Circuit Zolder is here!

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.
I Will take a look. I remember a Lot laser scanned tracks prohibited because It was from another game.
Spa is one of them, now i cannot find in my library.
Kudos to Frederik but now im saving pennies to buy a New graphic card
In the future for sure.
 
Oh the water drains, people forget about them existing in race tracks.

When I am driving this track I find myself usually choosign lower temps and green track, because it is very high grip. I don't know what it is, is it magical cambers, but it is very grippy. With some cars it is nice bonus, with others harder bite makes driving more difficult.
 
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. :cool:
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.


yPU9GyQ.png


pEPPH5J.jpeg
50yNzIN.png


Small elevations that are visible in the braking skids for example.
WDWFLta.jpeg



T1 is looking great

MnsHVqE.jpeg



The pines have been converted from 3D to billboards (finally), one is dead and skewed like I have it on a reference.

dtY9kNA.jpeg


Tire stacks for the second 24H layout are working fine with AI (red one in background)

WWwXTIb.jpeg


v5Hhp9C.jpeg


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
 
Nice :)
I not a fan of multiple versions of same era track.
Was with sadness I had to give Andrea's version the flick.
If I kept everything installed Assetto would have to go to. :D
 
I actually like the idea of multiple versions of the same track :) Sometimes you want tyre stacks, sometimes you don't. I love the idea of a layout with all the visual bells and whistles that give the atmosphere of a race weekend, which really make you feel like you are there and not driving in a zombie wasteland ;)
 
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 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)
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.
 
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 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.
 
If tracks have no life all the bling in the world won't help.
I scrap way more AC conversions because they lifeless so branding becomes irrelevant.
Personally speaking of course.

Also I do like multi versions of tracks like Italy or Belgium as the terrain rivals each other.
However, when there is a clear difference in the quality of surfaces with 2 same era versions then I just must use the one I think is the best for feeling and feedback.
 
The Holy Grail of Immersion. For ME, that ends where my eyes focus ahead at the tarmac. Trees, fluffly clouds....banners...all very nice. But whether some trackside banner had FOSTERS printed or rF2, I could give a fig.

One thing I tired of quickly was the 'need' for track modders to make a 1988 Silverstone, then 89, then 90(I'm not paying attention to layout changes for this point!) We'd download a new track start driving and it was exactly the same as before except for different signage. I APPRECIATE the efforts of modders to no end, but I never saw the need to have a half dozen versions of the same track.
 
All valid points to be fair, details do matter. Should be said that one of the pilots told me about banners (even colors) that are used as reference points. This week someone even told me on Nords that there is a tree above the others that is used as ref, just an example of detail that is overlooked by someone else.
 
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. :cool:
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.


yPU9GyQ.png


pEPPH5J.jpeg
50yNzIN.png


Small elevations that are visible in the braking skids for example.
WDWFLta.jpeg



T1 is looking great

MnsHVqE.jpeg



The pines have been converted from 3D to billboards (finally), one is dead and skewed like I have it on a reference.

dtY9kNA.jpeg


Tire stacks for the second 24H layout are working fine with AI (red one in background)

WWwXTIb.jpeg


v5Hhp9C.jpeg


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
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.
 
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