[RELEASE] Nordschleife Tourist v1.65 beta

A "butter smooth drive" doesn't sound like Nordschleife for me.

There is a distinct difference between a road with 4 meter long polygons which makes you bump around all over the place like some of the lazy conversions, and a smooth surface including appropriate bumps and dips where they should be :)
 
if you're referring to my importGMT2v2 the script no import rf2 GMT. The script simply converts some rf1 shaders to rf2 shaders.

The track looks good I hope the source is not from simBin :-)

About track conversion if you have the track in 3dsMAX you can use my script GmaterialTool ( is free) to do some task like swap trees, increase road mesh, copy materials, copy modifiers to select objs and more.
In large tracks automatism helps to speed up the conversion.

Mario could you "teach" us how to increase road mesh with your GmaterialTool - in the original post maybe. TIA
 
Thanks for the effort, but I really think that a big-huge project like this need a big team to make it so why dont you think to ask help and collaboration from other modders?!:)

I've said from the start that this project could end up a community collaboration. I'll do what I'm able to do with the track, release it, and if I can't take it further, then someone will be free to take from where I am, and go from there.

I'll let you guys know when I'm done with it.

I don't see how a team can work on something like this, and not be beside each other. A lot of materials are used in various part of tracks, so if someone make changes to a material, that means I cannot be sure that my changes will be fine with your changes and so on.

All it takes is a guy with some time on his hand and dedication... which I have plenty of both of them :)

if you're referring to my importGMT2v2 the script no import rf2 GMT. The script simply converts some rf1 shaders to rf2 shaders.

The track looks good I hope the source is not from simBin :-)

About track conversion if you have the track in 3dsMAX you can use my script GmaterialTool ( is free) to do some task like swap trees, increase road mesh, copy materials, copy modifiers to select objs and more.
In large tracks automatism helps to speed up the conversion.

Oh I see. Well I'm happy then! I did used your gmaterialtool to split up the road from scenery (followed your nice tutorial on it, how to use gmaterial to split road and increase mesh, thanks for making this!)

I use 3dsimed to swap material by spaskis tutorial. It goes fast! Copy/Paste Materials...


That is great news for rF2 and all of the community!
But just some questions:

Did you ask the builder of the original rF1 track for permission to do the conversion? It would be sad, if a similar scenario as the one we had recently with the GMT conversion, would occur again.

As it seems you want to make this project the best it can be. And as this track is really extremely huge I have to say that wajdi's proposal of building up a team would probably help to improve the result.

A "butter smooth drive" doesn't sound like Nordschleife for me. I havn't been there myself but I now a lot of people that do races there and all of them tell about extremely rough bumps all over the place. Some of them that hard that you have to adjust your racing line because the theoretically fastest line has bumps that slow you down too much... So you should definitely find some beta testers that can tell you where to place bumps and how smooth the drive really is.

And finally when you are redoing the road mesh, you should think of redoing the whole "Schwedenkreuz" area, as that part of the track is the part, that was a bit off from the reality in all rF1 Versions that I've driven (Except for the GTR Evo conversion - they made that part pretty good)

Please don't see this as criticism. Those are just some points that you could write on your "to-do-list" and that could help to improve the result! It's great to see that we are going to get a Nordschleife for rFactor2!

Ok, before I get swarmed by these kind of post, please take note of the original version... version 2.2a... it is free to mod/convert/bla bla bla, as long as you mention who did it first.

I have no intentions of hiding who did it, and I don't want to claim this track my own.

Don't worry, I said butter smooth, compared to what it was before, like I said, it is still nordschleife, and it's not flat.

There is still lots of bumps and stuff, but they aren't related to the mesh resolution now. It is quite high actually, if you look at it in my other thread.

I'm not a long time follower of this track... I dont know it in rl, and the part you are referring to, I don't know. If it is still problematic, maybe someone after me can fix that part, or if you can give me references, maybe I can do something about it.

The mesh is already done btw :) Worked on the last past full two days on this.

Hope the track surface has some character ( without it being overdone )

Good luck with this project (-;

Don't worry, it does! It's not a perfectly flat track! When I said butter smooth, I was referring to the bumps that were present before upgrading mesh, because of the low res of the mesh, these arent present anymore. But all other bumps are still there...

Don't worry, there are still tricky parts, where bumps can send you off if you aren't careful!
 
Mario could you "teach" us how to increase road mesh with your GmaterialTool - in the original post maybe. TIA

The mesh is already increased :) Read my post At least I got it to run in dev mode.. you will see the mesh in 3dsmax :) last page
 
There is a distinct difference between a road with 4 meter long polygons which makes you bump around all over the place like some of the lazy conversions, and a smooth surface including appropriate bumps and dips where they should be :)

Like I said, I was referring to the difference in the driving between the non mesh upgraded and the mesh upgraded version. All the bumps and shakes from the mesh low res is gone.

All other bumps are still present, and no elevations have been smoothed. I modified nothing except resolution.

It is still very challenging, no worry :) I doubt many will complete a first lap without totalling :) (unless you driven that track in rf1 countless times! but again it was in rf1.. rf2 is different)
 
when I'll release, I'll release both my first non upgraded mesh version, and the last version. So you will be able to see the difference too, if curious.
 
Pure Awesomeness mr.pleclair. Give this man everything that he needs!

...and Start learning the track folks... I want to race!
nurburgring-cornering-map-guide-download.jpg

http://media.fastcar.co.uk/wp-content/uploads/2012/01/nurburgring-cornering-map-guide-download.jpg
 
Like I said, I was referring to the difference in the driving between the non mesh upgraded and the mesh upgraded version. All the bumps and shakes from the mesh low res is gone.

All other bumps are still present, and no elevations have been smoothed. I modified nothing except resolution.

It is still very challenging, no worry :) I doubt many will complete a first lap without totalling :) (unless you driven that track in rf1 countless times! but again it was in rf1.. rf2 is different)

I know, I was referring to Rocksors' post
 
I do not agree a full modding team is required to CONVERT a track. It is a long track but some tasks affect the whole track and do not depend on the length. The number of materials is not proportional to the length either, since they are reused. Scripts can help a lot as well.

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Exactly. To build this from scratch, a full team is likely needed to produce in a reasonable time frame. But the work I'm doing now would be slowed if i worked with others, considering the amount of time I can now devote to it.
 
Currently uploading a video of the AI driving an F2 around Nords (well not a full lap, I tried to keep uploading time and size reasonable), without HDR.

I forgot I had HDR on on the first video, and shots, and it used the default HDR profile from ISI. The track would need an HDR profile (wink Tosch ;)) to look good in HDR.

Without it, it looks really good. You'll see!

Will submit once its online!
 
Currently uploading a video of the AI driving an F2 around Nords (well not a full lap, I tried to keep uploading time and size reasonable), without HDR.

I forgot I had HDR on on the first video, and shots, and it used the default HDR profile from ISI. The track would need an HDR profile (wink Tosch ;)) to look good in HDR.

Without it, it looks really good. You'll see!

Will submit once its online!

You have my full attention. :D
 
Re: [WIP] Nordschleife Tourist

I really admire your enthusiasm and work rate. Thanks for doing this.

Hero status awaits if you manage to nail this track.
 
And here it is folks!

The video I was talking about earlier, it's online!

Enjoy!



Now I'm off to try to swap different materials (Silverstone, and others) to see how I can improve it easily.
 
Re: [WIP] Nordschleife Tourist

The big question...
When do you think you will be able to release first version?
I am really looking forward to drive around for a couple of hours.

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@ pleclair: Great! Now all my concerns are raised out. As I said this was not meant to offend you or the the great work you've done so far, I just wanted to ask some questions on topics that I though could spoil the whole thing. It's really great to see you doing all this work and the speed of your progress!

I'm not a long time follower of this track... I dont know it in rl, and the part you are referring to, I don't know. If it is still problematic, maybe someone after me can fix that part, or if you can give me references, maybe I can do something about it.

Concerning the Schwedenkreuz this link could help:
Link

If you watch the onboard front camera video you should see what I mean. After that long fast part you are comming up to a hill and afterwards slightly down to Schwedenkreuz, wheras in the Com8 Version this lefthander is up on a second hill. The GTR Evo Version is better here (watch the GMT Preview video e.g.), but I have the feeling it goes down a bit too much... something in between would probably be right.

But I know it is hard to get good reference material. That is just the one point in the com8 layout that I found was not as I see it in real races. Probably, when I'd set one of my collegues that actually do races there in front of my wheel they would find some more small inaccurracies, but that is nothing that you should mess with at the moment.

But there is still one question on the road surface. As you probably also drove the rF1 version how different is the FFB feeling of the "low mesh bumps" between rF1 and rF2? How big do you see the step in technology that ISI has done here?

Please don't be offended by my questins and keep up the good work!
 
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