Latest Roadmap Update - April 2017!

And, and, and, fresh off the Studio 397 presses :) April Road Map!

https://www.studio-397.com/2017/04/roadmap-update-april-2017/

Leave your feedback and comments below! :)
pCARS vibe is strong in this one. Which is not a bad thing! :) PP look good and I'm especially happy with light shaders! Everything else looks very cool. I'm happy that you managed to improve tonemapper without going extreme, so it still looks natural. I'd love to see more night shots with no streetlamps around. Can't wait!

Back to drinking beer. Cheers!
 
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4 screen awesome...the F1 with light just wonderful ;) Top excited May gogogo!!!
That's FR3.5. Also why I wanted to see more night pics is to check how shadows work at night. That's what will make one of the biggest changes to how nights look and feel. But everything else that I was able to see in those pics look properly good. ^^
 
This:
May 1st, anybody can switch to this new build and try it out. It is fully multiplayer compatible with the DX9 build. If for some reason you run into any problems with the new build, you can easily revert to the previous engine with just one click.

Is a great idea!!
 
UMM , those aren't screens from rF2 ? You just found some shots of rl cars and put them in .lol
Seriously , You Guys/Girls look to have done amazing work . You should be proud , it seems you have done what other studios take years to do and done it in months . Well done .
I hope for a smooth transition come May 1 .
Bring it on .
 
The new guidelines for artists is great. Awesome job! I've had my reservations but I'm happy it seems things are moving in the right direction. I hope more rf2 specific stuff is added later on (gen and gmt settings for undercar shadows/other bits for example).

One thing that I noticed was that there is no mention of gjed anywhere.
1. Is the focus of isi/397 documentation still going to be the 2012 max plugin?
2. Is gjed going to be updated to dx11 so it looks/works the same as the game? I understand it is very early in the development but personally I feel the gjed should be the way forward. It is powerful tool and it can unify rf2 development to make it more focused. Not saying 3dsimed or the old max plugin are bad. But the more different options you have for artists the harder it is to support the development. I think gjed has massive benefit over the other tools simply because it allows people to create content for rf2 using all/any kind of 3d software (maya, 3dsmax, blender, cinema3d, rhino, lightwave...) and what's even better is that the same documentation works for all platforms. Whereas 3dsmax plugin guides translate poorly for gjed and 3dsimed or other plugins and software routes.
 
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