Targa Florio WIP

Discussion in 'Locations' started by 6e66o, Oct 1, 2012.

  1. Bart S

    Bart S Member

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    I did a fairly clean run on v0.28 for you guys to enjoy, it is in VR and full manual with the sound of my buttkickers overplayed.
     
  2. Moe Faster

    Moe Faster Registered

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    I don't know what to say to you guys . . . my wife wants to "drive" this track
    I mean really. . . my wife wants to "drive" this track !
    (she says it's beautiful . . . I agree . . . but not because I have to, you understand)
     
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  3. pferreirag60

    pferreirag60 Registered

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    I have to say, since i found your conversion for rfactor2, i race 90% of my time with rfactor2 using your track, with all type of cars, but mainly old cars, and in VR, what a pleasure I have driving this track. Amazing work and thank you very much. Happy new Year!!
     
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  4. AlexHeuskat

    AlexHeuskat Registered

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    Very good mod, it's very fun.
    If you could make all the trees not ghost, like all the object near the road, and if you can add PBR shading for the road and vegetation. And if you can make a good AIW, they crash many times.
    Maybe you can open a Patreon, and we can donate per month to give you motivation, cause the work is very long.
     
    Last edited: Jan 2, 2021
  5. maximus1971

    maximus1971 Registered

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  6. Xzanman

    Xzanman Registered

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    Not tried this track for a few months.
    After installing the latest version all i can say is WOW!
    only drove part of the track,but what amazing progress has been made.looks fantastic and drives great too i cant wait to try a full lap.
    Thanks to all involved in this creation.you guys are true artist !
     
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  7. isamu

    isamu Registered

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    Can't wait to drive this wonderful track! :cool:
     
  8. Chris Lesperance

    Chris Lesperance Registered

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    I'm getting an error with v .29

    Anybody else getting it?
    Capture.PNG
     
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  9. Xzanman

    Xzanman Registered

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    First time I tried 0.29,it was ok but I am now getting this error must be something to do with Rfactor 2 update
     

    Attached Files:

  10. Corti

    Corti Registered

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    all correct here (Classic UI)
     
  11. Xzanman

    Xzanman Registered

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    I am using the new UI...
    why does it make so many problems,where there was none??
     
  12. Vanisch

    Vanisch Registered

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    All correct here in all Versions with the new ui.
     
  13. svictor

    svictor Registered

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    Thanks for reporting, I'm also getting this error since rf2 update from last night (with new UI). I'll try to fix it asap.
     
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  14. svictor

    svictor Registered

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    20210108182330_1.jpg
    Hello,

    New Version 0.30 is here.

    Link 1(thanks to Corti): http://www.internationalsimracing.com/forum/index.php?topic=2795
    Link 2(thanks to maximus1971): https://www.mediafire.com/file/zbwn21m48b0gs80/Targa_Florio_v0.30.rfcmp/file


    Changelog:

    v0.30 (2021-01-08)
    - Fixed one missing texture.
    - Added new rally stage sign boards (start & finish).
    - Moved a camera man away from middle of road.
    v0.29 (2020-12-30)
    - Added PIT exit sign board. (If playing rally stage, please wait until this "PIT CLOSED" sign board disappear, then click RACE/DRIVE button to exit garage, otherwise may get penalty for exit pit under red light.)
    - Added hundred of night lights and illumination.
    - Adjusted start timing position for rally stages, in order to fix rare wrong timing issue.
    - Fixed AI that taking wrong route at Rally Stage 4.
    - Added hundreds of bump map textures to road materials.
    - Up-scaled many textures to higher resolution, various color tweaking to improve overall view.
    - Corrected most of floating & popping objects (LOD) for cockpit view at forward direction.
    - Fixed ClipPlanes values.
    - Fixed visibility issue of some objects.
    - Adjusted VisGroups for many objects.

    v0.28 (2020-12-18)
    - New 4 rally stages, all pits&garages&grids are set at same location. (Do not click RACE button until the start of session timer begins to countdown, otherwise will receive penalty. AI currently does not work at Stage 4, other Stages are ok.)
    - New 3D grass, enabled by setting "Circuit Detail" to FULL (lower "Circuit Detail" to disable).
    - New set of Loading Screens & Icons (thanks to the track map created by John Bradley).
    - Added some ambient sounds.
    - Adjusted terrain feedback for grass and gravel.
    - Reduced cut detection.
    - Fixed horizon & various objects LOD issue.
    - Fixed some road texture UV map.
    - Fixed various objects.
    - Removed pitlane speed limit.
    - Original GPL & RF2 Credits readme.txt are now packaged inside Targa_Florio.mas

    v0.27 (2020-12-15)
    - Main 72km road surface was re-constructed with 8 square subdivision across 6-7 meter wide surface. The new surface also includes around 2% crossfall and some random height variation (about 1cm).
    (Real road is still disabled, due to several minutes long loading time and unstable performance.)
    - Re-adjusted Terrain feedback (TDF) values for the new surface, most of RoadBumpLen values are reduced accordingly.
    - Renamed track name to "Targa Florio 1967" on track list, added track icon for old UI.

    v0.26 (2020-11-24)
    - Fixed folder/mas structure, default weather is now working.
    - Added new Haze values to GDB file.
    - Road sign & stone are a little heavier now.

    v0.25 (2020-09-16)
    - Fixed a floating tree (trees589.gmt).
    - Fixed clipping signs (scilla1,scitopl,scitopr,calta7,calta1,scilla02,scitopl01,scitopr01,rosi). Most of the clipping is caused by incorrect mesh normal (recalculated with 3dsimed or other 3d software for fixing). Commented out duplicated gmt entries in SCN.
    - Erased many duplicated materials (suffix name _MU,_CR).
    - Changed most of "Alpha Blending Transparency" material to "Alpha Chroma".
    - Reverted road grip value back to original.
    - All trackside crowds and vehicles are now visible in all sessions (as also in GPL).
    - Reduced base haze value for cloudy and storm.
    - Fixed pitlane sector timing objects position (Previously was placed outside real pitlane area). Garage area was and still is the only working pitlane area.

    v0.24 (2020-09-13)
    - Fixed moveable objects that couldn't receive lights due to incorrect pivot points (thanks to senormen's solution!)
    - Adjusted one of grass diffuse texture (_GRASS_ADD.DDS) for better color/brightness transition.
    - Each MAS file now includes _batching.scn file with correct tag for easy batching process.

    v0.23 (2020-09-11)
    - fixed objects that flickering during night.
    - restored and excluded some bump textures from batching progress.

    v0.21 (2020-09-11)
    - Updated old GDB entries with new values, new geographical position. Loose objects are lighter (to avoid one KO). Old obsolete values are removed/commented out.
    - Updated TDF, reduced main road grip by 1%, increased grass grip (help cars recovering).
    - Updated all textures, corrected brightness (based on DDS files from v0.1, in order to preserve original rich color), see screenshots.
    - Updated SCN files with new values, including reflectionmapper and IBL probe. Old obsolete values are removed/commented out.
    - Updated all Tree shaders to T1 no shadow, so they don't recieve shadows (to avoid bad looking shadow on X board tree model).
    - Updated new haze value to eliminate white horizon effect, make sure you select default weather, or remove old TARGA_FLORIOs.wet inside "UserData\player\Settings\Targa_Florio" folder.
    - Both GPL & RF2 readme.txt is packaged inside Targa_Florio_Regular_Grid.mas.
     
    Last edited: Jan 12, 2021
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  15. DaVeX

    DaVeX Registered

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    I don't know if those can work with rF2 version of Targa Florio but probably worth a look: Targa Florio Pacenotes
    Probably even if not working can help placing rally stage sign boards on the track.
    Also about rally boards positions: https://slideplayer.com/slide/14413597/

    @svictor Can I suggest to change the concrete pillars (black and white ones on the pic) with hay bales?
    Would be more realistic and fitting the era (since those are widely used here and more easy to install due the rural area)
     
    Last edited: Jan 8, 2021
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  16. Raven80

    Raven80 Registered

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  17. svictor

    svictor Registered

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    New progress, successfully moved pit serving area to the real location at grandstand:
    365960_20210110143410_1.jpg

    And it is now possible to serve penalty right way without driving a whole lap (ex. exiting pit under red light by accident):
    365960_20210110143553_1.jpg

    Haybale also added as requested:
    365960_20210110143800_1.jpg
     
  18. DaVeX

    DaVeX Registered

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    wonderful work!
    Love your attention to details!
     
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  19. rd.king

    rd.king Registered

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    Am I correct in the assumption that the shaking in the cockpit view
    has something to do with the size of the track layout.
    Is there anyway to reduce it.
    In AC there was a mod to overcome this on very large track maps.
    Great update thanks.
     
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  20. davehenrie

    davehenrie Registered

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    Been using v.30 for the last couple of days with no noticable shaking. The lighter grey pavement has a-lot more cracks in the surface which transmits small jolts thru my wheel, but the cockpit is not shaking.(flat screen, not VR) The larger tracks consume a huge amount of Vram, what kind of video card do you have and how much vram is built in?
     
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