many things for manual replaces. P.P.S. I will try release next version in 1-2 weeks. There will be real road, normal loading files, names, fixed aiw paths. Also i don't know about DRS zones. It's need set here or no? BTW it's maybe added in version 0.3 or high.