I have been wondering why there was no 79 version of long beach around so i decided and converted one from rfactor 1 myself And yes the track is capable of full wet racing with full reflections //// Original CREDITS: Shuttle: modelling, misc; Motorfx: modelling, textures, AIW, misc; Zero-G: modelling, textures, misc; RSimioni: Research material, AIW, trackside cameras. All the tracks in this pack have been either created or extensively modified from their original form by GPC. LONG BEACH 79 v2.0 - original track created by GPC and Tony X; --Changelog from previous version: -Moved pitlane from Shoreline Drive to Ocean Boulevard to match actual 79 layout; -Updated textures and objects; -Adjusted AIW. Rfactor 2 Conversion: EmperorOfFinland I have permissions for doing this as permissions were given to rfactor 2 community if you mention the original authors and credit them for the track. https://steamcommunity.com/sharedfiles/filedetails/?id=2499553903 Here is the 0.80 version so enjoy it for now
So basically there is this one problem i cant figure out myself. why the IBL/PBR groove texture is rotated 90 degrees to the wrong way (Texture is on testing mode, it will apply itself on the racingline as expected outside of this) This and the AI to be fixed and i think the track is ready for a release
Do we have the Longbeach AFTER this? the one that zig zaged to the right after the main straight instead of left and circling around the Dolphin water fountain...
There was a version (the '98 version) made for rF1 but to my knowledge it has not been converted. It's too bad as I like it better than the modern layout. The layouts from the mid-80s to early-90s are best forgotten about!
Thease shaders are IBL/PBR so the racegroove.dds is not the file that is being used, i could not use the older real road shader as the track was excessively shiny like keimola is. so i decided to use the newer shaders. ie if i rotate the texture it looks even worse compared to that and my guess is that since the original models dont have a UV mapping for the seperate groove what you need to have on the new materials and shaders i would have to import the whole thing to blender and make a new UV mappinglevel in blender and edit that. I could revert the shaders back when needed but i need to figure out the excessive shininess on the track itself then.
I could possibly rotate the UV map that i made the track pieces to have by 90 degs on 3dsimed3 but how that is done? does anyone know? IE what to do on this box Switching X and Y axis, and scaling X by -1 will rotate the texture 90 degrees clockwise. Switching X and Y axis, and scaling Y by -1 will rotate the texture 90 degrees counter-clockwise. Scaling X and Y by -1 will flip the image vertically. So basically i need to do this?
Okay i prettymuch figured out everything by now so i can release it out. i will update the AI when i can, in about 1-4 weeks https://steamcommunity.com/sharedfiles/filedetails/?id=2499553903 Enjoy it for now Version 0.80 Is a conversion of the Track to Rfactor 2. Enchances the textures and updates them to more modern standards, Adds IBL/PBR shaders for the track and Is the first public release of the track, The AI will be improved in couple weeks when im cleared to drive again on my simrig after simracingrelated injury So for 0.81 i will atleast redo the AIW file when im able to and i will add some cornerworkers for the track too i will probably reuse some of the existing ones i used on keimola but with different textures
I also need to buy substance designer to create the puddlemap and other stuff for the track. but if someone is able to do the puddlemap and the file for the track itself. it for me as i cant do it before next month. ie the track_main_rdt File so i can slap it in and make it have that. Ie the prebaked Groove/Marble Dust/Marbles/Rainpuddles map
Ah. OK. Never mind then. You are at least 5 light years ahead of me. The track looks really good. Just by chance I had time set to 5pm when I went to the track and the sun was on the horizon. A bit early for sunset I think. Setting the race date ( April 8 ) and the lat/long ( 33, -118 ) in the GDB might help. ( Just for reference: https://f1.fandom.com/wiki/1979_United_States_Grand_Prix_West )
Well. i have the substance designer now. but the only question is how to bake the needed map for it i set up the rest of the stuff but for somereason it does not allow me to bake the map itself ie how its managed in here. https://docs.studio-397.com/develop...-guide-in-rfactor2/pbr-using-road-curb-shader I simply cant add the generated masks to the file itself and generate the needed RDT file for the track. does anyone know how to do it?
Okay 0.83 has been released the AIW file has been fixed and finally the ai should not hit the walls as much, i also gave a blocking line for the AI so they know how to block
0.85 has been released, i fixed a blocking line AI issue and redid the roadmesh on the track. so now the track should feel considerably smoother on everywhere, as i dont know optimal way of adding bumps to it i will simply keep it as that like now until i know how to do that. It should be infinitely more driveable than old mesh
I loved this track in RF1, but any track that seems good is around 450 MB plus and right now at 74.024 MB, well its missing out on somethings. You need to chat with the heavy hitters to see where huge improvements need be made. Am grateful that you are trying. Practice make perfect. Just an observation.