CIRCUIT D'ALBÍ v1.6

Discussion in 'Locations' started by Corti, Sep 30, 2017.

  1. Corti

    Corti Registered

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    Albi 2006 v1.6 by Juergen Byg, ~IsR~Corti, Senormen & Digga
    Hello everyone, this is a conversion of the rFactor version of the Albi Circuit. First of all, many thanks to Neel Jani (NeelJ) for his rFactor conversion and the permission to bring this track into rFactor 2. Many thanks also to Rainmaker who point me into the right direction to get permission for the conversion. Thanks to Senormen for keeping patient with me and guiding me during the conversion. Spaskis and McNolo for tips and their video tutorials, Digga for a lot of mesh & texture reworking and JuergenBy for the effort and time he has dedicated to the conversion of this circuit. Do not blame me for bugs, this is one of my very first serious conversion projetc, wich i want to share with the community.

    Credits:
    Many thanks to...
    ISI/S397 for rFactor 2 and for some "borrowed" textures and objects
    Neel Jani (NeelJ) for the permission and the original rFactor1 version
    Rainmaker, Spaskis and McNolo for some very helpful tips
    Senormen for keeping patient with me and guiding me during the conversion with endless help & tips
    Digga for a real big job done, reworking meshes & textures and new AIW`s
    JuergenBY for texture editing, texture creating, objects editing, loading screens and much more

    CHANGELOG:
    v1.6:

    - Partially new Tarmac. Sorry Guys, there where a lot of holes around the track, but because of corona the track owner cant effort the best tarmac for the repair. Especially in the braking zone of "Virage du Parc" are some potholes allready there... ;-)
    - Track Limits and AI Pathes fixed (Thanks Schumi)
    - Problem with wrong assigned Pitboxes fixed (Thanks Digga)
    - ClipPlanes for Rearview increased (avoiding Objects disappearing in Mirror)
    - New Grass Texture
    - Pitlane Texture fixed and some UVW fixes (Thanks Digga)
    - New Cam`s (Thanks to a friend)
    - Because of corona, for the practice session are spectator not allowed from now.

    This is the last update for Albi from my side. That Project is now handed over to Digga.
    v1.51:

    - minor changes. uploaded the package (1.50) including one wrong file...
    v1.5:
    - New Startlights for Practice & Qualify
    - TV Screens reactivated
    - Some Textures renewed/reworked
    - New AIW`s with fuel calculated
    - Crowds re-arranged by Sessions
    - Some new Objects added
    - Postprocessing to Cam Files added
    - Second Pitexit Light added
    v1.4:
    - Braking Signs and DRS Signs fixed
    - TV Heli removed from Practice
    - Startlight Textures edited
    - Night Lights (Statlights) Omni Intensity increased

    v1.3:

    - Missing stripes s/f and pitlane (Esse & No Chicane) fixed
    - Pitlane width expanded
    v1.2:
    - Cams (Esse & No Chicane) revisited
    - IBP reflection updated
    - Night Lights Omni edited
    - some objects position fixed
    v1.1:
    - wrong scn files fixed
    v1.0.09:
    - final drs activation fix (hopefully...)
    - crowds night lightning issue fixed
    - a couple of new night light omnis
    - restaurant outdoor night lightning added
    - tv screens and tv trucks added
    - new crowd & food area (Ligne Droite du Rajol)
    - new track lights
    - a couple of trees from the tree walls removed (TIMBER!!!) for better sight to outside objects
    - infield (runway) area is now separated from the track by armco`s and tire walls (to replace the temp coll walls)
    - animated rescue worker added
    - some wrong orientated textures fixed
    - new marshall hut`s added
    - rain shader added
    - a lot of more changes and objects added i cant remember :p
    v1.0.05:
    - new track lights (no more portable)
    - couple of red trees removed (for better view to the restaurant)
    - lod improvement
    - some textures resized
    - brake distance signs fixed (lightning issue)
    - drs activating point moved (s/f)
    - new ipb (global) reflection added
    - night light omni intensity increased
    v1.0:
    - flickering on the bridge (two small albi logo`s) fixed
    - flickering on start bridge logo fixed
    - some new buildings added
    - individual folder for setup and settings for each layout
    - missing grid marker for full grid (48) added, new AIW`s by Digga
    - new windsock by Digga
    - some texture changes and lod fixes
    v0.99.07:
    - ground object fixed (disappeared in wet conditions)
    - skids for chicane object revised
    - night lightning for food bar added
    - new nightlight glow`s
    - Airport tower inside lights added
    - More runway lights added
    v0.99.05:
    - Yellow Flag Bug fixed
    - some new objects added
    - fast rolling start issue fixed
    v0.99.02:
    - Portablelights & Glows reworked
    v0.95.02 - 0.99.01:
    - new AIW
    - even more DX11 fixes...
    - shader fixed
    - shadows fixed
    - new trees
    - new grass texture
    - some texture edits/reworks
    - some objects replaced
    - new skybox texture
    - Albi No Chicane layout added
    - broken mesh in t2 fixed
    - new texture for night lights
    - some more lod issues fixed
    - Layout Esse Francois Flad added
    - DRS zones added to all 3 layouts
    v0.85.00 - v0.95.01:
    - base conversion
    - a lot of tetxure fixes to get the track DX11 compatible
    - realroad added
    - lod issues fixed (mostly)

    Cya on track!

    P.S.S.: for further information and more rFactor 2 downloads visit the ISR website:

    regards, Corti. ;)
     
    Last edited: Mar 4, 2021
  2. Mauro

    Mauro Registered

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    tryed watching AI
    good work :)

    some screens (dx11 no post effects)
    can you check curbs' reflections/lights? (see second screen)

    EDIT: old screens removed
     
    Last edited: Oct 19, 2017
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  3. Corti

    Corti Registered

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    yes, I was working with the mirror problem. Packing the corrected version.
     
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  4. Corti

    Corti Registered

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    new version avaliable, download link in the first post.
    - fix reflections of some objects in the mirrors

    As for pp and dx11, I'm going to need help :rolleyes:
     
    Last edited: Sep 30, 2017
  5. Mauro

    Mauro Registered

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    Last edited: Oct 9, 2017
  6. Corti

    Corti Registered

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    I might have to add "WIP" to the title of the post. :rolleyes:
    Too much enthusiasm to share my work with all of you. I can assure you that I am not so fast on the track. :D

    They tell me about another fault, this time in AIW file, the position of the cars on the grid. There is only one starting point, I will try to solve it as soon as possible. I apologize. :(
     

    Attached Files:

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  7. Juergen-BY

    Juergen-BY Registered

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    Well, just do it ;) (Thread Tools)
     
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  8. juanchioooo

    juanchioooo Registered

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    buen trabajo maestro
     
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  9. Corti

    Corti Registered

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    New version avaliable. Download link in the first post.

    Changelog v.085:
    - Several problems with the reflections, solved.
    - Texture retouching.
    - Small changes in AIW file.
    - Added New start semaphores.

    Many thanks to Juergen By for helping me improve the track ;), Senormen for patience with me :( and SmellySkidmark for helping me with the AIW. (I would like to create a new AIW and also the CAM file) :rolleyes:
     
    Last edited: Oct 9, 2017
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  10. Mauro

    Mauro Registered

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    good improvements :)

    EDIT: old screens removed
     
    Last edited: Oct 19, 2017
  11. senormen

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    . . . excuse me ? :eek:
     
  12. Corti

    Corti Registered

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    I'm sorry, it's a bad translation. I should say: for your patience with me :(
     
  13. senormen

    senormen Registered

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    hahahahahaha . . . i guessed ;)
     
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  14. Mydriaz

    Mydriaz Registered

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    Looks better :)
    Thank you !
     
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  15. Corti

    Corti Registered

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    New version avaliable, download link in the first post.
    Hello everyone, in the first post you have the link of the current version of Albi, I think the changes have been remarkable. We were touring the forests of other tracks to bring new seeds, new textures, objects, and some other failure. Little by little we are learning more things and improving the work. as we have superhuman powers we also change the horizon.

    I especially want to thank Juergen Byg all the time he has dedicated to the conversion of this circuit, he should be ahead in the credits. If you like the result he is the person to whom you have to thank him. Thank you very much, my friend, see you next time.
     
    Last edited: Oct 19, 2017
  16. Juergen-BY

    Juergen-BY Registered

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    What??? I just did a few clicks here and there... :p
     
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  17. Mauro

    Mauro Registered

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    good improvement.
    congratulations for your work

    P.S and i like that this track haven't road mesh problems - usual problem with rf1's conversions -
    (ex. watkins glen has terrible road mesh = lot of ffb problems)

    some v.0.95 screens:

    EDIT removed old screens
     
    Last edited: Nov 15, 2017
  18. Corti

    Corti Registered

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    new update avaliable, download link in the first post.
    regards & thx
     
  19. Mauro

    Mauro Registered

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    better and better :)

    and now we have no chicane layout!
    very fun with historic cars, that remember me Gpl's times.

    road mesh are very good (usually rf1's conversions has problems)

    congrats
     
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  20. Corti

    Corti Registered

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    Maya is all new, ready to apply RealRoad. Thanks to the McNolo tutorials
     
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