[RELEASE] Nordschleife Tourist v1.65 beta

Discussion in 'Locations' started by pleclair, Aug 4, 2013.

  1. tjc

    tjc Registered

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    Thanks pleclair/Tosch.

    Will try this later. :)
     
  2. Denstjiro

    Denstjiro Registered

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    Woah!! 97j-1 is teh bomb man! [​IMG]

    Best version so far for me, really loving it. smooth as a baby's ass, great graphics, excellent HDR, I could not stop going around!
    [​IMG]

    This just keeps getting better and better Pleclair, hats off to you (and Tosch!) for giving us what we want most.
    The rubber is an excellent addition , makes it so much easier and I reckon many admins setting up a server in the future will really appreciate it as well.

    Thx guys!
     
  3. hoover

    hoover Registered

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    I added the j-1 patch to the btsync folder and will remove the previous release over the next couple of days.

    Uwe
     
  4. YoLolo69

    YoLolo69 Registered

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    Why keeping older releases in this shared folder Hoover? I'm currently BitSyncLoading version G and version J, as I use each time an empty folder for security reason. I just wanted the last one, J, and its update J1. Not a big deal, just asking ;)

    Edit: BTW: Discovering the PDF Guide, thanks! :)
     
    Last edited by a moderator: Nov 10, 2013
  5. hoover

    hoover Registered

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    As I said I was going to delete the old version some time... done ;)

    Uwe

    EDIT: Make sure to disable the SyncArchive folder or deleted stuff will end up in there, clogging up your HD ;)
     
  6. Kickbox

    Kickbox Registered

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    looking gread, thank you pleclair!
    What is with the "Pro Steilstrecke"?
    We can now drive from top to down.
     
  7. Andregee

    Andregee Registered

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    Is it possible that Rfactor2 runs out of Memory with the track an a full ai grid. i am using 8gb Ram and i get every time a Crash to deskop trying to start the track with 22 or more ai meanwhile 6 or 7GB of Ram are used. After joining the track, the is menu often very laggy. The Cpu is an Intel Core i7, that cannot be the reason.
     
  8. fischkopf

    fischkopf Registered

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    I run rf2 with all graphic settings on low and it is using 5gb ram with 29 ai. Try lowering your settings
     
  9. Andregee

    Andregee Registered

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    My System is fast enough to use high or Maximum settings so i donĀ“t want to use low settings, but i will try it to determine it
     
  10. pleclair

    pleclair Registered

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    Hey guys! Good morning!

    To answer the last few posts, yes, performance isnt at it's greatest at the moment. It is fully possible that you cannot run a 20+ grid with everything maxxed out. I can't either. When I did the rubber, I tried 24 and 18 and it both crashed too. At 14, it was fine. But again, it was a multi car grid, with historics, egt, t5, isi gts, etc... there are cars more demanding than others. I might have been able to run a 20+ grid with clios only. Would have to try.

    I do not optimize the track at the moment, for two main reasons. First, I believe my time at the moment is better spent moving forward with the track, and the other reason is, everything still runs fine on my system all maxxed out with reasonable grid. So it means there is still quite a bit of room before I will need to lower stuff on my end.

    If I optimize things fully now, and adds stuff to the track, when I'll hit the cap, I won't have anything to optimize no more, then I'll have to reduce details and quality. So it makes sense to me to continue this way.

    As I see it, the road alone is pretty heavy right now. It contains 32 segments instead of 128 originally. I explained a while ago why it is so. Mainly because when I fixed the bump/spec map uv channel, I had to merge all the road together, since my comp wouldnt handle an edit poly mod on such a large number of polys. When I was done, I didnt wanted to split into 128 segments only to find out my edits didnt worked out. I tried to load it in one object, but crashed. So I splitted into 32 and tried.

    So right there, we can gain quite some fps by segmenting it back to more pieces. I will do this later on.

    Same goes for LODs and Shadows, they are set pretty much at a fail safe level so you don't see any pop up no where. When this will be optimized, I guess we can expect quite a bit there too.

    So hang tight for now, run smaller grid, or lower settings with larger grid, and see what happens when I start doing these things.

    As for progress... here is what's new ;)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]


    If you need a little help spotting the changes, as there aren't many, look at the guardrails ;)

    I have worked all day yesterday on those sweet looking guardrails. Those were provided by Richard, here on the forum, a while ago. But my initial try to get them colored as the previous one were (there was only 1 kind of guardrails, nord have many different one, with darker band and lighter ones..)

    The main problem was the fact that nvidia normal map plugin and shadermap wouldnt interpret the guardrails angles right, and generate a normal map that wasn't shaping the guardrails as it should. It was Tosch who helped me figure out the shape right. After quite a few try, I managed to make my own normal map using gradient on top of a normal map generate from an high pass guardrail, so the shading didnt affected details.

    So thanks again Tosch, those guardrails wouldnt have looked nearly as good without you!
     
  11. pleclair

    pleclair Registered

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    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Here are the remaining screenshots :)
     
  12. pleclair

    pleclair Registered

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    Sorry, I forgot a close up shot, but these are 2048 guardrails, so you can get pretty close to them and still take screens ;)
     
  13. pleclair

    pleclair Registered

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    I know how you guys like screenshots, I do too :) I have almost as much fun taking screens in rf2 than I do racing it :) Getting that camera in a few unusual locations, can take very nice screenshot!

    But I keep forgetting that some of the default around car are nice too! (previous batch)

    So here are some new ones, with the Darsche from EGT Series. With a close up shot of the guardrails :)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
  14. Lenniepen

    Lenniepen Registered

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    Looks great, although the guardrail texture is an image of the backside of guardrail, not the front! :D
     
  15. UnitedRacingDesign

    UnitedRacingDesign Registered

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    2048 size? they look from the screens above really low actually. You can use lower size for this stuff on this track, just needs to be right texture.

    And you need to add road to the reflection instances becase the light is coming alot to the cars from under and it makes them look strange on reflections. Actually everything under,side and bit more outside must be in reflection instances or it wont look corectly. Check the screens with front and rear wings how much reflections are coming from bottom.
     
  16. pleclair

    pleclair Registered

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    Actually, no it's not.. Or my eyes are really bad!

    Have a look at the full guardrail texture I received:

    [​IMG]

    I took the bottom part, cause it looked like front to me. The top part looks a lot more like back, for me at least.

    The texture is made for use on a 3d guardrail, which we don't have at the moment. When I'll make those 3d, I'll be using the full texture.

    Regarding reflections, the road is figuring in the reflections instances. The sides, trees, road objects, signs all there too. I may be missing a few things, but not those tho.

    This is the full list of instances:

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    IncludeIns=RaceSurface_ConnectGP


    As you can see, everything is there...
     
  17. Tosch

    Tosch Registered

    Joined:
    Oct 5, 2010
    Messages:
    1,872
    Likes Received:
    51
    Hey pleclair, can you post an image of the normal map for the guardrail?
     
  18. WHAT21A

    WHAT21A Registered

    Joined:
    Jun 15, 2013
    Messages:
    143
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    Looks to me like they are upside down as well. You'd probably be better off replacing all the guard rails if you know how than trying to just put a texture on the original plane guard rails, would have a much better result imo. Anyway's your progressing great, always good to see someone willing to learn and showing improvement all the time.
     
  19. UnitedRacingDesign

    UnitedRacingDesign Registered

    Joined:
    Nov 24, 2010
    Messages:
    2,408
    Likes Received:
    938
    pleclair do you use bias -1.2 as example to? If you have them on 0.0 in materials than the quality is lost and in that way you could even use 512 size or 4096 and it wont help. Not sure but they dont look so good on those screens, textures are good thought and maybe you need to edit bump and specular textures for those.

    For tracks missing in reflection, add them :D
     
  20. pleclair

    pleclair Registered

    Joined:
    May 10, 2013
    Messages:
    793
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    Sure, here it is:

    [​IMG]
     

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