Highlands Motorsport Park v0.89b - (C) David Neighbour 2014 (UPDATED 03/09/14) - Updated from 0.83b Server Currently online - GT Cars all variants (latest ISI) - "RACEFACTOR-HMS GT TEST" - Australian Based Server - All 5 variants - Vote it through to preferred DOWNLOAD LINKS http://www.mediafire.com/download/yvdrv9nb7wq9e29/HighlandsMSP_0.89b.rfcmp https://mega.co.nz/#!3s4DwRJb!HPR3Q3G8FVoL163xzuRPdSHvrDCaQpypVQmFIPu HtKE DONATIONS for the track can be put on our League page (www.racefactor.com.au) - Thankyou in advance to anyone that wants to donate for the efforts - (It will say anonymous, but Paypal will notify us) http://www.racefactor.com.au/site/modules.php?name=Donations&op=Donate&id=1 Release notes - Scratch build Highlands Motorport track based in Cromwell New Zealand. Track consists of 5 layouts (Gt, Moto-khana, Short sprint and 2 shortened GT variants). I have had limited time outside of work to progress this, so only gets 5 or more hours per week. Its my first effort at a scratch build RF2 track, so learning a lot along the way. (Thanks to all those assisting with support on forums). Initially build in BTB but has spent half its life in 3dsim-ed and learning some Max along the way (Next track will be 3ds max end to end). Updates Since 83b DONE - 20/07 - Tweaked textures (Darken & De-sturate) - Based on feedback and some guidance from Tosch (Still not great more work to be done). DONE - 30/07 - Added HDR Profile (Thankyou Tosch) DONE - 07/08 - Add additional VIP Logo's to bridge entrance - as per track current visuals (C/o HMSP Management Team) DONE - 11/08 - Added Safey Car (Track Lights) 16 of them as per FIA diagrams around the track. Tested and working for local yellows and blues/ reds etc..(Thanks Highlands team for diagrams) DONE - 11/08 - Another pass at texture Saturation. (improved) DONE - 11/08 - Moved Pit entry light to correct position (as per FIA diagram) - moved white line and widened and moved cones to identify it DONE - 17/08 - Textured main pit building and smoothed roof - added Australia GT advertising banner to balistrades as per GT series. DONE - 17/08 - Added Runoff edge into sandtrap after this ripple strip Turn 19 - Added to track to stop sand runoff (this was 2014 Update to track) DONE - 17/08 - Added new ripple strip after bridge on LHS Turn 18 (Track update from Highlands Management for 2014) - To reflect current track upgrades. DONE - 20/08 - Further revision of textures. (getting somewhat happy) DONE - 27/08 - Alter Ground shading vertices alpha – To vary grass terrain. (After much messing around /sigh) - sort of happy with it DONE - 29/08 - Fix background texture so mountains join properly. DONE - 29/08 - Fix background texture (colour correction) due to google maps different satelite images - colour match track grass FIXED - 02/09 - Resolved pit exit penalty if starting in 3rd garage locations (exiting pit lane without crossing pit exit plane) - Extended pit exit across back of pit lane. Still to do Create Grass bits tuft.. To put along walls randomly as if growing up at points hard to mow. Add variation of GT curcuit with DRS Zones as per request - Should be sooner rather than later. Re-Render Tree objects without aliasing ?? Trial it ?? – Chroma Keyed (Current placeholders are OK, but not happy) Create Tree objects (Vary tones slightly on textures) Replace close tree objects with new detail objects (Exit t6 and entry to pits) - 3d modelled tree. Add RR to ripple strips Correct Bridge entry (Remove RHS ripples and change to RRoad) - track update for 2014. Create pit lane objects (Fill it up). – Looks empty. Fuel Tanks, Fire extinguishers – low LOD. Create crowd Create Lights ??? – Night race ? Later Version ? Texture Museum Texture Kart Track Building Texture Porsche training Building Colour match other tree objects. Combine far buildings with Skyboxi to stop popups.. and some tree line (End of 2nd straight popup to right of pit building) Review all LOD's.. Review 2 track mesh at back of track hairpin (Realroad) distorts due to different mapping coordinates on the 2 meshes Fix reflections on bridge (plane for reflections) Re-Optimise Terrain Mesh.. (added more polys than needed) Known issues ------------- Cube map windows not working perfectly Not all object reflections are enabled yet throughout the track (Just track surface and a few objects) - Due to no refelct planes and hence objects dont vertically look corrects Undertrack shadowcaster needs improvemetn to stop low angle shadow inconsistencies CAMERAS - are default placeholders and are the same for all tracks (BAD).. these need to be done completely. Cromwell town has default placeholder buildings. Large cones in pitlane dont collide properly. Objects to be replaced in future release Thanks ------ Highlands Motorsport park team - Mike Sentch, Kynan Yu Luc van Camp, help with roadshader being applied to non racesurface_ objects ISI track builders (artists) - I borrowed a couple of textures as i have limited artistic talent - But its helping me learn a-lot. Spakkis (for original conversion tutorial) learnt a lot from this - More than alot Radar - 3ds help and some guidance - & Server hosting Pudlea - for initial testing and feedback - & Server Admin Cooked Unit - 3ds help Racefactor members (www.racefactor.com.au) - For cutting laps and pointing out all the issues Your so kind Andy - For hosting a 3rd download link in initial thread... 2 working above now. Inside Sim Racing - For the kudos and including the track in your reviews. Tosch - For the HDR Profile looks fantastic.. Its included in this release. (you should be able to select it).
CHANGELOG - For those interested i kept a crappy track of some of the work.. I spend an hour or so a night working on it (And learning along the way) Track build Commence January 2014 - Modelled from PDF / Track Diagrams (internet based) with additional tweaks in april with supplied data and diagrams from the Highlands Motorsport Park Management Team. Cersion History Version .50 - Completed Early March - Track and terrain complete and basic placeholders and some initial buildings modelled. PLace holder textures Version .55 - Textures updated through April and track tweaks Version .58 - Track adjustment for Back of track hairpin exit - (Opened up the entry) as per changes to the actual track post GT racing meeting Version .65a - Alpha Release - Internal www.racefactor.com.au Version .82b - Beta Release - Public Version .83b - Beta Release with Pitlane Fix Version .89b - Updated Beta Release (Textures/Track update 2014/lights + lots of tweaks) ------- TIMELINE -------- Started Late Jan 2014 - BTB and RFactor trackoutline - then move to simed/max Items since April - FYI DONE 23/04 - Create Porsche club pitlane building – (Highlands team, thank you for the photos - again) DONE 23/04 - Correct track for Standing starts (Currently Rolling) DONE 23/04 - Correct track for pitlane speed DONE 23/04 - Correct track for LAT/LONG cords DONE 23/04 - Adjusted pit lane entry to match changes to track DONE 23/04 - Add wall to pit lane entry that protects runofff to Tony Quinns Building DONE 24.04 - Create Black tyre wall objects (A few variations on texture single tyres) can stack them up in builder to create variations DONE 24.04 - Create tyre stack objects from the above objects DONE 24.04 - Create top pit stall building (low poly).. to left of museum DONE 24.04 - Add shrubs in front of museum (on the sandy bits) - see new photos DONE 24.04 - Add shrubs on dirt to left of pit lane entrance - see new photos DONE 26.04 - Replace all tyres in the track.. use stacks and single tyres to create variations on height DONE 26.04 - Create Black tyre wall string objects – a few variations on string objects ? DONE 26.04 - Adjust road verges textures and transitions.dds to match pit entry changes DONE 27.04 - Possible alter a few tyre tops as string objects look similar (albeit varying in height) - Repetative DONE 27.04 - Create turn 2/3 tyre barriers – Orange stripe DONE 27.04 - Reduce track verges poly counts (5m gaps) DONE 27.04 - Review possible changes to back of track hairpin (Wider again entrance) – and entrance to bridge (Widen again) - Add additional track to stop texture warping DONE 27.04 - Add Marshall bays around the Parabolica Part of the track x2 (Check video) - Possibly move tree line back. DELETED 27.04 - Colour match Red pitlane texture with transistions.dds (Transition doenst exists on real track so deleted) DONE 27.04 - Texture black and white strip on this new wall - as per new photo DONE 27.04 - Remove transitions.dds from pit lane entry (Arrows on the ground) DONE 27.04 - Remove trees in Paraolica - As per new photo - Looks to have access cut for emergency services from hairpin to parabolica. - see new photos DONE 29.04 - Add remainder of start positions textures on the grid DONE 18.05 - Replace current ripple strips and rumble strips. (Tune the width of them) DONE - 04/06 - Create 5 track variants .scn files DONE 8/6 - Edit Wall Bump map.. smooth it 3 steps in photoshop) DONE 9/6 - Edit terrain mesh LHS of bridge entrance, not smooth. DONE 09.06 - Create Alpha highlands black logo to put along pitlane stripe (highlands MSP wording and logo) DONE 09.06 - Redo Pitlane stripe Texture - Its Orange painted Cement- Not red bitumen DONE 9/6 - Rotate realroad texture by 90 degrees, drawwing across the track. Scale it so it looks correct (Scale mapping coordinates) DONE 9/6 - Build Proper AIW file - follow guidelines in RF projects pdf DONE 9/6 - Update all loading/icon files to represent highlands DONE - 15/06 - Add remove objects (Cones) for each track variant DONE - 17/06 - Add Start finish line for Motokhana track DONE - 17/06 - Add lights for motokhana track DONE - 17/06 - Adjust all X Sectors for all track variants DONE - 17/06 - Adjust Start Finish for Motokhana track DONE - 20/06 - Add wet reflections to offroad (Bitumised and cement areas) DONE - 27/06 - Fix Start finish line for all track variants to cross pit lane DONE 28.06 - Correct any other track data in .tdf files. DONE - 20/07 - Tweaked textures (Darken & De-sturate) - Based on feedback and some guidance from Tosch (Still not great more work to be done). FIXED 28/07 - Start Finish line doesnt cross pitlane (losing a lap in the pits) FIXED 28/07 - HMSP is a "permanent" road course (Spelling error in permanent on all 5 loading screens) - THANKS Marc DONE - 30/07 - Added HDR Profile (Thankyou Tosch) DONE - 04/08 - Modelled and got working track lights (Cornerworker objects) DONE - 07/08 - Add additional VIP Logo's to bridge entrance - as per track current visuals (C/o HMSP Management Team) DONE - 11/08 - Added Safey Car (Track Lights) 16 of them as per FIA diagrams around the track. Tested and working for local yellows and blues/ reds etc..(Thanks Highlands team for diagrams) DONE - 11/08 - Another pass at texture Saturation. (improved) DONE - 11/08 - Moved Pit entry light to correct position (as per FIA diagram) - moved white line and widened and moved cones to identify it DONE - 17/08 - Textured main pit building and smoothed roof - added Australia GT advertising banner to balistrades as per GT series. DONE - 17/08 - Added Runoff edge into sandtrap after this ripple strip Turn 19 - Added to track to stop sand runoff (this was 2014 Update to track) DONE - 17/08 - Added new ripple strip after bridge on LHS Turn 18 (Track update from Highlands Management for 2014) - To reflect current track upgrades. DONE - 20/08 - Further revision of textures. (getting somewhat happy) DONE - 27/08 - Alter Ground shading vertices alpha – To vary grass terrain. (After much messing around /sigh) - sort of happy with it DONE - 29/08 - Fix background texture so mountains join properly. DONE - 29/08 - Fix background texture (colour correction) due to google maps different satelite images - colour match track grass FIIXED - 02/09 - Resolved pit exit penalty if starting in 3rd garage locations (exiting pit lane without crossing pit exit plane) - Extended pit exit across back of pit lane.
I will make a new one.. (There is some quite older versions of the track on my Youtube page).. from version 0.20.. upto 0.70.. but even .70 was before beta release.. so its past this point https://www.youtube.com/channel/UC-FMbGsd0bPxdVgs9eiROfQ Video updated and attached in initial post.
Very nice improvements!!! I hope you will also include Layout B before you are done. Asking for the kart track, too, may be too much But it would eventually make an awesome "total" package. I have just two suggestions given that I know you are toiling away on this at your own speed. These are for me the things that would add the most to the experience of the track and one at least is really easy! 1) Use either bigger cones (the tallest format that you could borrow from another track) or the plastic water-filled temporary barriers instead of the little cones. They are too small to see soon enough when learning the track and just seem a little bit out of scale with the size of the track. 2) When you get around to adding pavement texture, try to match visual imperfections with the actual bumps in the track. The bumps are quite significant (not sure if that reflects reality or not) and a visual clue is needed to match the FFB to make it feel like you are really there. This will probably be difficult as few tracks have it done well so far (outside of ISI's). Thanks so much for your work on this and for doing the multi-layouts. There are layouts to match just about every class of car, so all the hard work and polishing will pay-off as it should be a popular and well-used track into the future.
Thankyou Mydriaz, I have fixed the URL.. (I dont expect anything, but thankyou if you wish to put anything forward).. Its great just knowing people are using and enjoying it.
This is a very, very nice track. Good layout. Drives great. Excellent layout. What's is it with these Aussies, anyway? Are they simply incapable of designing a boring track? Anyway, thank you for this track. Regarding feedback, the only thing I noticed is AIW appears to have opportunities for improvement. Since I am running autoline smooth = 3 I suspect it may be an issue with the alternate path corridors? I am driving T280s here and AI are going off track in a number of places ; most notably in the second to last turn they are way off in the dirt. Thanks again for this track.
Is this track still in development? I have noticed "holes in the mesh" where car tires sink into the track. Will be happy to provide video if needed. Thanks.