[WIP] CART Factor

Here is a video showing the visual improvements I have made to the Lola.


Some of the improvements I have made include,

External and cockpit PBR materials
Driver including helmet now use PBR shaders
PBR tyre shader including the rain tyres graphically represented
Removed internal bodywork extruding through exterior and other mesh improvements
Increased thickness of rear wing supports
Added 3D rain light
Dashboard uses Dashboard element shader (illuminates at night)
Scratch made higher quality font for the dash display
Added brake disc glow
Removed the visibility of the hans device from driver and added remodelled belts
Improved the look of rev lights at night
Fixed some LOD issues affecting suspension and driver
Main textures have been enlarged to current standards and made albedo compliant (as far as I understand it anyway)
Tyre mesh improved so they are now round
Wing mirrors remodelled to improve cockpit view
Externally the mirrors now have a realistic real-time reflections based on the PBR shader
Removed gaps between tyres and rims in the showroom
many more smaller improvements that I can't remember

If people are interested I will release it soon, with credit to those who previously created and converted it.
 
I've never driven the 'improved' GP circuit. Seems odd to have a safety chicane in the last corner. I guess it's safe for an INDY car to negotiate the 4 corners thousands of times per year in the run-up to and including the 500 mile race, but the immensely talented drivers and designers can't figure out how run 1 corner maybe 100 times thru the full F1 weekend.
Great work btw. ;)
 
This is looking great @DiggerHawk , the cockpit dash has definitely become an eyesore after driving this some more, love to see your improvements released. Made any headway on the other chassis?

> Main textures have been enlarged to current standards and made albedo compliant (as far as I understand it anyway)​

I started looking into the region maps and the textures since you mentioned it. The original albedo was done in the old way, I think the game now uses a global AO so all we need to have mapped in the alpha layer are the darker carbon fibre portions. The McLaren MP4-8 skins are the examples I'm using to base this, they also have example region maps.

Did you redraw the enlarged textures or use some of the AI enlargers? I tested a couple of them to see how a quick and dirty enlargement would look.

3OeXG6X.png


Finally, I got the icons generated a few weeks back, they were really easy thanks to redapg's showroom and rf2tools.
https://drive.google.com/drive/folders/178JdITKBjc-dpEEUowcxAHGGdXFrlbYd?usp=sharing
Feel free to add them to your wip update.
 
This is looking great @DiggerHawk , the cockpit dash has definitely become an eyesore after driving this some more, love to see your improvements released. Made any headway on the other chassis?

> Main textures have been enlarged to current standards and made albedo compliant (as far as I understand it anyway)​

I started looking into the region maps and the textures since you mentioned it. The original albedo was done in the old way, I think the game now uses a global AO so all we need to have mapped in the alpha layer are the darker carbon fibre portions. The McLaren MP4-8 skins are the examples I'm using to base this, they also have example region maps.

Did you redraw the enlarged textures or use some of the AI enlargers? I tested a couple of them to see how a quick and dirty enlargement would look.

3OeXG6X.png


Finally, I got the icons generated a few weeks back, they were really easy thanks to redapg's showroom and rf2tools.
https://drive.google.com/drive/folders/178JdITKBjc-dpEEUowcxAHGGdXFrlbYd?usp=sharing
Feel free to add them to your wip update.

Great work on those icons! I will definitely add them to the update. Would it be alright if I add your HDV update as well? Currently my mod updates on top of yours, but it would be simpler if its all together on top of the original release.

Talking of HDV's I noticed that by default this mod limits the repairs during pit stops to body work only, not including suspension. What are peoples opinion on this? Would it be better to have full repairs available?

In terms of the main livery textures my process was to enlarge them in photoshop using 'Bicubic Smoother', remove most of the baked in AO using Studio 397's suggested technique, sharpen them slightly and then make them albedo compliant with a couple of adjustment layers, also suggested by Studio 397. That's very interesting results you got there using AI enlargers. That may be a better way of achieving the upscale.
I created a custom region map to separate the painted bodywork from the carbon parts and also separated the padding around the cockpit area as this didn't look right if it was too shiny. I didn't add the sponsor logos as a different layer because as I mentioned in an earlier post it wouldn't be possible to do the same with the Wing extra texture. That's because the Wing extra material override JSON has to be used for all Liveries. Not actually a problem for the Lola as it only has one livery but it wouldn't work for any of the other chassis or if someone wanted to add their own Lola livery.

I have already baked a new AO map in blender (including an edgebake) and as you mention, the alpha layer of the livery file only contains the carbon parts. This process is already part of my workflow when converting to the PBR materials. To be far you could probably just take the included Spec maps and increase the brightness so that the areas with no AO are pure white.

Today I managed to make the wing mirrors independently adjustable after realising that they were non-adjustable before.

As far as the other chassis go, they are all at different levels of completion. With the Penske's the furthest behind. A lot of what has been done on the Lola can be copied over with little effort to the others. In fact due to a quirk of rF2, if I load the Lola in a race the other cars with Goodyear tyres already have the PBR tyre shader applied. This is due to rF2 only allowing one instance of a material to load on a scene. This can cause weird issues with the AI having the wrong textures, so its important to give materials unique names. One of many lessons I am learning along the way.

I have even managed to get the rev lights on the steering wheel to work at the same time as the tachometer bars on the dash display on the Toyota Reynard's. Before it was either one or the other.
 
Outstanding work on Arnd Meier's lola. I have only messed a bit with the cars (semiauto, rad draft, LODs, Split Mirrors, onboard ARB ADJ and played with tires and such)

I am however deep into improving existing tracks and my skills are improving rapidly.
I am almost done with a longbeach 98 from the 2014. Not sure if I will ask for permission to publish yet but may look to share privately for feedback.

Removed all the purple textures and optimized verts. Re-lofted the entire surface 1m mesh and walls so no crash gaps. Added road patches some very lively bumps at all the crosswalks.
Working on spline groove and road lines next.

Probably also Toronto 98 format since I'm Canadian and have to re-mesh it anyway.

I have re meshed Milwaukee but it was my first work and I will have to back over it.

Looking forward to some improved graphics, love these cars and variety of tracks.
 
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Would love to see wheels and suspension flying in a crash. Nothing sadder to me in sim racing than a huge crash you can just drive away from. Also adds another dimension to driving knowing you will pay a potential price for a risky move. Keep up the great work
 
Outstanding work on Arnd Meier's lola. I have only messed a bit with the cars (semiauto, rad draft, LODs, Split Mirrors, onboard ARB ADJ and played with tires and such)

I am however deep into improving existing tracks and my skills are improving rapidly.
I am almost done with a longbeach 98 from the 2014. Not sure if I will ask for permission to publish yet but may look to share privately for feedback.

Removed all the purple textures and optimized verts. Re-lofted the entire surface 1m mesh and walls so no crash gaps. Added road patches some very lively bumps at all the crosswalks.
Working on spline groove and road lines next.

Probably also Toronto 98 format since I'm Canadian and have to re-mesh it anyway.

I have re meshed Milwaukee but it was my first work and I will have to back over it.

Looking forward to some improved graphics, love these cars and variety of tracks.
It'd be cool if you could convert the old Houston circuit that was made for rF1. Tyrone recently released a great Toronto for AC too.
 
It'd be cool if you could convert the old Houston circuit that was made for rF1. Tyrone recently released a great Toronto for AC too.
Haven't messed with conversions yet. Brazil is the other one missing from having a complete 98 schedule.

I am also looking at Fontana and Michigan resurface. Those tracks have bumps on it seemingly created for stock cars.
The cart98 Hanford package bounces all over regardless of setup.
 
Is there a problem in Indianapolis with this car? I can't get to turn 2 without the car turning?
Are you talking about the oval or road coarse? There seems to be some issues with the superspeedway configuration when I tried it. Its very unstable. Maybe something to look into sometime.

Would love to see wheels and suspension flying in a crash. Nothing sadder to me in sim racing than a huge crash you can just drive away from. Also adds another dimension to driving knowing you will pay a potential price for a risky move. Keep up the great work

I know what you mean about big crashes where cars just drive away from. Maybe the threshold for the wheels staying on is too high.
 
Is there a problem in Indianapolis with this car? I can't get to turn 2 without the car turning?
Are you talking about the oval or road coarse? There seems to be some issues with the superspeedway configuration when I tried it. Its very unstable. Maybe something to look into sometime..

Make a big change in the setup to the weight distribution and the oversteer effect will go away.
 
Make a big change in the setup to the weight distribution and the oversteer effect will go away.

I presume the weight distribution needs to be moved forward, which is the minus button. Do you have a specific value for the Lola? I tried Indy Oval using the Superspeedway package again but I couldn't get a full throttle lap no matter what I tried in the setup. I tried the Apex 2020 Indycar's and they worked.

I would be interested to have a look at your setups to compare with the defaults.
 
Hi @DiggerHawk , it's quite easy, just move the weight distribution all the way forward with the minus button and the oversteer should go away. And i'm not sure if this is for RF2 or for AMS1, but also take a look at the tires, one of the 2 games has a difference between road and speedway/ovals for tires. I think it's AMS, but i would suggest to just check it to be sure that you don't run a RC tire on the oval.

That's the only changes i've made to the default setup and i can run a full tank in race trim (30+ laps) in traffic and alone without any uncontrolable oversteer effect.

The car isnt a car that you can run full throtle for the full lap in the default setup (not even close to it), while the DW 12 2014 mod or the VRC 18 car you will be much close to full throttle. i guess just different cars & era's.

If you are racing versus ai i would also suggest to do 2 things for OVAL racing in your json file:
* Change the AI Logic Override to 2, this is the superspeedway setting. I get the impression that the AI are much less inclined to drive into you with this setting.
* Change the AI Fuel Multiplier (at least for indy). With default setting and the multiplier at the base setting of 0.99 i get roughly 33 laps with a full tank and the AI does between 39 and 41 (depending on their car). You have to test for yourself but i have increased the multiplier to somewhere between 1.10 and 1.20 to have them run the same nr of laps on a full tank.
 
Oh in addition, i'm still learning this car, but on the RC's with no help on (TC, brake stability, etc.) i feel that the car in itself is quite driveable. You obviously have to pay attention to the throttle without TC, but that is quite doable.

However there is one issue (for me) with this car and that is the downshifting. It's impossible to downshift quickly without getting into a spin. When i put on all help there is no issue, so i think the autoblipping option cures it, but without that on i cant get a lap done.

Any suggestions in technique how to solve this? I never raced with cars where the downshift was such an issue. I can turn off all helps and have no issue to run a lap at Laguna with the DW12 or the VRC 18 indycar, but with the '98 CART car it's impossible to shift down aggressively.
 
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