[RELEASE] Nordschleife Tourist v1.65 beta

Discussion in 'Locations' started by pleclair, Aug 4, 2013.

  1. Ensi Ferrum

    Ensi Ferrum Registered

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    Anyone have the new NoS on another host?
    Mega gives me "Temporary error, retrying" :-(
    Tried it for about 2h now ...
     
  2. Guimengo

    Guimengo Guest

    Dust should be under the first Effects bit.
     
  3. o0thx11380o

    o0thx11380o Registered

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    pleclair!!!! Welcome back and thank you for the update! Can't wait to try it when mega stops giving the error. Damn mega! So glad you are back. :)
     
  4. kill_em_all

    kill_em_all Registered

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    a working link anybody?
    Thanks.
     
  5. Daytona 675

    Daytona 675 Registered

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    I´m uploading one mirror in my mediafire account, but I´ll take a while, my upload speed isn´t very fast.
    4% of 610 mb. now.
     
  6. kill_em_all

    kill_em_all Registered

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  7. rer8

    rer8 Registered

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    WOW!!! Just took two laps around this masterpiece! Did I say WOW? If not, WOW! Fantastic job! The download was fine, and I kept slowing down so I could take in some of the innumerable improvements to this favorite of all times track. Frame rates ran at a low of about 118 and a high of over 135. I have everything maxed out. Stunning! Thank you for your most excellent work. Wishing you and yours well.
     
  8. John

    John Registered

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    Where is Hoover? He needs to drop it into his btsync folder. I'm all set to help share from the get go.
     
  9. ZeosPantera

    ZeosPantera Registered

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    Yeah, I saved it to my BTsync right away.
     
  10. mospider

    mospider Registered

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    at me the same error :confused:
     
  11. svenh007

    svenh007 Registered

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    What is Hoover ? Anything important to know ?
     
  12. MikeeCZ

    MikeeCZ Registered

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    Hoover is he, he is a person, Uwes nickname, he usually takes the newest version and uploads it to btsync as the mega.something thing doesnt work properly to many people including me
     
  13. svenh007

    svenh007 Registered

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    Ah, ok. Thanks for explenation. Got it
     
  14. Barf Factor

    Barf Factor Registered

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    Thank you pleclair, it is wonderful to know that you are okay. Please always take time to look after yourself and your family. Your dedication and hard work is astonishing.

    Yes you can send him a donation using paypal, see his first post in this thread. The donation link is above the Version 0.97g link
     
  15. MMartin

    MMartin Registered

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    Good news you are better now Plecair, thanks for the new amizing version. :eek:
     
  16. pleclair

    pleclair Registered

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    Greetings guys!

    I got some good news coming up!

    Yesterday, after reading the thread a bit, I noticed something that kept on coming back, which is the flickering. It's been a nuisance since we started this, and I'm taking matter in hand now.

    I have removed the flickering on all the hanging flags. They were made of two strip of polys, one for each side. That's odd, cause rf1 supported two sided mats... I wonder why it was done like this? I can understand if it was done for the cheap animation eye trick, but other than that..

    So I have removed all the double faces, and swapped the flag texture for one I had downloaded from gametextures :) Looking really nice now!

    Another huge thing I did, I hunted down all the flickering happening in the paddock area. (inside the paddock, I have yet to do the bushes that flickers in front, on the dott.

    While trying to remove the huge flickering on the glass panel on the cafe, I noticed that the glass texture and rails were two separate ones, both with double faces.. so there was a lot of excess polys there.

    I have removed the railing texture completely, made 3d post instead, textured in metal, and I used glass panel from gametextures. Looking real nice again! No flickers...

    I have also loaded the remaining gp objects that were missing, including the fences that should have been on the bridge to the left going into nordkehre.


    And if that wasn't enough, here is something that should increase performance by a large margin. I don't want to say huge, but it should be pretty interesting.

    I started work on the guardrails, using the textures made by gametextures, and this will boost performance by a lot. Why? The guardrails textures we have are huge, 2k for each panel, and there is more than 10. To save memory and package size, I have used the same spec/bump for all of them.

    Now, the texture I have is 2k, but contains the textures of 8 guardrails. So that will be assigned to one mat, and I will redo the mapping on all guardrails, and this will remove the stretching found on some parts..

    I have seen what they will look like in game, and im sure you will like them :) They are a lot closer to what you actually find on nord, and close to those we started with, only done much much better. The bump/spec will be matching for all 8 pieces, so the rusty ones should look pretty neat with the bumps and roughness! I have tried a clean one.

    Oh, and I toned down, way down, the dust, it's barely visible anymore. If it's still a nuisance, I'll remove it.

    So that's about it for now! I'll be working for a couple of days on these guardrails I guess!
     
  17. pleclair

    pleclair Registered

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    Hello,

    To my knowledge, and the many times I loaded, and failed to load a track, I can tell you at 99%, that if you crash past 75% or so on the loading bar, the track have been successfully loaded already, you are probably running out of vram at that point.

    Try to lower textures settings, run with less AI, this should help you load and run the track.

    You see the two arches at the bottom of the rf2 loading screens? When the loading bars approaches the inner loop on the right side of the screen (which is around 75%), this is the point where the track is loaded, it seems that stuff happening after that is related to precalculations, or stuff done for the shaders, I can't tell you exactly, that's a feeling. Cause when you change HDR settings, and turn it off/on, the track will load much slower, and it happens at that spot. After 75%....

    When I change textures settings, like spec values, bump maps, and so on, the game will also take longer to load, same as if I had turned off HDR. So it must be doing stuff related to the shadings and precalculate stuff to help speed up things in sim?

    That is a wild guess, maybe someone from ISI further explain?
     
  18. pleclair

    pleclair Registered

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    Anyone noticed the forest floor texture I used on the right side of the road going past aremburg? :) I thought this heavily crowded spot shouldn't have much grass, and used a forest floor texture instead. I will do this later for all those spots with heavy trees.

    EDIT: I knew I was forgetting something! I have also cleaned up more mats, removing the textures that was unused and taking spaces, like I mentioned in my other post. And we are now down to 538mb package (with the added 18mb from the gp objects that were missing)..

    Once I swapped all guardrails, we will be in the 400 range I think... good news!
     
  19. Ronnie

    Ronnie Registered

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    Great news.

    Do you plan on updating road mesh textures? This darker, green-purple stripe in the middle of the road that goes for the whole lap. It is a big thing for me.. How the road looks like. :)

    Apart from that it is a magnificent project. You should be proud.
     
  20. Marc Collins

    Marc Collins Registered

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    Sounds like amazing improvements!

    I vote yes to the forest floor instead of grass--that will help realism a lot.

    The flickering (on any track, anywhere) is the number one immersion-killer for me. It just screams that you are in a digital world instead of letting your brain get lulled into thinking the screen is reality.

    I don't think the dust issue is just one of amount. The issue is that other than at the grass/dirt BESIDE the track, there wouldn't be any dust on the track or curbs because of the frequent dampness and heavy use of the track. Sure, sometimes some dirt might get thrown on the track when someone gets too aggressive cutting a corner, but do we really want to make that little bit of dirt permanent for all time and all conditions by locking it into the design of the track? I don't think so. When other cars are on the track, the only time you should see dirt is when they are cutting the corners or falling off the edge of the pavement. Then it's a huge signal that you are pushing them too hard, or they are pushing themselves too hard. Heartbeat increases... The dirt adds to the drama in this racing situation! But having dirt all over the place all the time just becomes a distraction and an annoyance.

    The only other important issue I'd like to mention (others have already discussed) is the overall decision as to which track and which time period this version is supposed to represent. The new edge drainage control curbing is a great example. If that curbing is now mostly or all gone, then we have two choices: remove it because we want the track to be realistic to today, or, say that the track is 2004 (for example) and then tailor it to those conditions based on period photos, etc. If the track is the tourist version, then there shouldn't be crowds along the edge of the track, because there is no races happening for them to watch. If the intention is to eventually turn this into the 24h version, then great, the crowds are a nice addition (except for the overdone fires). pleclair, it's your track and you can decide to do whatever you want, but I would plead only that you be consistent so that in the end we have the best version of one time period and one variant of the track.

    Of course, if you are really ambitious, you could always split some of these things out and have two or three variants (a 2014 version, an older version, a no crowds, full crowds, etc.). We don't deserve any version of this amazing track and are all indebted to your tireless efforts, so even one properly done variant will be amazing!! Thanks again and again for working on this.
     

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