Croft Circuit, UK - v1.0 (last update:2013.04.10)

Gosh 1st time I've tried this track since the first couple of releases, the quality is top notch & it's very well optimised
Thanks a lot

Is feels3 working on any other tracks?
 
What a big deceptive confirmation :( , now he's working for the "expensive racing game with 3 cars and no Multiplayer" ...
It's a good news for him, no doubt ;) , but for us it's a great loss!

About the track, I re-ask, someone know what must be modified to the trees settings to correct the tree's transparency (not the AA Transparency setting in PLR, the settings in max or 3DSimEd...), thanks :) !
 
What a big deceptive confirmation :( , now he's working for the "expensive racing game with 3 cars and no Multiplayer" ...
It's a good news for him, no doubt ;) , but for us it's a great loss!

About the track, I re-ask, someone know what must be modified to the trees settings to correct the tree's transparency (not the AA Transparency setting in PLR, the settings in max or 3DSimEd...), thanks :) !


Answer can be found in this thread , cant quite remember where or what but its a small change in a file.
 
What a big deceptive confirmation :( , now he's working for the "expensive racing game with 3 cars and no Multiplayer" ...
It's a good news for him, no doubt ;) , but for us it's a great loss!

About the track, I re-ask, someone know what must be modified to the trees settings to correct the tree's transparency (not the AA Transparency setting in PLR, the settings in max or 3DSimEd...), thanks :) !
UserData >*player >*player.PLR >*Transparency AA "0"
 
UserData >*player >*player.PLR >*Transparency AA "0"

Thanks, but like I said I don't ask for the AA Transparency setting in PLR, but the settings in max or 3DSimEd for correct the trees textures directly on the track :) ... I tried with 3DSimEd with same parameters than ISI trees, but without success, the trees are still transparent, so I think it need max to be corrected...
 
Thanks, but like I said I don't ask for the AA Transparency setting in PLR, but the settings in max or 3DSimEd for correct the trees textures directly on the track :) ... I tried with 3DSimEd with same parameters than ISI trees, but without success, the trees are still transparent, so I think it need max to be corrected...

Oh dear.
 
Thanks, but like I said I don't ask for the AA Transparency setting in PLR, but the settings in max or 3DSimEd for correct the trees textures directly on the track :) ... I tried with 3DSimEd with same parameters than ISI trees, but without success, the trees are still transparent, so I think it need max to be corrected...

From release notes build 218

- Modders tracks may need a very minor update if they don’t already have Vertex Alpha at 99.99%, to trigger the billboarding without the side-effect of transparency.
 
Thanks a lot Tosh ;) ! Where can we modify alpha vertex value :confused: ?, it is on the texture maps alpha layer, or in material parameters with max, or... maybe away? I've never used alpha vertex, so I don't really know what it mean :) !
I will search ;) ...

Edit: OK, I think that I find what is alpha vertex, I will see where I can modify this in max or simed :) ...
 
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Does Croft not 'rubber in' for anyone else? Is there a setting or something I am missing?

Quote from the known issues.
Build 342 rrbin files are not compatible with this build (not intended, don't delete them yet, might be compatible with next build).

Try to start a practice session on a green track and let the AI do the work.
 
yeah, still no dice. Tried it on naturally progressing as well as on green, put a heap of AI on and let them do their thing for ages....no rubber.
 
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