rFactor 2 Track Progress

Sounds like a great idea to build up a virtual portfolio.
3ds Max will indeed give you all the liberty you need for the trackside objects and tweaking the terrain to make it game-friendly (i.e. optimization).

The process of converting the end result to the rFactor2 format won't be too dissimilar to how it's currently done for rFactor1. However, tracks for rFactor2 will require some extra work to make use of all the new features, but those will have to be documented indeed. Documentation is a word that's been popping up more frequently these days at ISI. So yes, we'll want to work on that :) .
 
The tracks so far we've seen have been,

Real life:
Spa (60's)
Estoril
Barcelona
The kart track (it's name escapes me)

Fictional:
Mills

The hillclimb is possibly fictional..

Hopefully well see toban, essington and lienz return, revamped of course as well as the howston gp car :)

One question is has mills metropark layout changed? It's certainly had Abigail upgrade but on the video it looks like the new pits is just on the back straight..? Would be nice to see the layout made a bit longer :)
 
It's good to be informed about the recent progress of rfactor2. Although the expectations are high I'm sure we will all be pleasently surprised when the final product is shipped.
 
One question is has mills metropark layout changed? It's certainly had Abigail upgrade but on the video it looks like the new pits is just on the back straight..? Would be nice to see the layout made a bit longer :)

The layout hasn't been changed exactly in that the two original layouts are still there. However, as you pointed out they've recently found some investors and added a new modern garage/pit/paddock complex to what was the back straight. Also, much to the dismay of environmentalists, they've cleared out a few trees and added a few new hooks, and a long F1 grade extension, to bring the total layout count up to 6.... :)
 
to bring the total layout count up to 6.... :)
Your hinting at something there, but I just can't seem to catch it..
hmmm.gif
 
Your hinting at something there, but I just can't seem to catch it..
hmmm.gif

Well in rf we had

Mills
Mills reverse
Mills short
Mills short reverse

Now we probably have mills f1 and mills f1 reverse :)

Would be cool to see original tracks have a little rallycross on them like the rallycross mod had where it turned the short versions of toban and mills into rally cross tracks :) the same could be done with essington with the short versions that were released as addons for rf1 :) could use the 06 rhez car too seen as when fully upgraded it had 4wd and the option for gravel tyres :)
 
Pinball, it's great to see a road engineer interested about RF modding. You’re right; the available documentation for track creation is really rare. There’re few sources to obtain some consistent information.
So far, the best source I could find is in this address:

http://www.mbdevteam.com/download/Tutorials/index.html

Bob’s Track Builder definitively is not the ideal solution for complexes tracks and its development seems standstill as well. Anyway, in few words and for some time, I might say to you is that Autocad Civil is a great tool for track creation. You’ll need export your tessellated surfaces (terrains, roads) to 3dsMax to texturize and assign objects properties. Trackside objects should be created in Max itself. The materials library is a specific one for the RF engine.

Probably you won’t have problems working on RF Track creation even without a solid documentation for a while. Let’s see how the new plug-in RFactor2 <-> 3dsMax will work.


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.
 
The layout hasn't been changed exactly in that the two original layouts are still there. However, as you pointed out they've recently found some investors and added a new modern garage/pit/paddock complex to what was the back straight. Also, much to the dismay of environmentalists, they've cleared out a few trees and added a few new hooks, and a long F1 grade extension, to bring the total layout count up to 6.... :)

Superb stuff Scott, Mills is stil one of my fave rF1 tracks :)
 
The first time i´ve played the rFactor 1 multiplayer test demo, i was in love with Toban Raceway Park. I hope that the track will get an update too.
 
The first time i´ve played the rFactor 1 multiplayer test demo, i was in love with Toban Raceway Park. I hope that the track will get an update too.

I really liked Toban with the ZR on the short track in the demo. The GP track was great but too twisty as it rejoined the short version. The pits exit was the only other downfall, and would been better to merge at the top of the hill on the first section (T3) instead of just before T1.
 
I really liked Toban with the ZR on the short track in the demo. The GP track was great but too twisty as it rejoined the short version. The pits exit was the only other downfall, and would been better to merge at the top of the hill on the first section (T3) instead of just before T1.

Yeah, it was a lot of fun playing the demo with the 2004 ZR.

Sad, that the good old 2004 Kodi ZR was never in the final release.
111004_sc15_big.jpg


Love the old front of it. Looks better than the 2005 Kodi ZR.
Brings back memory!!!:rolleyes::o
 
Coincidence, I think not!!!
I have always wanted to ask you guys.. is this what Toban is based on, Dennis the Menace???
testnv.jpg

By f1lover22 at 2010-10-06
 
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