You must be using the same code to upload both tracks. The id of the track should be 0 or blank so it creates a new id for the new track
I had the semi colon missing at the end of file too...... Both tracks are now on Steam as separate items but show up under Queensland Raceways Track Pack. Sorry for messing everyone around. The good thing is I can now concentrate on upgrades.
Back on track and the tunnel is done. Had some issues with the grass textures but hopefully sorted. Just trying to get a general look around the tunnel and hopefully an update Sunday night.
I just did some laps at Lakeside in rF2 ! Woot freaking Woot ! Track is coming along nicely and performance and looks in VR is good on my PC with 25 Ai and settings i use after optimising for Sebring ! Awesome stuff and thanks again
Yes Mike have to agree as a local lakeside is a special track it is coming along great was so good to run a few laps on it
More updates on Lakeside. Messing around with grass textures and getting the mowing lines done. It will have maybe 6 to 8 different grasses blended in once done. Adding the buildings. These at this stage are unchanged from the RF1 version, with T1 place holder textures. The buildings are actually not bad, but they need detailing and upgraded textures. This will happen after I get them in and working. I may need some tips on how to have the tunnel shadow looking better. It should look quite nice in a few weeks. Weekly updates are going with the first one either tomorrow night or Monday.
Fantastic job Mike Cantwell thank you very much for all your effort on this Queensland Raceways Track Pack. I did a couple of 30 Lap runs on both Queensland Raceway and Lakeside and WOW awesome. Thank you very very much.
Mike check out the Dev guide on ambient lighting....there's also stuff there on real kerb shaders and puddle maps. https://docs.studio-397.com/developers-guide/tracks/track-art
Lol...Some puddle, would've extended all the way in to Ipswich and beyond I reckon...was that from the 2011 floods?
I forced myself to learn AIW making and this time after hours...yes hours...I have one track working quite well. It needs refining...but quite playable. The next two tracks are being done this week. 36 Skippies running and pitting OK.
UPDATE RELEASED 0.14 Lakeside: Updated the loading screen and other track logos. Added place holder tower and toilets. Remapped the grass - testing there. QR: All 4 layouts now available. AIW files are scratchy, but work well enough.Trying to get the AI to make smoother laps. I have to learn more about adjusting the AI. Update will happen on Steam next log in.
Getting the building to a point where they have the correct logos and texture, albeit with T1s at this stage. I am getting a little excited as Lakeside is coming alive piece by piece. All the buildings will be in place before the next update.
Mike, many thanks for all your efforts on these two tracks. I was lucky enough to spend half an hour lapping the Clubman circuit at Queensland Raceway last weekend. The thing that struck me most about how different it is to your track was the bumps. Turn 1 and 2 in particular are extremely rough. I'm talking make your vision blurry rough. Make Sebring look like a billiard table rough. I understand that that's the reason laser scanning is such a thing but I was wondering if putting random bumps in would be able to replicate that effect?
I will be adding some bumps later, I know about the big one entering T1. I am watching the Supercar races and trying to get some indication of the bumps there. I wish i could get the surface laser scanned. I am looking at doing it but it will be later on
That sounds great. If you ever look to get it scanned and would like a hand let me know. I've never scanned a track but deal with LIDAR data on a daily basis.
I like these tracks a lot (except the red tower, but hey, It seems to be the actual one, so we're good) Now the trees