think there is a free zolder in Steam Workshop, but this one is so much better and well worth this small fee. And then you also support Frederik who made it.Is there any mod free nowadays?
Yes, plus a laser scanned version is available in other sims but this one is the best and latest.Is there any mod free nowadays?
I Will take a look. I remember a Lot laser scanned tracks prohibited because It was from another game.think there is a free zolder in Steam Workshop, but this one is so much better and well worth this small fee. And then you also support Frederik who made it.
Stop drinkingIt's so detailed that you can feel the water drains on the FFB :-D
I AM NOT kidding
In AC it goes more easy as you will still need to make a custom mas file I believe which will download automatically over the server if done correctly. But in this case I can arrange something on the new Endurance layout (24h edition with tire stacks) that has extra banners around track on fences and include the big banners texture to be overwritten by making that texture public if it can be approved. I have some limitations but will see what I can do for this as I surely want more public and online races on this track. It is sad even for myself after all this work that I did not have just one race so far online on it. I do not get it, it was basically why I wanted the track in the first place and pushed months to get the license approved.I only ever built/ripped/ported mod tracks for Assetto (its easy to do and superbly documented) so excuse my ignorance, but, can tracks have a decals pack in a folder with the track, so that if leagues, servers etc decide they want to run a specific year etc they can copy in their won decals for billboards etc and the game will pick it up automatically like CM does within its folders? This will allow for year themed tracks with correct sponsors etc? ( imean wihout having to recompile the whole thing)
I dont run leagues, it was a question in general, as when I did use to play online more, it was always immersion breaking to see the rf2/MSG and other generic branding all over the track, would have been great if there was a way most users could to do it generically, the way its done in AC/CM, but i guess thats a mute point now with development on rf2 no longer a thing.In AC it goes more easy as you will still need to make a custom mas file I believe which will download automatically over the server if done correctly. But in this case I can arrange something on the new Endurance layout (24h edition with tire stacks) that has extra banners around track on fences and include the big banners texture to be overwritten by making that texture public if it can be approved. I have some limitations but will see what I can do for this as I surely want more public and online races on this track. It is sad even for myself after all this work that I did not have just one race so far online on it. I do not get it, it was basically why I wanted the track in the first place and pushed months to get the license approved.
This is a game changer in depth perception, something that rF2 can fail at, specially with the shadow casting being much lighter since the last changes introduced to the GFX engine and that were positive on other aspects.Sorry for the silence, it's been a hectic period. Alongside this project I've been helping others out too, but updates are coming, I am a man of my words.
Super Formula, another track and my 993 GT2 EVO are slowly progressing as well.
Getting a new BSB2 with EYE tracking VR back in my office was a game-changer.
The track just hits differently in headset, proportions feel spot-on, and I easily lost a few hours in there. It's been almost a year since I visited the real circuit, so that was a nice trip down memory lane.
Over the past few weeks I've been chipping away at small updates, including cracking a workflow to bake my point cloud to a 32K image. That was then UV mapped and layered into a UV channel I already use for track details, sitting alongside a 4K texture with smart UV arrangement. The result: real-life skid marks are now in. That one detail alone cost me two full days, but you can see the small elevation changes embedded in the braking skids, and it shows I think.
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Small elevations that are visible in the braking skids for example.
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T1 is looking great
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The pines have been converted from 3D to billboards (finally), one is dead and skewed like I have it on a reference.
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Tire stacks for the second 24H layout are working fine with AI (red one in background)
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Once done, I will hand over my work to the developers for test and update on Steam.
For the 24H layout I might add in more details, but it should be not at cost of FPS. Places that require less load now can have a little more eventually. Maybe some flags or a BBQ area with more paddock instances (copies of one asset to reduce GPU)
Cheers