Discussion in 'Locations' started by Davidd, Apr 1, 2016.
Yes I prepare some screens and information to help you (or me ) to find what's wrong somewhere.
Don't despair. Half the mod tracks out there have incorrect texture biases, wrong albedo settings and texture transparency issues. But they can all be fixed
The most prominent place they show-up (or are most noticeable) in general (not necessarily in this RA track) is in the white or other painted lines on the track. Either excessive jaggies are present, or some combination of wrong settings also make the lines excessively fuzzy. Somewhere in the middle is the correct settings.
Screens would be good MDK - see what you are getting. thanks
and thanks for the info Marc.
Yes it's mainly on the white lines, they are blurred with dark "background" at long distance
So my settings ingame, and I have the Texture Sharpening option to 0 in my player.json:
The screens, see the white lines at front of the car:
Thanks MDK for the pictures - I know what you mean regarding this.
The road textures also incorporate the white lines, so what's good for the roads is not so good for the lines.
The other, bigger issue is that the road/grass edge textures don't have alphas assigned, so it's really difficult to try and blend them into the inner grass etc, hence the harsh edges.
Hopefully the next version will improve on things.
Thanks again for your pics.
That's what the rF2 decal flag fixes. Separate the white lines to their own mesh and flag them as decal.
Or you keep them as part of the main road mesh and give them its own material ID in which you change the bias, no need for decals using that method
Would be great if you could elaborate on this some more.
rF2 decal flag fixes? material ID?
I don't have access to Max anymore, this has been from the start, purely a texture update project, something I thought I'd have a go at after being away from track work for a while.
It's been a pleasure to have a chance to share it - the interest and feedback has been really great.
It needs a lot of polishing up, especially from people who have the skills to do this. Would be a mighty fine track indeed!
Should be able to fix it with gjed. Just set mipmap bias to -1 or something in the road line texture.
I'm getting some nice Road detail, along with better mip mapping and shading.
View attachment 19855
I like the look Davidd! This is one of my favorite road courses!
I'm planning on being at the track next Saturday (May 14). I'll do what I can with pictures and sponsors and bill boards.
Ah, thanks Chris, that would be really appreciated.
Have a great day at the races!
Meanwhile ... some more fine tuning on the road and grass for the next version
wip of course!
View attachment 19909
and a little touch more of it!
View attachment 19926
Really beautiful, love this track!
Yes, very good. One of the world's great tracks, and this is a really good representation of it.
Thanks - I'm still bunging in some new work here and there on it.
View attachment 19973
I just got back from the track today. I didn't quite get everything, but I have enough pics of the newest billboards to get a start. It'll take me a little bit to get them all up for you. I should be able to get the spots that I missed the next time I'm there in a few weeks time.
Edit: Here is the pics. It was very cold and cloudy (snowing/sleet at a couple points). Everything is taken from an iPhone so the quality isn't the greatest. If there is any questions on locations of the pics, or details you can't make out, please let me know
Ah, music to my ears - I'm really looking forward to the pics Chris - in your own time of course.
I'm still working on things - a track that keeps you coming back!
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