svictor
Registered
@pilAUTO Sorry for late reply, thanks for your feedback.
Most things you have mentioned were already discussed in previous posts in this thread, including many technical issues and difficulties. You may scroll back and check earlier posts.
About PBR and WET effect:
https://forum.studio-397.com/index.php?threads/targa-florio-wip.34258/page-40#post-1107408
About real-road presets:
Real-road presets are not provided in Targa Florio (and also Isle of Man) is mainly because it takes a long time to generate proper real-road preset for giant tracks. By "proper" means to generate RRBIN file(real-road preset) according to official guide here (https://docs.studio-397.com/develop...-tracks/track-structure/real-road-files-rrbin) which ensures natural groove spreading, and that takes a lot time, even with time-acceleration it is slow due to single core AI calculation that slows down everything. There are of course faster way by using 15X real-road scale, but it will not result natural groove spread.
The game also checks all road surface mesh vertices integrity before loading RRBIN file. And if there was even just one vertex position that was changed, the game will invalidate whole RRBIN file, which means the presets are useless, and have to start over again (there are currently 17 layouts for Targa, and 9 layouts for Isle of Man). This had happened way too many times for both tracks as I was working on the new road surface in the past, which to the point I was no longer bothered to re-generate real-road presets because it's just a huge pain and waste of time.
In real life, race groove doesn't really accumulate for super long public road such as those tracks. Jim Pearson has also specifically explained about this "groove" issue in his Isle of Man Readme PDF, which worth a good read, it can be found here:
http://jrpearson.homestead.com/37MileIOMMCRelease.html
About night lights:
All street lamps, wired lamps, and warning lights from ambulances and polices car were already made to light up in night. The only one missing from your description is "headlights" from scenery cars.
About collision trees:
All trees in this track, and arguable 99% of RF2's track mods, uses either billboarding or x-boarding technique, which they are really just paper trees. It's not possible to directly apply collision on them, otherwise people will complain hitting "air wall". To make proper collision would require to create invisible cylinders that placed at position that matches trunk, which gonna be a lot work. This will certainly make the track significantly more deadly, and adding more of those cylinders models means more performance hit, which was already an issue for some users.
There are far more modding related issues behind scene, those that gets mentioned are just the tip of iceberg. Currently I've no further plan for this track, but if there any changes I will share it here.
Happy driving.
Most things you have mentioned were already discussed in previous posts in this thread, including many technical issues and difficulties. You may scroll back and check earlier posts.
About PBR and WET effect:
https://forum.studio-397.com/index.php?threads/targa-florio-wip.34258/page-40#post-1107408
About real-road presets:
Real-road presets are not provided in Targa Florio (and also Isle of Man) is mainly because it takes a long time to generate proper real-road preset for giant tracks. By "proper" means to generate RRBIN file(real-road preset) according to official guide here (https://docs.studio-397.com/develop...-tracks/track-structure/real-road-files-rrbin) which ensures natural groove spreading, and that takes a lot time, even with time-acceleration it is slow due to single core AI calculation that slows down everything. There are of course faster way by using 15X real-road scale, but it will not result natural groove spread.
The game also checks all road surface mesh vertices integrity before loading RRBIN file. And if there was even just one vertex position that was changed, the game will invalidate whole RRBIN file, which means the presets are useless, and have to start over again (there are currently 17 layouts for Targa, and 9 layouts for Isle of Man). This had happened way too many times for both tracks as I was working on the new road surface in the past, which to the point I was no longer bothered to re-generate real-road presets because it's just a huge pain and waste of time.
In real life, race groove doesn't really accumulate for super long public road such as those tracks. Jim Pearson has also specifically explained about this "groove" issue in his Isle of Man Readme PDF, which worth a good read, it can be found here:
http://jrpearson.homestead.com/37MileIOMMCRelease.html
About night lights:
All street lamps, wired lamps, and warning lights from ambulances and polices car were already made to light up in night. The only one missing from your description is "headlights" from scenery cars.
About collision trees:
All trees in this track, and arguable 99% of RF2's track mods, uses either billboarding or x-boarding technique, which they are really just paper trees. It's not possible to directly apply collision on them, otherwise people will complain hitting "air wall". To make proper collision would require to create invisible cylinders that placed at position that matches trunk, which gonna be a lot work. This will certainly make the track significantly more deadly, and adding more of those cylinders models means more performance hit, which was already an issue for some users.
There are far more modding related issues behind scene, those that gets mentioned are just the tip of iceberg. Currently I've no further plan for this track, but if there any changes I will share it here.
Happy driving.
