Fantastic news, thanks Scott! Also we all appreciate this new forum! We've needed it since RSC went down
Probably not the proper thread to ask, but, what is the status in regard track cutting detection and application ?
Hi all, I'm very grateful for the opportunity Scott and ISI have given me. And yes, Crobol, it's not really a surprise to see Scott and I working together. Some of the eagle-eyed people around have spotted my texture style in the early rFactor2 screenshots . Still, it feels nice that everyone knows about it now, but I'm sure it'll be even nicer to keep everyone updated here from time to time .
very good news to see this forum , and finaly have a place to follow a little of the progression on rF2. I see that Luc van Camp is working on textures. Does this mean REIZA is a inhouse 3rd party developer within ISI ? PS; Tim ... From iRacing to ISI. how does that feel ? WiX - http://www.bsimracing.com Racers Modding Team [RMT]
I remember there were some excellent tracks in Sports Car GT. The "Desert Oval" road course comes to mind. Any chance more of those will be implemented in rF2?
Exciting news here! I'm a huge fan of The Lonely/SLN's rF1 tracks, it's brilliant to know that SLN is on board with rF2.
Custom Track Creation Hi, I'm not sure if this exactly the right place to ask, but I'll ask anyway. I'm interested in rFactor2 with regards to custom track creation. In real life, I'm a civil engineer, and I design roads, etc. At some stage in the future, I'm hoping to get involved in the motor racing circuit design field, designing and engineering real race tracks. Anyway until that happens, I'm planning to hone my skills, and maybe build up a portfolio by developing fictional tracks. To do this I would be using proper civil engineering software such as Autodesk Civil 3D to grade the topography the track, runoff areas, surrounding environment etc. From there I’m planning to take the model and develop two separate things from it, one, engineering plans (which I know how to do), and two, create custom tracks for rFactor 2, which I could distribute (for free) for people to race on. I’m thinking I would probably use something like 3ds Max to model barriers, tyre walls, buildings, signage, other miscellaneous structures, and to apply textures to the different surfaces in the model. Once that’s done I’m unclear on how that would get converted to something that could be used in rFactor 2. My question is will ISI be releasing either documentation (i.e. manual, or video, or step by step instructions), of a tutorial demonstrating how to create tracks for rFactor, or be releasing a track generator module? From my limited research, with the current version of rFactor it seems that most people either use Bob's Track Builder, or are very experienced in the field of creating virtual worlds for video games.