[REL] Longford 1967 v1.0 [2018-08-15]

Discussion in 'Locations' started by woochoo, Mar 15, 2013.

  1. woochoo

    woochoo Registered

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    Longford 1967 is available in the rFactor 2 Workshop on Steam
    https://steamcommunity.com/sharedfiles/filedetails/?id=1479307545
    Notice from Studio 397 about Longford v1.0 release
    Longford thread v1.0 release post
    version 1.00 [2018-08-15]
    preview vids for v1.00

    #1 - Dawn, distant side-swingcam, ambience


    #2 - Cobra, two laps, cockpit and trackside, spin at the end


    #3 - Wet Race, EVE F2, with EVE F3, Spark F2 & F3


    #4 - Ambient video, with scenery and details


    #5 - Dry Race, first lap, BT20, Spark & EVE F2
    This one is a semi-remake of the old v0.97 video from 2014


    002.jpg
    003.jpg 004.jpg 005.jpg 006.jpg 007.jpg 008.jpg 009.jpg
    011.JPG

    thanks to the Tasmanian Transport Museum for access to their X-Class locomotive
    03.jpg
    --------------------------------------------------------
    OLD:
    2015-11-05: Longford v0.99 - Sixth version for rF2 (475MB)

    v0.99 RELEASE POST: #679

    RELEASE VIDEO FOR v0.99

    RELEASE VIDEO FOR v0.97

    -----------------------------------------------------------------------------------------------------------
    =========================================
    Real Longford 1967
    https://www.motorsportmagazine.com/database/races/1967-longford-tasman
    https://en.wikipedia.org/wiki/1967_Tasman_Series
    =========================================
    see below for the original thread-starting post
    2013-03-15
    =========================================
    =========================================
    Hi everyone,
    I've just released Longford 1967 v1.0 for rFactor1 (read twice... rFactor 1). This more or less means the end of the rF1 dev work, and now I think it's fair to make an rF2 wip thread. So here it is. And good news, I started my rF2 version a few weeks ago and have a lot of the stuff working already. No dates for release yet, but you can see a tiny snippet of the rF2 version at the end of my rF1 release video below:
    old rFactor 1 v1.0 video
    At this stage the plan is to put out a v0.7 (or something like that) fairly soon. I have plans to update various bits later on, but hey, rF2 has been available for a year now, so it's about time I put something out there.

    For reference, the rF1 version can be had here:
    http://www.gamefront.com/files/23073138 (some people have had trouble with the link)
    rFC Page: http://rfactorcentral.com/detail.cfm?ID=Longford 1967 (inc. alternative d/l link)
    Also available at NoGrip.

    Cheers,
    woochoo
     
    Last edited: Feb 18, 2019
    GPNeville, bou26, oppolo and 7 others like this.
  2. vicent-sollana

    vicent-sollana Registered

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    Re: Longford 1967

    I love this track, can't wait for testing with the brabham, good luck.
     
  3. RCRacing

    RCRacing Registered

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  4. DurgeDriven

    DurgeDriven Banned

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  5. lbird

    lbird Registered

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    That is a great addition, woochoo. I loved the rf1 version, great track and atmosphere. Take your time, there should be plenty of nice road side objects and track textures to be made. Especially the trees will look a lot better in rF2. I found the trees in the first section after the tunnel a little bit underwhelming in rF1, to be honest.....
     
  6. ifrans

    ifrans Registered

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    That looks great already in rf1, really looking forward to this track:)
     
  7. tjc

    tjc Member

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    That was most definitely a "snippet"...

    :D

    Good work on the track though. :)
     
  8. Adrianstealth

    Adrianstealth Registered

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    Great ! Looks interesting

    Is this a fictional track ?
     
  9. Tosch

    Tosch Registered

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    Looks great.

    Can you use the textures from the rF1 version 1:1 for rF2. I ask because most converted tracks look somewhat yellowish and over saturated.
     
  10. K Szczech

    K Szczech Registered

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    The reason for it is that rF1 wasn't producing full light intensity. To make something brighter one had to make texture brighter. If you put such texture into rF2 you get full light intensity over already brightened texture and it ends up badly.

    I had similar problem when applying my shaders in rF1. If track had textures adjusted to compensate for lack of lighting intensity in default ISI shaders, these had to be darkened before applying my shaders.
     
  11. Tosch

    Tosch Registered

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    Thanks K, that's the confirmation I was looking for.
     
  12. Tony

    Tony Registered

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    Naa Adrian, Tasmania in the 50's & 60's.. good place to enter a race if you're tired of living.. there's a telegraph pole with your name on it, lol
     
  13. Mydriaz

    Mydriaz Registered

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    Great track for 60's cars...
     
  14. Dimahoo

    Dimahoo Registered

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    I love this circuit - great news. I hope someone eventually does Coff's Harbour too - both of these tracks are so atmospheric.
    Can you add ambient sounds to tracks somehow - for replays?
     
  15. woochoo

    woochoo Registered

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    Yes, have done already :)
    They can be done in devmode, under the camera editor section
     
  16. woochoo

    woochoo Registered

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    The default (hard-coded) sun colour is also quite "warm". Too warm for my tastes.
    I think this explains (somewhat at least) why rF2 looks quite nice in the morning or afternoon but not as nice during the middle of the day. The rF2 sun tone does change during the day, clearly, but during the middle of the day it seems too warm. I'd prefer a lighter, cooler yellow, but I'd settle for white. And I'd also be pleased if it was open to the track maker.

    The textures you see in the video are the exact same ones for both versions of the game. At some point I will make adjustments to the clipped highlights. As K mentioned, I did blow them out a little to fake up some brighter light effects in rF1. However, I don't want to have to compensate for the overly warm sun colour by tinting all the textures!

    I've also made (what seem to me to be) some break-throughs in the HDR profile. It still uses darkness rather than lightness as the reference for the auto-exposure (hard-coded it seems) but I think I've managed to get a good balance between light/dark and saturation. Muuuuuch better than the default profile at least. I may have recorded the rF2 snippet before I'd done that work though. I'm not sure.
     
  17. Dimahoo

    Dimahoo Registered

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    This is one of those tracks where you just wish there was a walking mode.

    Also......having seen the Rf1 version my Son has asked can you add a train?
    (don't ask)!

    First thing he said was - is that a railway bridge Dad?
    I told him theres also a level crossing that acts as a nice lil' jump, and then he asked for the train!

    Anyway, keep up the great work.
     
  18. woochoo

    woochoo Registered

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    One of many Longford stories goes along the lines (no pun intended) of a train stopping over the race track, delaying a practice session so one of the local drivers could change a gearbox.

    With bone animations available in rF2, yes, I could add a moving train. I doubt the AI would like it... There is also a train station building that I've not built yet. The station is more likely to get built, but neither will happen for a while at least. Glad your son is enthused by it though :)
     
  19. samuelw

    samuelw Registered

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    Longford for RF1 was a favorite for me. Looked great. Was wishing it would be released for RF2. Thanks for your efforts.
     
  20. Dimahoo

    Dimahoo Registered

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    I told him it would't be able to move. When i explained why - ie...why do you think..duh?...he made the link and gave a stupidly devious laugh at the thought of the AI crashing.
    To which he got a playful slap around the head and told to leave the "studio".
     

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