Discussion in 'Locations' started by woochoo, Mar 15, 2013.
Can't wait to hit those trees with Brabham...
Will be an awesome 0.9 release. Take your time to bring it up to 1.0 with the stellar quality you showed in rF1! We'll all have plenty of fun with 0.9 in the meantime and perhaps even some talented folks will be motivated to help you (if you need it).
Words cannot express how pumped I am for this track. It's one of my current favorites in rF1.
Nice work on road reflections but IMHO trees don't look good. Quite low text. resolution, plus old x-shaped technique. Billboards look better
Maybe you could take your own photos of trees if you don't have any good source? Just a suggestion...
Keep up the good work.
Good road texture, love the shadows and I like the TALL grass!
Yes, the trees are low res. Lots of them are shot from the actual circuit, so in a couple of couple of places they are the exact tree as in real life. It's been a long time since I've worked on the trees (years), but I still have all the source images, and some of the working photoshop files are probably higher res already.
At this stage I don't intend to do billboard trees/bushes. Personally I find it easier to ignore an x-tree than a rotating tree, so I'll stick with X for now. I like the parallax. Buuuut, as a part of v1.0 I have plans to make some fully 3D trees, mainly for those that are right by the roadside.
As my first release for rF2, this is mainly about bringing the rF1 version to release (but yes, it does have realroad (on 1.5m polys), marshals, weather, hdr profiles). It also has a bunch of smaller tweaks. My v1.0 plans include updating a few buildings, houses, trees, and probably looking at the road and grass textures too. Also some general adjustments of many texture tones to bring them back in line with hdr (no need to fake it anymore )
V0.9 release in the next week or so ....great (-;
Have upped the res on the pine tree in the last shot, from 512 to 1024. That was one of the first trees I made for the track, way back in 2009. It's also a pretty big tree, so the 512 was stretched pretty thin. Did some branch touch-ups on the alpha channel too.
All up the track has around 250mb of dds textures at this stage. 150mb in mas (104mb maps mas for the rF1 version). For reference, ISI Silverstone maps mas is about 250mb (and runs pretty boggy on my low/mid-range computer, 1Gb VRAM). Chchchch CHANGES
Also have just decided it's worth the time to adjust the red values in some textures for the v0.9, rather than being a bit lazy and leaving it for v1.0
Impressive build, looks fun and challenging
Great work woochoo Sounds promising, I hope we can soon try it out.
That's good news woochoo . Keep it up.
The snippet is just like desert. I always want more. This is a track I have wanted for a long time in rF2. First look... excellent!
Brilliant work, if it's half as good as your rF1 version, we're in for a treat.
Looking at the screenshots, I think I just did the tiniest bit of wee in my pants
Thanks for your hard work woochoo, it looks fantastic, I am very much looking forward to driving it
This looks fantastic, keep up the great work. Hope to see it soon.
Release ETA - quite soon
Hi all, I should have the track (v0.9) available a little later tonight (Australian time (GMT+10))
Thank you for your great work already
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