Discussion in 'Locations' started by Mike Cantwell, Aug 26, 2020.
It's been 40 years. Erosion!
They are completely wrong and too high. I am using Google Earth terrain with a near 30km diameter and that will do. Mount Panorama is the highest peak for some distance.
I am thinking of adding some grass textures around the track....bit by bit.
AMS2 has too many errors to list....however the bridge and pit garages are ace. Brilliant. The trees they have are yuk and so not accurate. Look nothing like gum trees.
I am curious as to how they do the James Hardie building. Also the road textures are very nice as well. It like mine is a WIP....but they have very talented people and a budget.....
Only with the pit garages and the bridge. There is nothing else about the track that is near the real 1983 track...it is like an interpretation. I want mine to represent the real thing as close as possible.
I note that Reiza have replaced the trackside billboard trees with 3D ones, which makes a huge difference in VR immersion.
Is this something possible in your version Mike, or is there a limit with the graphics engine in rF2 to accomplish this?
Unless someone can make 3D trees that look like the real thing...no, sorry. The only track in existence that has correct looking gum trees is Gran Turismo 6. They actually laser scanned the real tree along the track edge and matched the colours perfectly.
Sorting out the outer terrain using a mix of 1980s and 1990s aerial images. The mountains in the back ground look ace. Starting the home run now....
#bathurst1985 #mountpanorama #rfactor2 #hardieferodo1000
I was having lunch at a restaurant nearby, and noticed a historical photo they had(quite large, probably 8ft across) of this region. I swear I was looking at Mt Panorama prior to any track being built. There was flat ground full of orchards and the small foothill(compared to the Rockies nearby) certainly could have stood in for Mt Panorama. It was almost like a photo taken from where the Bathurst pits would eventually be built, but it was here near the Washington/Idaho border at Liberty Lake Wa. Distracted me for the entire meal, looking at our landscape that so closely mimic'd yours. I'm gonna have to try and find a copy of that image.
Anyhow, back on topic, their mountains look to be for effect rather than pure accuracy.
I am trying to do a BB tree...got it turning and the shadow is casting correctly....but it is upside down.
Been looking at older threads but all the photos and links to things are gone.
Is there an easy fix to get the tree upright? Using 3D max 2017.
Thanks in advance.
That is an EASY fix Mike, Just flip your entire track upside down. Of course, the cars would then fall off, but I'm sure you will think of something!
It is a tree from the northern hemisphere, take the one from the south.
Joking of course
Spot on Mike, watch any in car camera from this era and it’s clear how historically accurate your track is… driving your track is so immersive especially for the era !
If you haven't fixed it already, i can send you a Poly that works properly, made in 3DSMax 2012, so it should work in 2017 too.
I just have to find it.
If you want to have it, inform me.
Mate that would be awesome....I am not sure where I went wrong.....
So.........I have an idea.........
I said Bathurst would be my last track....but......I am looking at making Adelaide International Raceway from scratch as the LIDAR data is free and the track is still there.
Then I though of doing the whole 1985 season of the ATCC. 10 tracks. I would need to ask for permission to convert many to 1985 spec and that would save a lot of time. And also set up something to try and get some money to help cover some of the time involved.
What are peoples thoughts?
This is the basic LIDAR mesh....
Here it is.
I also have zipped the 3 Textures that it currently uses.
I just remembered, that i did have some Problems with the 64 bit 3DSMax 2012, where the Billboard Rotation didn't worked and so i made it with the 32 bit Version.
So i hope, that it works with the 2017 too.
I´d say go ahead
It has to do with the poly number direction.
I removed the first image here because it was the fault one.
Does that rotate properly?
The one that i did upload above has the Vertices in that Order:
Top left: 3
Top right: 4
Bottom left: 2
Bottom right: 1
and that rotates properly.
Interesting, or did Mike not clicked the right BB export setting? Maybe my image is wrong, but I found it somewhere in my private collection because I'm on my work. Will check tonight how it's done on a project I have been working on with a lot BB trees. Will remove my post if invalid.
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