Introducing new and improved Autodromo di Mores: the atmospheric Mediterranean track of Sardegna! This new version offers a bunch of improvements including, 4K textures, balanced colors, an all new "AIW", and many more changes listed below. Divertiti! (Enjoy) Changelog TDF updated to actual standards New HD Track Loader Fixed a terrain mesh triangle causing a black patch. Fixed Tire Canvas not tagged as light receiver Fixed main Starting Light Overhang Z fight Fixed missing caps on main Overhang Fixed some mesh shadows groups assignation Fixed floating shadows in pitlane when using low shadows settings Fixed unwanted cut warnings Fixed Sewers mapping Fixed Asphalt bicolor patch edges to match crackle decals Fixed Verges mapping A tad more saturation for all Grass Textures Terrain maps now in 4K version Green Defender Barrier; Fresnel Specular smoothed out to avoid edgy/glitchy speculars Vegetation; a tad more luma for all tree/bush textures Cones; a tad less sat/luma for albedo map Tweaked specular for different asphalts Stripes specular tune to match reference Added Test Team RRBINs AIW various improvements Added more side cams. All roads updated to latest RealRoad shader All roads remapped gMotor Normals export for all mesh Material optimization and matballs cleaning Overall texture tweaking to balance the HDR output Applied random VC in the vegetation color palette, for all trees. Glass optimization to work a tad better with actual Static Special Thanks: - The Test Team - Hexagramme (Cams and AIW) Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/537636761 Download link: 337mb
High standards you guys set. Lovely job thanks track team. But please stop letting Hexa do the AIW thingy because before tonight i thought i could drive but those AI........*SIGH* Just joking Hex great job by all of you tyvm
Yes, they are a lot tougher now!! I wish I had the grip they seem to have on the last corner/sweeper!
Agree, struggling against them on the 1st and last corners of the track with AI @ 100 with the Skips. Will have another go tonight to see if I fare any better.
I am not sure I understand what half of the changelog entries actually mean, but this one caught my eye: Green Defender Barrier; Fresnel Specular smoothed out to avoid edgy/glitchy speculars The track looks awesome while viewing from an in-motion car. None of the specular edge "crawling" and other issues that plague many tracks. No z-fighting issues that are present to at least a small extent at every other track. The one and only issue that stands out here is the metal grating off to the right at both ends of the main straight. I get what might be called glitchy speculars or some sort of lack of solidity just on those two objects. Could by chance these have different settings than the rest of the objects at the track? Is it just because they are farther away from the viewpoint? The metal temporary fencing stored in the pits at Toban is another recent example of this.
Basically you can set fresnel specular to show more or less "hotspot". Sometimes this stuff is called shininess, glossiness, metal factor...specular bell etc... Depends on the material you want to recreate. When you have edgy objects or thin objects (like poles, antennae etc), there you have to keep attention to that aspect because, while it may looks good from a short distance, at some point and angle (and light) could start aliasing because there is not much resolution available to render the spot, so all you get it's a clipped white. A group of pixels all 255 white, creating a glitch you can't control. Could be that metal you are referring still has an hot spot a tad too high. These things are also related to local settings (game settings, GPU settings, time of the day etc..), but it is for sure better to avoid thin hotspots for small and edgy objects.
Thanks for the explanation. Those grated gates must be the most difficult object to work with considering how thin and how many vertices there are. And you have to try to make it look good from a distance as well as close up. Since we shouldn't ever be driving close to them, it may be a case where a compromise is needed that makes them look worse close-up and better from a distance. Right now it is the opposite.
"Fixed sewer mapping" gave me pause. Underground infrastructure is taking detail a little too far so I was wondering if this was a gross translation error of some sort...until I saw the 3D storm water catch basins in sector 1! You have to admire the passion of the artist.