Apex Modding GT3 - 2012 (v1.09 )

Discussion in 'Vehicles' started by yoss, Jan 25, 2014.

  1. Justy

    Justy Registered

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    Great stuff! Hope all goes well. ^^
     
  2. Paul Fenwick

    Paul Fenwick Registered

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    Can't Wait!
     
  3. tjc

    tjc Registered

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    :cool: :)
     
  4. Guimengo

    Guimengo Guest

    Yoss,

    It would be cool to see all cars in the same photo :p.
     
  5. yoss

    yoss Registered

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    not a bad idea but comsuming time ... betatesting for the moment is more important
     
  6. TPG

    TPG Registered

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    looking forward to the next update..lets help support the Apex krew guys, there's a paypal donation link in the OP. :cool:
     
  7. Diogo Oliveira Falcão

    Diogo Oliveira Falcão Registered

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    Cant' wait to drive these machines :p Good luck on the release guys!!
     
  8. MapleHamwich

    MapleHamwich Registered

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    Fantastic news Yoss and Tosch. Really looking forward to giving the update a go.
     
  9. Tosch

    Tosch Registered

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    As requested, here is a screen shot of the original ISI Camaro and the one with the modified materials to match the other cars in the Apex mod.
    The last picture shows some of the textures I've modified. On top are the new textures, bottom the original textures.

    -The alpha channel (in the centre, used for reflectivity) of the car is the same for both cars. The sides are much darker than the roof or the bonnet to reduce the reflection of the terrain which would be to bright in relation to the sky. Sky has more luminosity (more photons) and should have a stronger reflection. The reflection mapper just renders a tonemapped image of the scene and the luminosity values are lost.

    -I've reduced the contrast for the alpha channel of the windshield (top and bottom left) to achieve a consistent transparency/reflectivity.

    -The spec map for the windshield (top and bottom centre) is much brighter with less contrast and color.

    -The spec map for the body is brighter and not darkened on the sides. I see no reason to have less specular reflection on the sides of the car. It is the same material (reflection is a different story). To reduce jaggies on the edges of the model I had to darken the edges (white to black) in the spec map. You may notice that the dark lines (bonnet and doors) in the spec map are a bit wider. A quick way to do this is to create some layers of the black stuff in photoshop and use different amounts of gaussian blur for each layer to achieve a nice smooth transition.

    [​IMG]
    [​IMG]
    [​IMG]
     
  10. yoss

    yoss Registered

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    yes great way tosch !!
    right now everybody have one exampl of thing who work on something who exist and one exampl of the work you can do
     
    Last edited by a moderator: Dec 4, 2015
  11. Marc Collins

    Marc Collins Registered

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    This artificially vivid terrain (and buildings) reflection on the standard ISI cars is one of the most serious remaining flaws that prevent rF2 from looking as good as other titles that emphasize graphics over other aspects. You have solved it. We all know you are a graphics genius, Tosch, but what are the chances this can be addressed systemically for rF2? Or do we need to get you to fix each and every car mod in the entire rF2 universe?

    And, of course, your new Camaro is stunning and incomparably better than the original.
     
  12. Paul Fenwick

    Paul Fenwick Registered

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    How's the testing going? We any closer to release?
     
  13. Tosch

    Tosch Registered

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    The "to bright terrain" problem is easy to figure out. You just need to look at the "standard" cube maps (the ones the gfx uses when the reflection mapper is disabled in the material settings). The terrain is always very dark, almost black.

    If you search the internet for more information about reflection in computer graphics it looks pretty empty. I guess you find more material how to build an atomic bomb. Maybe that's the reason why it looks like black magic to some folks. :D

    Here is a very interesting article about PBR (Physically-Based Rendering).

    https://www.marmoset.co/toolbag/learn/pbr-theory

    ...and some interesting observations.

     
  14. yoss

    yoss Registered

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    online test this evening ,we need to test brake wear , thickness and engine temp after a long run
     
  15. yoss

    yoss Registered

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    2 strange dics brake tonight , z4 and 799 , we need to inspect
     
  16. yoss

    yoss Registered

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    first post updated with change logs and 0.930 link .
    0.930 Update

    Physics changes by Lgel

    1 The revised physics while retaining the unique features of each car and offer now similar tuning ranges for every car.
    2 AI speed has been balanced too.
    3 Each car needs a specific setup, those of previous version 0.92 may not work as intended.
    4 The default setups are meant to be drivable out of the box, they are on the safe side (mild understeer).
    5 They are not optimal for braking strength and balance, gearing, cooling of motor and brakes, and may be tire pressures.
    Tires reach their pressure balance after 5 to 6 laps, they don't like to be abused.
    6 Cars should have similar level of performance, depending on tracks some cars may be faster than others, for leagues the recommended
    mean of leveraging performance is to impose weight penalties as FIA does in real life for these cars.

    Graphical changes by Tosch

    1 Rendering of every car, body, windows and rims.
    2 New flare lights on every car, only one plane object for each light needed now.
    3 Optimized lods on every car to improve FPS hickups and avoid ghost objects.
    4 New collision 3d model, less than 100 polys, to avoid some strange collision bug.
    5 Added moving mirrors (thanks redapg for the help).
    6 Windshield and windshield banner problem fixed.
    7 2015 spa 24h Z4 skin added.

    We want to thank the beta testers who ran the cars on multiple tracks,and helped us improve the handling of the cars.
    Without their collaboration this mod wouldn't be the same.


    Alpha-Bravo
    David O' Reilly
    Lestrat
    Tosch
    Diogo Oliveira Falcão
    Marc Collins
    Ronnie
     
    Last edited by a moderator: Dec 6, 2015
  17. Nibo

    Nibo Registered

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    Thank you Apex team and Tosch and everybody else for your work on this exceptional mod!
     
  18. delapecs

    delapecs Registered

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    Thank you guys !! Downloading... :)
     
  19. Harmermania

    Harmermania Registered

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    Fantastic news. Can't wait to try these. Thank you!
     
  20. Bjørn

    Bjørn Registered

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    Nice ! Thanks guys!
     

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