Hi everyone, Here's my first rallycross track, wich is the Faleyras - Gironde track : http://www.circuitdefaleyras.com/ This track is located in the south-west of France. The original rFactor track has been created by Tommy De Gand for the FFSCA Rallycross championship : http://rallycross.ffsca.org Because of the specificity of rallycross (with the bonus lap rule), this track is intended to be played online only. The IA can drive on the track but they will never take the bonus section. The track is widely playable. I know there's still some work wich will come in an updated version. This track was essantially done to see if rallycross can be played on rFactor 2, and I'm now quite sure this is the case To-do list : - Modify grass and sand traps textures (to match road tint when raining) Hi-res screenshots can be viewed here : https://goo.gl/photos/f9Hg4Y2GrHhqZLN9A I hope this will motivate people for doing rally / RX cars ! And now, here's the link of the track : http://www.mediafire.com/download/bhq8bfim7abuai5/FFSCA_Faleyras_1.0.rfcmp Enjoy guys !
Fantastic! Very pleased to see someone creating some rally/rallycross tracks. Many thanks! Sent from my D5803 using Tapatalk
We already have 2 good mods at FFSCA for Rally and Rallycross, but they are for rFactor 1... If someone knows how to convert cars, it would be very appreciated too ... Envoyé de mon A0001 en utilisant Tapatalk
Gravel material is not so bad when edited. I'll try to make a video of a few laps to show you. One point is to find how to generate more smoke on dirt parts. I suppose it's in the TDF file, at the same place where you edit material properties. Envoyé de mon A0001 en utilisant Tapatalk
There is a "reverse" real road function where the heavily trafficked areas lose their loose surface as it gets scattered away? Or is it just a simulation of extra grip caused by that process, but it will still look like rubber being laid down (in other words, the existing tarmac approach)?
No this is just a simulation of extra grip. But you can give the texture you want to the layer for each material. In other words, you can, for example, put a yellow/brown skidmark texture for gravel to simulate the change of road surface. For Faleyras, as the track surface is more asphalt with a very thin layer of gravel/dust than really gravel, I prefered to keep the asphalt skidmarks to simulate the cleaning of the track.
Finally ! Found how to make trackside objects reflect on wet surface, pretty happy Screens added in the album. Next step : modify gravel material for the car not to sink.
If I knew how to make tracks, I would offer my assistance to spend time soley working on track surface irregarities. Hopefully you can get 100s of different irregarities and bumps of different characteristics (sizes, slopes, sharpness, overall shape and uniformity, etc.) modeled rather than a bunch of the seemingly same few "generic" track surface irrregarities that seem to be littered on so many tracks. Good luck, I'm definitely looking forward to this.
Raw video capture for Faleyras. The car is the ISI Clio Cup, slightly modified (4WD and more direct direction).
I think I have the Escort and the WRC, but physics and sound were pretty bad. I'll retry, or if you have a link...
Yeah... I mean RX/WRC cars with proper physics... I have couple of RX tracks in my deskdrawer. They need some work to get them up to the current rF2 standards, but at this point I'm not going to work on them. If/when we get dirt RealRoad (and other required features) to rF2, then its time bring these tracks to the public.
Well, I have a very strange problem. In dev mode the track works perfectly, but when I package I cant go out of pits as the cars stays sinked into gravel. Anyone has an idea ?
Well, I have a very strange problem. In dev mode the track works perfectly, but when I package I cant go out of pits as the cars stays sinked into gravel. Anyone has an idea ?
Did you pack your special TDF to the XXX_MAIN.mas? Does your GDB include correct path to your TDF file? Does your car shake up and down a bit in the garage? As you converted this from rF1, do you still have skybox included? If you do (which never should exist in rF2 anyway...), there might one "{" missing end of the skybox instance in SCN file. This leads to the situation that skybox is grouped to terrain.
- Yes, my TDF is in the Faleyras_MAIN.mas file - Yes, I think the GDB points at the right point : - My car doesnt move in the garage. - Skybox has been removed. - I have this at beginning of my SCN file : Cant find a missing { or } in the SCN file too.