[REL] Highlands Motorsport Park 0.98b

Discussion in 'Locations' started by Drathuu, Feb 21, 2015.

  1. Drathuu

    Drathuu Registered

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    Highlands Motorsport Park v0.98b - (C) David Neighbour 2014 (Drathuu) - Updated from 0.89b
    All 5 Track Variations - including Motokhana curcuit

    DOWNLOAD LINKS
    Megaupload - https://mega.co.nz/#!D4IiTRKT!Hnsi3T_wEm7G55bX1y5ls9VSYe9C0DolDpuNQ1M iVk4
    Mediafire - http://www.mediafire.com/download/fqwkmtaw8scwrdf/HighlandsMSP_0.98b.rfcmp

    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

    Updates Since 89b - Been quite slack and taking a break away
    DONE - 28/10 - Tweaked textures (Road surface and specular)
    DONE - 15/11 - Edited bridge chicane entry (updated to open up the entry) as per track changes in early 2014. This allows fast flowing lines through the chicanes and less risk of accident into bridge wall (Track safety improvement)
    DONE - 30/12 - Updated rear of track hairpin, added textures and track surface corrections for bitumen blending
    DONE - 10/01 - Added 3d Pine trees at bridge entry and pitlane entry (close TSO) to give better immersion
    DONE - 21/02 - Cleansed obsolete textures to reduce filesize (~24mb reduction)

    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)
    Add RR to ripple strips
    Create pit lane objects (Fill it up). – Looks empty.
    Fuel Tanks, Fire extinguishers – low LOD.
    Create crowd
    Texture Museum
    Texture Kart Track Building
    Texture Porsche training Building
    Review all LOD's..
    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.

    Thanks
    ------
    Highlands Motorsport park team - Mike Sentch, Kynan Yu
    Luc van Camp, help with roadshader being applied to non racesurface_ objects
    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).





    [​IMG]
     
    Last edited by a moderator: Feb 21, 2015
  2. PRC Steve

    PRC Steve Registered

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    Thanks a lot :)
     
  3. Daytona 675

    Daytona 675 Registered

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    Thank you very much for your work.
     
  4. matf1

    matf1 Registered

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    Excellent. Was just there the other night and it is a great track, so big ups to the author!

    Sent from my Nexus 4 using Tapatalk
     
  5. hexagramme

    hexagramme Registered

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    Thank you!

    The Panoz on the A layout is like being in heaven.
    That last corner, the one that puts you millimeters from the pit wall, is just awesome.
    Great work man. :cool:
     
  6. P.S.R.

    P.S.R. Registered

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    Great track. Thanks for your efforts.

    FYI, Spark F3s are still falling through the mesh in places. Just follow the AI and you will see where it looks like they are hitting pot holes that are not there.
     
  7. Mydriaz

    Mydriaz Registered

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    Nice update. I've made a try with Clio on track E, AI works well.
    Thank you.
     
  8. Drathuu

    Drathuu Registered

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    Thanks PSR.. i will check out the sparks.. never used them.. i suspect its where i joined the tracks.. as there is an overlap in the meshes.. I will put that on the to do list to clean up the overlaps (It was from my original build) which was outside of 3ds.
     
  9. P.S.R.

    P.S.R. Registered

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  10. Flatspotter

    Flatspotter Registered

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    This track is awesome! The AI are a little slow in places, though. Thanks for all your hard work!
     
  11. alpha-bravo

    alpha-bravo Registered

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    Many thanks for this release :).
     
  12. rhamm

    rhamm Registered

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    On Layout E the guy pointing the driver to the track is facing the track instead of facing the driver so he points in the wrong direction. On layout D some of the Clio AI drivers have problems with the rumble strip exiting the chicane. They don't seem to have as much problem with it on the GP configuration or I probably wouldn't mention it since the Clios have problems with rumble strips at many tracks.

    Otherwise it's lots of fun, great work.
     
  13. peterchen

    peterchen Registered

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    Nice track(s)!
    AI-line on short layouts (dont tested all yet) needs work! ----->I´m on the way, maybe in the following days I will make a few AIW´s. I´ll PM you then...
     
  14. Drathuu

    Drathuu Registered

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    Peter, that would be awesome if you could.. happy to get some better aiw ..
     
  15. Pudlea

    Pudlea Registered

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    Can't wait to race it this Season at RaceFactor, thanks for your work Drathuu.
     
  16. P.S.R.

    P.S.R. Registered

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    :cool:
     
  17. P.S.R.

    P.S.R. Registered

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    @peterchen

    Any luck with AIW?
     
  18. peterchen

    peterchen Registered

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    Yes, although I´m not sure by now if I only communicated with Dratuu, or really send him the AIW´s already lol !
    For safety I will send it again.
    Not sure if I should post links in this thread for everyone who wants to implement them themselfes for having a quick result....?

    Greets
    Pete
     
  19. Drathuu

    Drathuu Registered

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    Sorry guys, have been away nad busy for past few months. .. I will add the AIW files in today.. as i am doing some other work on the track aswell. thanks heaps Peter :)
     
  20. P.S.R.

    P.S.R. Registered

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