70sGlen 0.8 by motorfx http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=4450 and nogrip this is another track thats been adapted for rf2, with quite a lot of remoddling, roads etc. still not quite finished, (waiting for some fixes to my modding tools) so again reflections not set up and other items still to sort.. it still looks good in the rain, but as its been fun racing around on it with the historics now and then ..I thought you might like to have another couple of layouts to test out .. this has working animated marshals . . although HDR profiles not set up it it will work with HDR turned on..
This could be usefull with 70's cars. would be great if someone can update this track reworking road mesh (and textures). http://www.nogripracing.com/details.php?filenr=36674 Motorfx, author, give full permission (mentioning original credits) Edit: we have an alternative steam version, but it needs too road mesh update
coming up on 70 years of the Glen . . . there was a GPL/rF1 version of a long 1948 road course that went thru the town . . . nah, that would be just too much fun.
I remember very well moe, great crazy track it would be nice to have a 1950-1970 layout. The only sim with that version was gpl. No other release for modern sims Edit: about old glen f1's gp, good documentation http://www.dailymail.co.uk/sport/fo...-tracks-Watkins-Glen-Traditional-home-GP.html
If toebee's conversion of Riverside goes well, maybe Lilski's ongoing Watkins Glen project can be ported.
The early Watkins48 managed to get into a number of different Sims, i worked on this RF1 version many years ago but there was too much work even to bring it upto RF1 standards.I drove it today and remembered why i didnt bother. original gtr²/GTLegends-Conversion by LkwFan
Mauro, i worked on this track many times over many years, the final update was for the RF1 65 Mod.My list of updates included: renewed all tree textures added period bleechers recreated period logos changed pit textures and logos correct black and white rumbles changed to white track markings 65usgp track markings some building changes corrected trackside normals bias corrections changed lighting which was based on the version you show above.
Great, i didn't know that Any chance of a future rf2's conversion? It could be nice with 1967 ferrari 312 (and upcoming f1 1967 legends racing)
working hard on the TCL cars at the moment, adjusting them to Albedo levels and a couple of other fixes.There is a lot of cars to do i am about half way through them. They have been released on the TCL thread here, being managed by Nibiru. Mauro if you want to start on Watkins like we did on BUENOSAIRES79 i will send you the track. Postipate thank you for fine remark, appreciated considering what you have taken on.
thanks philrob but, as i said, i'm ignorant of modding and i think i'm not able to make conversion from rf1 to rf2. with buenos aires, it was already a rf2's beta track. i only used gjed and tryed to update very simple things. P.S. anyway if you want, you can try to send me track. i have to download 3dsimed and try to study that. but I don't guarantee results
Mauro, i thought you had improved the road in BUENOSAIRES79 before i updated it, sorry. I have not looked at the road surface in Watkins but can only assume it is not of high enough standards for RF2, when Ken(motorfx) and I worked on these early tracks they were fine for RF1, but often in RF2 become very bumpy and undriveable. I will take a look when i can and see what i think.Postipate many thanks for the offer of help it will probably be needed haha.
There is Lidar for the original circuit in the same data I am building a modern Watkins with for AC. The public roads are unchanged and that original version from GPL is not very accurate.
for poor road surface this TDF's strings can help? To make a modder’s life easier, values can now be declared globally in the TDF file to reduce some of the trial-and-error process. These values can then be assigned to the various feedback instances, as shown in the example below: [TRACKVARS] RoadDryGrip=1.00 RoadWetGrip=0.85 RoadDustGrip=0.90 RoadBumpAmp=0.001 RoadBumpLen=3.0 MiscBumpAmp=0.07 // Roads [FEEDBACK] BumpAmp=RoadBumpAmp BumpWavelen=RoadBumpLen OnTop=-0.008 Lastly, if you feel you had to make a compromise on physical accuracy when add ing Decals, there is an option to undo the damage. For instance, if a painted road line had to be placed 10 mm above the racing surface for flickering reasons, you could add the following to the line’s TDF entry, effectively making the physical line feel like 0.010 + (-0.008) = 0.002m on top of the racing surface: OnTop=-0.008
Fixing low poly tracks is not hard but you can't do it in 3dsimed. Also I have plans to graft in the pre 69 Watkins into my AC Watkins at some point. I have a 1957 aerial as well as some on-board videos. And I have never been opposed of my tracks going to rF2 as long as it is done properly.