garages too... View attachment 13159 View attachment 13160 View attachment 13161 View attachment 13162 View attachment 13163
The track is still WIP. last month i've been working 12h day in my job so no time to work on track... I'm hoping to restart working on track in about 2 weeks.
For some reason with the new 770 build the problem with reflections has disappear... Obviously in some areas the reflections are not correct because of elevation but in most cases it work very well with only global_ref_plane..... I'm doing my best improving the overall quality... enjoy
The only purpose posting this images is motivate people that are creating/converting tracks not to do just a job but a tremendous job. We are seeing great quality content in all other sims (just speaking about graphics) and even that we cannot reach the same level in rFactor we can get close to that. Stop converting bad looking tracks. I don't see the point in race in a track without Real Road and worst than in rFactor 1 as we see a lot! People forget that HDR if not correctly managed do the things look very bad. I don't care who did what but look at this one, Who will race on that? Jesus Christ I prefer not to race at all! I know that some people don't share textures or 3d models or even knowledge but people are not always the same.... Please stop doing crap like that... More three for today...
Well I hope the guy who converted Road America to rF2 sees this thread then. I'm not a graphics guy but that convert almost made me vomit, it was embarrassing. Agreed. Unfortunately I see the same people complaining about graphics here uploading videos of themselves racing on horrid tracks such as Road America.
Nuno, what's the poly count for those trees? How big a performance hit is when you enable shadow casting for those tree leaves?
Spot on, the hypocrisy is amazing sometimes... @Nuno You might want to make imposters out of these for LOD purposes, as LesiU hints at they might become heavy. But something tells me you thought of that already
Answering both, the tree on the right have 14k poligons and the one on the left have 5k (They are the same tree. I just lowered detail with ProOptimizer). I didn't test impact on the performance yet but i'm prety confident that with 3 or 4 lods we can have a "lot" of them without having a big impact on performance. Of course we won't have the same fps that we are able to have with billboard, but for the guys that have less powerfull PC I will work with visgroups. Setting detail from max to high for example it will switch from real trees to billboards of the same trees and that way everybody stay happy. This is my first idea, lets see how it works... If you want to test it PM me... Tree rendered to billboard in distance or in less detail. (its not the same one) You can use this texture if you want to. I have with higher resolution just ask for it
That looks really good. The trees like paper have always been terrible, but this here make a big difference and add more depth to the whole, I think. Respect ! It is usually unthinkable for someone not of this fold area how all this work is done. Nice one.
As a Dutch I am very much anticipating this track There's a great flow to it and diserves a well-done conversion. Great job so far. And in case you missed it, here an informative thread about texturing: http://isiforums.net/f/showthread.php/12865-HDR-Modification-Discussion/page3
Another one joining the party.... with fps in overlay... my objective is to have 60fps with a gtx 780Ti with my setup @ 5040x1050 with all maxed out with 25 cars.... Tomorrow I'll test it