PIXSIM track _ WIP

Will the longer version be opened up in future possibly?

Hello woodee,
the 8055 version, is not in the pipe, it's a long story around it, but in summary it was done to be in public game, after many month of exchange, discussion, visit to my home for testing, the track owner decide to deal the licence to Raceroom.
I admit what I was and still disapointed about this story but it's life.
So I have adapted the modern version to AC and now RF2 , and it's need all the time some jobs to adapt shader and texture and engine learning.
The historic version take me a very long time, to model conform the data bank than I have bduil ( lidar data, historic photo, video, technical drawing, meeting with driver, ) .
so I don't what to spread it on the web like this
Perhaps one days I will publish the long version on a nice engine , mixing nice physic and good graphical engine and open to modding ( I know I dream :) )

So my next project turn around the legacy track, I will try to reborn a RF1car, if you remind
update some mesh, redo the cockpit , redo texture

1705384190-200.jpg


I have also this one to finish one day to have a good combo

1705385447-201.jpg
 
I love your knowledge. Great job mate, the track looks great ;)
btw... and I'm still not able to do the s's at the top well :D
 
Hey Guys, I remember this champ, It's was really a pleasure to see the A364's little success,

I even got an article in the french "Micro simulateur" magazine. I hope to acheive the same feedback , right balance for peloton races.

Only bad thing I have loose my A364 reference picture. And I don't found the same quality on the web now
 
Ok legend I will update the cam ,
for all beta tester, could you done a screenshot with your gpu.
I want compare something , could you take the screen at 14h , not cloud, I want see the grass colometry with the light. If i need to lightup a little bit
thanks in advance
 
Another funny thing... if I update the "auverhat_obj.mas" file with the corrected "tree***.gmt" files, the problem still appears. But if I create a new package with the usual directory structure, the solution works.

rFactor 2 sometimes comes across as a living being :-D
On a couple of my very light ventures into modding, gifting new* tyres to DLC cars still using the &%$%& 2017/18TGM tyres, the upgrades.ini files were not picking up the new tyres...

Once it only worked once the referred filed was between "....." (ie. "xpto.tbc" ) and, on another occasion, it only worked with the extension "*.TBC" with the TBC written in capital letters (when the file is actually with lower case and... wait for it, without commas "*" ... ).
Go figure...

* actually, slightly modified older tyres.

PS: And no, there was nothing else different in the whole process, in both occasions...
 
for me grass colometry seems ok.

my system:
i5 13500 - Gigabyte B760 GAMING X DDR4 1.0 - Pa120 se + contact frame - Rtx 3070 - Renegade ddr4 3600 32gb - Crucial P5 Plus 1TB - Enermax Revolution D.F. 650W - Cg560

14:00 PM sunny screens:

s91ks8O.jpg

YCF7QZh.jpg

rAygRUE.jpg
 
tried 2006_Charade.cam
i renamed it and put in devmod folder.
but i think there is something wrong. in some part of the track cams are under asphalt.....
 
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thanks all
so do you see something to improve ?
Mesh for dynamic RIG ( if someone have ) ?

or we can said than the track is finished ?
 
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I have not tested it yet, but I will make a commentary which, in general, applies to a significant percentage of mod tracks (and some DLC as well) which is:
- increasing the air humidity effects, to provide a bit of haze/colour fade at distance, greatly improves depth perception and the believability of the track; and
- if the default time of the year for the track is summer time, you can add a bit of air pollution, to simulate the dust in the air during summer time.
Not sure if you played around with those settings or not.
 
I have not tested it yet, but I will make a commentary which, in general, applies to a significant percentage of mod tracks (and some DLC as well) which is:
- increasing the air humidity effects, to provide a bit of haze/colour fade at distance, greatly improves depth perception and the believability of the track; and
- if the default time of the year for the track is summer time, you can add a bit of air pollution, to simulate the dust in the air during summer time.
Not sure if you played around with those settings or not.
Never played with those !
 
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