Thanks for testing MarcG Can't find the problem with the trees. All trees are set to 99.9% vertex alpha Progress report Fixed the z-fighting tree last turn Fixed z-fighting on small hut (last turn) made the uvw mapping of the cube map on the windows smaller and reduced the reflectiveness Lowered the lip around the track on the corners and race line. (still testing but seems positive ATM) Redbull tents now cast a shadow. Retextured the railing on the G stand
Wonderful. Will be perfect soon. If the AIW is still a problem after addressing any physical issues with the track, there are people likely to volunteer to help with it, given the amazing quality of this track. Bring on VIR!
First post updated Hope you enjoy mediafire: http://www.mediafire.com/download/4d9d7uxun9ozwde/Barbagallo_v1.rfcmp steam: http://steamcommunity.com/sharedfiles/filedetails/?id=768933002 v1.0 Fixed the z-fighting tree last turn Fixed z-fighting on small hut (last turn) made the uvw mapping of the cube map on the windows smaller and reduced the reflectiveness Lowered the lip around the track on the corners and race line. Redbull tents now cast a shadow. Re-textured the railing on the G stand new cam file replaced some trees
Great work. Just had two fun races here. Makes me laugh all the talk about rf2 modding being practically dead. I've got more cars and tracks than I know what to do with. Thanks to all modders.
Great improvements to this gorgeous track. The only two obvious problems left are the trees (transparency issues...have you asked ISI or another expert how to fix this?) and the excessive aliasing on all the white surfaces, particularly the painted lines on the track. I believe that is an albedo setting, but could be transparency related as well. Very common problem with modded or converted tracks. Thanks so much for fixing the z-fighting! All the distractions are gone now
Funniest thing is that rF2 is usually bashed for the lack of quality tracks, but I think I have good tracks more than I have time to learn well and library is just improving all the time! In my opinion rF2 lacks more both visually (and physics wise, too) up to date cars with full series grids. But thank you for this awesome track!
I don't really understand what your saying here so maybe a picture explanation I'll understand better. As I don't see anything obvious to me in game. The tree billboards are set to 99.9% vertex alpha the gum tree textures are from ISI The only thing I can think is some of the gum tree textures have the trees in early bloom which is the light areas in the tree leaves. View attachment 20848
The tree billboards are set to 99.9% vertex alpha the gum tree textures are from ISI The only thing I can think is some of the gum tree textures have the trees in early bloom which is the light areas in the tree leaves. Hi Nibiru, May I ask where the gum trees come from? Mike
The Earth was formed from stardust... the gum trees including. Hallo Nibiru, The racetrack is a great work, thank you very much for your commitment. Best regards
I was just referring to the trees transparency issues already talked about earlier in the thread. If the trees are supposed to look like they have a haze around them, then sorry. Do you see the white painted lines aliasing issue?
xFactorracing.com has a server with Barbagallo v1.0 combined with MAK Corp IFS3 v0.9 mod. A fun combination. Visit http://xfactorracing.com/for more info...
First post updated V2 DX11 ready I hope I only have mediafire link ATM @Marcel Offermans I tried to update Steam workshop but the SteamCMD keeps giving me an error uploading content...ERROR! Failed to update workshop item (Limit Exceeded).
It's late for me now but yes that was the first thing I checked. I do have all my workshop items saved and all I did was change version number and what to look for. Tried multiple times even creating a new one. Ill give it another try tomorrow after work
The preview image size must of changed since I last upload to STEAM reduced the size and success. Update now available from STEAM
Great track m8! Thank you for your time and effort. I look forward to seeing it in the new dx11 build