[REL] Highlands Motorsport Park V1.0

Discussion in 'Locations' started by Drathuu, Jan 3, 2016.

  1. Drathuu

    Drathuu Registered

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    Highlands Motorsport Park v1.0 - (C) David Neighbour 2014 (Drathuu) - Updated from 0.98b
    All 5 Track Variations - including Motokhana curcuit

    Steam Workshop Version - (Clicky link download and auto updates)

    http://steamcommunity.com/sharedfiles/filedetails/?id=591500875

    Non Steam DOWNLOAD LINKS
    Megaupload - https://mega.nz/#!OgIlFJiA!3HM_ntxYe4WxpstTMAWw-tbg8mH1cSfS2oCXwGwfPcA
    Mediafire - http://www.mediafire.com/download/hrcoyrclpbvg3sd/HighlandsMSP_1.00.rfcmp

    Minor Updates Since 98b -
    Added object Reflections so replays look better and wet road reflects (The reflection plans arent correct though), so more for car reflections
    Updated the pine trees to better textures
    Updated the AIW to avoid some of the pit exit slowdowns (And hence rear enders) with AI.
    Updated the AIW with some faster lines on some track variants.

    Still to do

    Create Grass bits tuft.. To put along walls randomly as if growing up at points hard to mow.
    Add variation of GT curcuit with DRS Zones as per request - Should be sooner rather than later.

    Create Tree objects (Vary tones slightly on textures)
    Add RR to ripple strips
    Create pit lane objects (Fill it up). – Looks empty. Fuel Tanks, Fire extinguishers – low LOD.
    Create crowd
    Review all LOD's..
    Fix reflections on bridge (plane for reflections)
    Re-Optimise Terrain Mesh.. (added more polys than needed)

    Known issues
    -------------
    Cube map windows not working perfectly
    CAMERAS - are default placeholders and are the same for all tracks (BAD).. these need to be done completely.
    Cromwell town has default placeholder buildings.

    Thanks
    ------
    Highlands Motorsport park team - Mike Sentch, Kynan Yu
    Luc van Camp, help with roadshader being applied to non racesurface_ objects
    Spaskis (for original conversion tutorial) learnt a lot from this - More than alot
    Radar - 3ds help and some guidance - & Server hosting
    Pudlea - for initial testing and feedback - & Server Admin
    Cooked Unit - 3ds help
    Racefactor members (www.racefactor.com.au) - For cutting laps and pointing out all the issues Your so kind
    Andy - For hosting a 3rd download link in initial thread... 2 working above now.
    Inside Sim Racing - For the kudos and including the track in your reviews.
    Tosch - For the HDR Profile looks fantastic.. Its included in this release. (you should be able to select it).

    View attachment 18935

     
    Last edited by a moderator: Jan 3, 2016
  2. Quic Vic

    Quic Vic Registered

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    Thanks!
     
  3. Nibiru

    Nibiru Registered

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    thanks....looks great and fun to drive
     
  4. Justy

    Justy Registered

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    Thankyou! :)
     
  5. Euskotracks

    Euskotracks Registered

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    Thanks a lot Drathuu. Just one correction: The correct nickname is Spaskis not Spakkis. Cheers!

    Enviado desde mi GT-I9505 mediante Tapatalk
     
  6. MaD_King

    MaD_King Registered

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    Thank you.
     
  7. Mydriaz

    Mydriaz Registered

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    Thank you :cool: !
     
  8. kimikaze

    kimikaze Registered

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    Nice update thnx
     
  9. Drathuu

    Drathuu Registered

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    Thanks - Fixed
     
  10. Hazi

    Hazi Registered

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    Thanks
     
  11. hexagramme

    hexagramme Registered

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    Thank you very much!


    Sent from my iPhone using Tapatalk
     
  12. sg333

    sg333 Registered

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    Thank you! :)
     
  13. DurgeDriven

    DurgeDriven Banned

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    Thnak you , great job.
     
  14. yoss

    yoss Registered

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    TY , very great track
     
  15. Tosch

    Tosch Registered

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    Excellent track David! Thank you very much.
     
  16. hexagramme

    hexagramme Registered

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    This track really provides some great racing.
    Great job. :)

    One comment about the AIW:
    It seems to me as if the AI loses a bit too much time when on the block path, especially in the chicanes.
    I could fake a passing attempt to make the AI in front of me switch to the block path right before a chicane, and then fly past, AI car almost stationary.
    I think maybe some parts of the block path are too extreme. Just a hunch though.

    Also I think there is a 180 degree corner (the cambered one about halfway around the long layout) where the AI moves to defend in the braking zone.
    This isn't ideal either.

    Otherwise, like I said, great job! :)
     
    Last edited by a moderator: Jan 4, 2016
  17. Roger51

    Roger51 Registered

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    Awesome! Thanks so much :)
     
  18. Nitrometh

    Nitrometh Registered

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    Does I have to copy the hdr file into the track folder in the settings folder? Or is switchable hdr still available? Damn....I really should spend more time to rf2. Thanks for the fantastic track.

    Gesendet von meinem GT-I9301I mit Tapatalk
     
  19. oldman

    oldman Registered

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    Thank you.:)
     
  20. bears

    bears Registered

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    nice track thank you
     

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