Lakeside Raceway (Park) V0.89 * Removed Queensland Raceway logo from track. * Lakeside Park is no longer part of Queensland Raceway Pty Ltd Queensland Raceways Ver. 0.87 This is the last major update to QR. All 4 circuits are included. AI seems to be working and cars pitting etc. Please report any issues and I will do my best to fix. Changes: * Completely done new terrain around the whole track. * AO textures on all buildings where needed * Added over 1,000 trees * Completely new entrance and outer road * New grass textures and many new / replaced objects around the track. * There will be no PBR texture updates. To be done; * AIW files fine tuned * Minor updates to existing textures and sponsors to bring the track up to date * Version 1.00 will be the final of this track unless the new owner allows me to continue to work on this track * Conversion to AC in the new year. New Update: UPDATE RELEASED Lakeside International Raceway V0.75 * New Lakeside Room * New Bridge * Many other new objects * All buildings now have Ambient Occlusion maps * Drivers Training are redone * New Entrance * 1,000+ new trees * New outer terrain with LIDAR data * New grass textures with GE data To Be Done in Next Release; * New VIP building and other outer structures * Drivers Traning will have AI for AusKart ASAP!! * Lots of minor details that will be added and then 1.0 will be released when I can. * 1969 Version will be done as I can.... UPDATE RELEASED Lakeside International Raceway V0.42 Lakeside Park V0.42 * Added new Dunlop Bridge . This was the most famous logo on the bridge and drivers used to joke about the racing line. D = Die L= Live. * Added new pit cafe, cooler room and drink machine. * Track is now stand alone as Lakeside International Raceway * Next update will be the gardens around the inner area of the track. New Update: UPDATE RELEASED Queensland Raceways Track Pack Beta v0.25 PLEASE NOTE....This update is mainly for the Lakeside track. Lakeside updated the trees around the track. Next update will be the outer terrain. Getting accurate info is difficult as SketchUp does not have the terrain data in the free version. New Update: UPDATE RELEASED Queensland Raceways Track Pack Beta v0.15 Lakeside now has basically all the main track buildings in place with T1 textures From now on weekly updates will be adding details and fine tuning the grasses etc Lakeside will be my main focus for a while. QR will get better AI files and more details maybe every 2 weeks. Lakeside is my first baby and I want to make this track as good as I can. UPDATE RELEASED Queensland Raceways Track Pack Beta v0.14 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. Queensland Raceways Track Pack Beta V0.11 On Steam *Queensland Raceway National Track *Lakeside Raceway 2017 Beta 0.01 What next? * Weekly updates on both tracks * QR alternate layouts coming soon * Lakeside 2017 will be worked on hard now to get to a finished level *Working on 1960s layout next Lakeside Raceway: Version Beta 0.01 is being worked on. Plans for this historic circuit will have 3 layouts. 1. 2018 Current track day version 2. 1980s version ATCC atmosphere 3. 1960s Historic version Queensland Raceways Track Pack Beta V0.09 On Steam UPDATES VIA STEAM NOW Hey everyone, More update done and now to spend some time on Lakeside. QR is about 90% done and the rest will be fine tuning and detail updates as I learn more and get better doing this modding thing. Version 0.09: Updated the tower to the new sponsors and also a few name changes on the walls. Next update will have better pit lights. Version 0.08: Added all the trees. These will be tweaked and adjusted in the future to try and resemble the real track as close as possible. From now on updates will be focused on fine tuning and also the other other layouts as well. Version 0.07: 95% of all objects are done, many new and remade. 3D fences used as opposed to the old image only fence, many with shadows Building have new textures and bump / spec maps. Lots of added details in pit area and behind the track at the drift area. Started adding trees, experimenting with different textures and settings. Next version: Complete the trees and adjust to be more realistic size Add more detail around track interior (lake, pump and grass textures) Add the other layouts Detail around car park and outer roads around edge of track. Anything more I can do to make this a fairly nice representation of the real thing. Hope to have a V8 Supercar race weekend version... Version 0.05: Changes: Added many infield objects. * Tire walls and barriers * Flag marshal stands * Fixed bump exiting turn 3 *Fixed wall hump entering turn 3 *Added Race Office with clear windows and 3D vertical blinds. *Added clear glass to control tower and internal basic rooms *Added better AC units and more detail around control tower *Added the start tower and updated textures *Added the pit and start lights. I do not like them and will add better light soon. Next Release: * Finish detailing the garages and objects around pits are and car park * Add other buildings and details in the outer parts of the track. This will be done over a few releases. * Add surrounding landscape area and horizon. Version 0.03: Changes.... Updated the walls sponsors and images to as accurate as I can till I visit the track again. It does look quite good at Max settings, particularly in the late afternoon. Shadows around walls have gaps?? AIW is updated with SmelleySkidmark and myself. Not perfect but the Flat 6s and GT# cars are really good. I will post a video soon of the Flat 6 20 lapper. I have added brake markers as well to help with the track as there are little reference points at the moment. The images are too large, and I will reduce the size of them next release. Next Release: * Add tyre walls and martial boxes on the infield. * Add the control tower. * Detail the pit garages. Feedback would be appreciated. Mike About version 0.01 It is bare at the moment with just the walls and pit garages in place. It is very usable and even in this state the Flat 6 mod is amazing. I just did a 20 lap race before this post. I will update the walls and grass textures and start adding more and more objects with each update. Since I am now working from home this should be very regular. Once the AIW file is done, I will release it with the other 3 layouts and we will have all 4 in one place. This is a bare arse Beta, so please be kind. I hope to get some of you awesome people to help, and I am happy to even pay in Bitcoin or altcoin. ________________________________________________________________________________________ Lakeside Raceway I will be working on this again and hope to talk to some guys here in Brisbane about laser scanning the track as soon as possible. ________________________________________________________________________________________ Mike
Great news One of my favorites for rF Formula Vee, should be good for F3. Animated pit dog to bite tires.
Great news mate many thanks in advance, love the Aussie tracks...just need ORSM to get invloved with RF2 and I'll be in heaven!
Great to hear Mike. Lakeside has always been one of my favourite circuits since the 80's when I used to go watch Brocky and the rest play hard around there. Looking forward to the results of your work.
Good to hear Mike. Being my local track, Lakeside is great to go watch Group N in real life and to drive in the sim. Plus a '66 version, sweeeet! /waves to Oldie.
+1 for that....go to track releases 2013 v8 supercars... krunch from orsm wrote about doing 2012 and 2013 for rf2
Well, here we go. I have started to upgrade Lakeside. At first will be the track and to the wall only, ie the track and the edge to the walls, and the pit area. I want to try and get that up and running first and just see what drama I have getting the track to load. Once loaded, I can start adding details to each section and then build the rest of the infield. The track was made with Bob's Track Builder and the mesh is crap, no other word to use. So, I am going to build the mesh so it is more "nicer" and less polys. I will use the base and drag over the top. Keep you posted.......Mike View attachment 2809
Sounds awesome, I'm glad you're doing a 1966 Lakeside version as well. Will it have hay bales, 60s advertisements and such? Damn, I'm getting excited!
By the way, if any one wants to help me, please let me know. Just so everyone knows, Lakeside is my baby, ie, I have exclusive licence for 10 years to the name and likeness. QLD raceway, I have permission to do the track. Because both are owned by Queensland Raceway Pty Ptd, I will release as a pack. There are many out there who are way more tallanted than me. I would like some help if needed/asked. I would love these tracks to be represented as well as possible for the RF2 community. Anyway, thank and look forward to the journey
Haha!! I have access to 1960's pictures. I have to contact the owners and they have an amazing photo collection of the 1960's F1 cars, ie Jack Brabahm and even Jim Clark at Lakeside. This would be a great addition to the tracks ISI have done. I so wish those guys would help....hint hint!!!!
Sounds awesome, man. Here, I'm sure you've probably seen this already but it may help. Few years after 66 but hey...
Just recieved an emeil from John Tetley, the CEO of Queensland Raceway Pty Ltd and he has given me contacts to people with historic info on Lakeside. There is also a book being released soon; "Lakeside: The Early Years" Whoot
Absobloodylutely marvellous Mike! Firstly: thank you so much for your rF1 track efforts! Congrats on being the license holder and having permissions. My knowledge is pretty much limited to rF1 at this early stage. I can do graphics and stuff. Maybe search for signage & textures? dunno. Secondly thanks for your future efforts and letting us know whats going on. ps: I wonder how Mt Cotton would go as a road track? lol They say: "This area consists of about 1.8 kilometres of bitumen road. Combined with Circuit C, the total road area is 3.5km". (spent time in Qld as a DMR internal inspector is the only reason I know of it). CheerZ!