Hnngh.Packaging the v0.48....![]()
Indeed, I did a practice session at 8.00am and the sunlight shining over the back straight makes it really scenic. A very fine job and... extremely pleasant in VR.Corti,
Superb work on this conversion, great textures with realistic lighting and atmospherics .A true gem of a circuit.
The amount of work you have put in is very obvious.
Thank you
Thanks for the comments, I take note to correct the defects. As for the ISR server, are the 7 available 7 Layouts, it is only a test for people to test and comment. In the test race for the GT3 championship we will only use one.Hi Corti,
This is a great addition to rF2. I love the looooong IMSA layout [the GT layout you have on ISR's server is, in my opinion, a bit confusing and twisty for GT3 cars as you have there].
Aside from that triangle of grass mentioned above (just below the yellow truck) which seems to have some issues, there are some other issues with LOD popups.
Even on my monster system, in VR I have to make some compromises and I run "track details" at Medium.
The stands, at the far end, across the tarmac, along turn 1, pop up when we are approaching the end of the main straight.
On the GT layout, after its first T1, when you are going towards the wall on the back straight, from memory, there are also some items which pop up.
Finally, I made the mistake of testing the track with the M6 GT3, which I never drive, so I am not sure if its a product of this, but the track felt too smooth for the seemingly varied tarmac which the track has on its several sections.
All in all, in its present state is already a great track!
Corti,
Superb work on this conversion, great textures with realistic lighting and atmospherics .A true gem of a circuit.
The amount of work you have put in is very obvious.
Thank you
Thank you very much @svictor. The name of the instance and that of the object was the same (dig_flagsxxx). It is only necessary to focus the texture in the object (remap) as well you know that if it gives me a headacheThanks for the hard work!
For Digital Flags, you can do it as following:
1. open Digital Flags GMT file, find & check material name that used for Digital Flags. In 397's guide this material name is called "DIGIFLAGS", but you can use any other names, as long as you have set corresponding reference name in Json file properly. Write down this material name, and then close GMT file.
2. Go to rFactor 2\ModDev\Locations\LochDrummond\Assets\Materials folder, find DIGIFLAGS.json, copy it into your track Material folder.
3. Assume from first step, you have found that this material is called "DIGIFLAGS". If it called other names such as CustomFlags, then you must first open DIGIFLAGS.json with notepad (make sure it is the copied file from step 2), at line 10, change "name":"DIGIFLAGS", to "name":"CustomFlags", and save.
4. Now you need to prepare 14 Digital Flags textures according to the guide here. You can also copy example texture files from rFactor 2\ModDev\Locations\LochDrummond\Assets\MAPs, they are called DIGITALFLAG.dds and DIGITALFLAG00.dds to DIGITALFLAG12.dds. Then put them in your track maps folder.
5. Open track SCN file, add DigitalFlag instance, those instance name must start with DigitalFlag_ prefix. GMT name doesn't matter. Such as following:
Instance=DigitalFlag_001
{
MeshFile=GoodFlag001.gmt CollTarget=False HATTarget=False
}
And that's all. Good luck.