Hey guys!
Just a quick update, I'm knee deep in work atm! I have started something I thought would go a bit faster, but is taking a bit longer... pushing my skills further! Won't say more than this, but you should be pleased with what is coming up!
On the kerb stone matter, or whatever they are called, like I said, they will stay there. I love how it makes the track look, and how it changes how you can race the track.
Like it was said, I'm not after re-creating the most realistic, and true to life version of Nord, yet. The reason is, with what we currently have, it is *impossible* to reach a level of true to life even close to 90%. The track is just so off from the real thing, that a complete start from scratch would be needed.
I have overlayed com8's nord over google earth data's and it is like 90% wrong... it is similar, but if you try to match the dottinger hohe of both terrain, and even then, they don'T fully match, the rest of the track is completely off.
I have also overlayed simbin's gtr evo nord over google earth's data and it is like 99% right... and the 1% error probably comes from my careful tracing... cause there is a section of the track which is screwed on google earth, so I had to guess what the road would go... so it's probably 100% accurate.
I cannot use simbin's stuff however.
So in the meantime, I'm gaining skills, and trying to give the best possible experience with what we have.
But let face it... com8 did a great job with the track... after driving gtr evo's nord, I can safely say that com8 version is more enjoyable to drive. More steep elevation changes, some corners are just better done or more enjoyable in com8's... for example, the slight s corner after the karussel... the track camber goes crazy... I like that.. it's not like that in gtr's evo.
One thing tho I do like about gtr evo's is how narrow the track really is. I have measure some 1.5-2 meters difference between com8 and gtr evo at some places.. it's huge....
so if you are complaining about the kerbstone, imagine if the track what really accurate, it would be much narrower
Also.. I have driven the 24h layout in gtr evo, and the kerb stone I have done in our version also appear in the gp circuit in some places, but shorter... so there must have been a time in nord history where the track had those kerbstone out of the ground...
So, I'm sorry if this changes doesn't pleases you, but it does pleases me, and it is pleasing some people too, so it is bound to stay like this.
I know this stuff wouldn't be normally seen at a normal race track, but nord isn't a normal race track, it wasn't made to nurture you and hold your hand, it was made to kill you!
I have been kind to make sure the angle of the kerb stones after a curb didnt flipped your car, cause on my first try, this is what happened, I had only lowered one edge of the kerb stone and the angle was too steep, so if you hit those after a curb, it would flip your car, now it just make you remember to be careful with those with a large bump on the wheel!
But if you ever hit a sidewalk with your car, you should know that the bump felt in your wheel isn't accurrate at all, and much weaker than the real thing
EDIT: Hmm, I have finished the guardrails a couple of days ago already (well, the first part, which was to recreate new guardrails objects, with new mappings to the one guardrail texture I now have. I have also played with vertex coloring to color some guardrails near the track start, to see if I could use that instead of creating a new texture with orange and red guardrails.. and it works beautifully, so I won't have to photoshop new guardrails! Good news!
Performance have gone up quite a bit! But I have also enabled full reflections (except for the objects in the gp area, it's not needed now) so fps took a bit of a hit, but without any real measuring, I feel it is still higher with reflections on than with them off, with the previous guardrails... but you will tell me when the update comes thru.
I have also redone all tatoos using part of the new road mesh, so they perfectly float 0.001 above ground and don't flicker no more. I have also hunted down all flickers... very few remains now. I think a couple of trees, but since I need to redo the trees, I didn't hunt them down.
All the paddock is now flicker free, including the bushes in front on the dottinger hohe. The flags, like I previously said, have been fixed as well, and changed texture for a much better one from gametextures.
I have also redone all the fences as well, remapped them to the right size and merge them and made them smooth like the new guardrails... including those I wasn'T able to smooth on my first fence smoothing a way back... (the ones like in the U corner in tiergarten, the large one with posts and wires going thru them)
So no fences are stretching now. And I have discovered the spacing tool, and redid the post right on the fences that have posts. So they are spaced right, and matches the flow of the fences, instead of just being random and making no sense.. like a post being 1-2m after the fences bend...
But this isn't what I'm hiding off

You'll have to wait a few days to know more about it!