A nice honest straight conversion that works well in rF2! Knowing how old (and simple!) the mesh/graphics are, it holds up quite well. Thank you for breathing life back into it!
That's the driving mesh and you've done nice work there... I was thinking of the low polygon TSOs and terrain.
Converting def needs a good base to work with. Road mesh is fixable but would take forever to fix all objects.
Track is flat as a pancake, featureless tarmac with harsh changes from one cambered corner to another. Many of the textures are not HDR friendly.
90% of textures have been adjusted for HDR. They can be adjusted further if you wish to point out specific issues. The only thing I'm not happy with is the trees (shadowing), but it's mostly due to this difficult billboard tech of rF2 which isn't enabled. Track is flat because rF1-type fake bumps are removed, we don't have surface data on that accuracy.
Just did and the same thing happens on that link. I just get a screen full of gibberish...I don't have chrome so I guess Im just screwed.
You might also peruse the online servers. Sooner or later someone with an open server will use it there with GETMOD enabled and you can pick it up that way...
What is the max number of cars it can host? I did 33 and I was falling in the sky before the game crashed. Didn't get much of a chance to go back into it to be able to try it.
First tests done... drives well, nice conversion, but please add shadows to objects. It's a very huge visual difference, especially in parts where you just have track, fences and trees... the lighting without shadow casters is just not immersive.
Track looks nice and gives good performance on my aging system, but I found some issues and things that could be improved. 1) Skipping a formation lap while using the default rolling start type will result in all the cars falling through the track. 2) This track was notorious for its bumpiness, See also here, so some high frequency bumps, even if not 100% accurate would be better than no bumps at all. The rF2 wiki also recommends always adding some high frequency bumps: http://wiki.rfactor.net/index.php?title=TDF See also the following videos. Anyway, keep up the good work.
Tested this for the first time. Congratulations for making an awesome track. One problem though, formation lap is bugged. Skipping formation lap doesn't work but sends all cars to pits and all retired after that. Also when I did the formation lap the jumping start was bugged (said "green green green" way too early and I got a penalty). Otherwise quality job. I really like the layout too.
As mentioned from the two previous posts from Associat0r and TIG_green it makes it impossible to use this great track for league racing. Hopefully that will be addressed in the near future. I was intending to nominate for a round in one of our league series but not to be unfortunately.