Hi all! Kartodromo Valencia kart track v1.51 (2017 update) v1.5 - full updated 2017 layouts/barriers/tirewalls/advertisements - DX11 support (new textures and shaders) - DX11 compatible nightlights - 3D CIKFIA standard external kerb size - 4(5) layout - billboard trees, grass, bushes, flowers - sounds - new grandstand - new grass edges - new 3D fencepoles/guardrails... - new 3D teammembers - new featherbanners - working scoreboard on overhang/wall - all building with Ambient Occlusion - 3D background terrain and montain - new tents/truck/bus/cars v1.51 - new CAM file - red/yellow line: Lit At Night ->True - working Paypal Donate link Original onboard lap Special Collaboration - Carlos Casas from simracingcoach Thank you Marc, yours many help/ideas and feedbacks.
You're welcome! Anyone who likes karts is going to LOVE this track. It's like an F1 track scaled for karts. Great flow, feeling and high speeds.
It looks awesome, can't wait for this. A good excuse to get properly back into the karts again, it's been way too long since I last drove them. Also, great idea with the two "looks" of the track, green and dead grass, good stuff.
Looking good, Steve76 Just a hint... It's worth to familiarize yourself with terrain shader possibilities. It's much easier and faster to create realistic grass/dirt areas and proper grass/dirt/asphalt transitions.
You have right. I have to learn still fell... I use Blended Grass Infield shader in "deadgrass" version, but i have many problem with vertex alpha paint -> export, from 3ds max 2011
You will get much better result with terrain shader, without vertex alpha & color exporting problems etc. You can borrow textures, for example, from ISI AMP track. To find out what textures are in use (in that particular track's terrain shader), load the track in gJED and look for material with "Multi grass / dirt" shader. There you can see what texture is in use in all stages. Documentation (PDF) of terrain shader can be downloaded from DevCorner or online documentation can be found from rFactor Wiki (http://wiki.rfactor.net)
Thank you. This shader is realy quick and great (see Attachment) How can I make texture with alpha channel?
Personally I use Photoshop. Other applications probably have slightly different method. When your diffuse/albedo map is done, then click "Channel" tab and click "page" icon on bottom right. View attachment 19197 You may need to edit alpha channel manually to have desired result with terrain shader.
I use too Photoshop. Aplha channel is clear. But how can I make aplha channel from texture? Black & white adjusment, maybe invert and other command and many test with shader? Or I wait other ISI track with this shader and texture...
Ah, sorry... I misunderstood. I think easiest way (for now) is use some ISI textures, until you get more confident with this shader. At least Tiger Moth, Portugal, Bathurst, Palm Springs, Joesville, Mountain Peak, Mills Metro Park, Jacksonville, Brookdale, Apple Valley, AMP and NIR terrain shader is used. I think you find texture sets which you like some of those tracks.
Thank you very much, now have the opportunity to prepare a little better to enjoy my summer vacation. I'm just as slow in real life. XD regards, ~ISR~Corti