Symmons Plains Raceway [WIP]

Yup it looks great, only small "complaint" is the asphalt.
It's a tiny bit offputting having the same pattern all around the track. "White paint dot, 2 black dots next to eachother, white paint dot, 2 black dots next to eachother, ..." :p
Apart from that, very nice work
 
Great looking track (and tricky to drive). I like the additions to the surroundings. It is sometimes a good idea to take a break for fresh ideas.

@rob1178
You can set the shadow distances in the cam file for each track cam.

Is that something I can edit or do I need dev mode for cam files? I'd love to be able to set the draw distance further esp for ISI tracks
 
Blue building at the top of the hill is new, so are the telegraph poles and wires (which are a nightmare by the way, damn cylinders making tri counts annoyingly high)

The track is now looking much busier than it was even a few days ago. 2 more buildings for me to model then I'll force myself to do refinements and tweaks before release.

The exterior terrain will be receiving an overhaul before v1 same with the tyre banks to make them more resource friendly. I can't promise a great framerate for v0.9 but will do my best optimizing the track to get the best performance at all.

The tracks current download size is 291MB in the rfcmp file which I predict will go up slightly for the release. Will have at least 4 mirrors for release that I will control, if anyone wants to help out and provide release mirrors please pm me here or email me.
asLdVDd.jpg

dUw2qqr.jpg

upiuSL6.jpg
 
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Looks really nice Shaun! Are you going to implement "Get missing components" feature?

I just spent the last hour getting the sql database setup (shouldn't have taken even a quarter of that time but i'm a noob :D) and getmod working so hopefully it will yes. My tests of putting the URL in with the SIG have worked, just got to test it from in game now. Which might be a challenge as I've only got the one machine to test it on if it works the way i think it does.
 
Yep, Monday October 14th is the release date. I'll post up a new thread when I release it.

To keep them separate and make it easier to find posts about bugs and the like.

I won't be posting download links here but will post a link to my site where the download links will be located along with screenshots and shiney things, think i deserve some traffic for my work hehe. :D
 
Yep, Monday October 14th is the release date. I'll post up a new thread when I release it.

To keep them separate and make it easier to find posts about bugs and the like.

I won't be posting download links here but will post a link to my site where the download links will be located along with screenshots and shiney things, think i deserve some traffic for my work hehe. :D


Excellent news, can't wait for try it, :)

Enviado desde mi GT-I9100 usando Tapatalk
 
Great looking track. Thanks in advance.
It'll be pure fun to -man-handle' a Megane around it.
Looking forward to it.
 
Been optimizing the track and sorting out all the Shadow and Visgroups to get ready for release. Heres an overview of the track taken from roughly the same place in the viewer using the different circuit detail settings.

vDOPWnm.jpg


Screenshot quality is a little low, is a huge image though nearly 5mb by itself so it is compressed.
 
I will definitely be using MAX. No doubt about it. I didn't invest in 2 videocards for nothing ;)

This looks fantastic. Come on man, give it up today!!!!!! lol
 
Many tracks in rF2 fall apart when viewed from trackside cameras. Yours really comes together. It looks fantastic.


Nailed it. Focus on the track layout is important but far too often the rest is abandoned, it's like looking at rF1 tracks (modded or not) compared to GSC/F-Truck tracks.
 
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