Toban WIP

Discussion in 'Locations' started by vicent-sollana, Oct 14, 2012.

  1. jimcarrel

    jimcarrel Registered

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    Well, give me at least a day before we start testing. I need to change out some ignition wiring.
     
  2. GTFREAK

    GTFREAK Registered

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    I see that you are using the same textures from the original rFactor.

    It's a good thing I saved my Hudson High res Toban textures...
     
  3. 1959nikos

    1959nikos Registered

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    No pb, Ill push :D
     
  4. jimcarrel

    jimcarrel Registered

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    We would have to push it up hill, if we push it down hill, it's pretty hefty and it might get away from us.
     
  5. MrDarceh

    MrDarceh Registered

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    wasn't a huge fan of toban in rf1 but I think it'd be great with the new physics. good work
     
  6. vicent-sollana

    vicent-sollana Registered

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  7. Flaux

    Flaux Registered

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    Hey Vincent looks good so far. Can't wait for the trees!

    Some things that I saw in the video.

    1. The yellow sector-line on the tarmac should have the same color as the yellow side-lines
    2. Don't like those dark tarmac textures on a few parts of the track. pitlane for example
    3. The UV or the mapping or the smoothing of the cement-wall textures looks also wrong...

    The rest is looks good for now I guess. How is SO handled in rF2? Is it done by math or do you have to use a special mapping?
     
  8. Ryno917

    Ryno917 Registered

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    Looking fairly good. I know this is opposite to what I said before, but I think I actually like the original ISI textures better. They had more character; especially the cracked tarmac. I remember Kerr's stuff looking more detailed, and less 'clean.'
     
  9. Flaux

    Flaux Registered

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    Oh yes,...tarmac has a strange mapping too. But I'm sure you will figure it out anyway. :) Keep up mate, it looks cool so far!
     
  10. vicent-sollana

    vicent-sollana Registered

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    For the first and second ones, was a problem with the textures, I have it more or less corrected pending the tone adjustments. I've noticed the problem in the third one but i don't know what it is.


    I am thinking on creating the cracks like in the pictures.


    View attachment 4427

    View attachment 4428

    View attachment 4429


    I wanna thank Mario Morais for his help, his tips and advices really helped me.
     
  11. Cool! Be sure I will try the beta and help for feedback!
    Cheers,
    Oli
     
  12. mianiak

    mianiak Registered

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    if your going to start creating your own textures, make sure you make them big, check the sizes dimensions of the ISI textures and match them the same.

    This might help

    Damage and cracks http://www.cgtextures.com/textures.php?t=browse&q=12429
    Some decals already made for cracks http://www.cgtextures.com/textures.php?t=browse&q=62267
    Road http://www.cgtextures.com/textures.php?t=browse&q=1939&page=3
    Here you can find a nice multa map http://www.cgtextures.com/textures.php?t=browse&q=12430&page=2

    Some Photoshop tutorials http://www.cgtextures.com/content.php?action=tutorials

    How to make a seamless texture http://www.cokane.com/textures_tutorial.html
     
    1 person likes this.
  13. 1959nikos

    1959nikos Registered

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    Thanks for heads up!! (even if I dont do modding, above info is priceless for my work - rendering)
     
  14. vicent-sollana

    vicent-sollana Registered

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    This is very helpfull,Thanks a lot mianiak.
     
  15. feels3

    feels3 Member Staff Member

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    You can try add cracks to detail map (map channel 2), create second material and assign it to random track polys. Then cracks should be much more sharp.
     
  16. vicent-sollana

    vicent-sollana Registered

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    Thanks,feels3,for the tips, I'll try for sure.
     
  17. mianiak

    mianiak Registered

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    All that should be already programmed into the track, if you open Toban up in max and have a look at the uv's for the track and isolate them by material you will see how its all done.

    Toban is quite well setup for good optimisation, all that needs to be done here is make bigger textures with higher detail replicating the original ones (without the line markings), their dimensions are already the same as rf2 track texture dimensions so they will just slot right in. There is the issue of old tech with grid markings and lines, those road material ID's will have to be changed to match the plain road textures and decals made for the lines with new mesh for them to go on.

    [​IMG]
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    [​IMG]
     
  18. Kknorpp001

    Kknorpp001 Banned

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    Just want to say how great I think it is that u gave permission and are also helping with this.
     
  19. Ryno917

    Ryno917 Registered

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    Looking better :) I think the grass is looking a little radioactive, though, and the curb textures look too flat and 'perfect.' Are you planning on doing 3D Curbs? If not, I think a lot of attention needs to go into their texture to help bring more life into them.

    I like Toban in rF1 but I was always crap at it so I didn't drive it much. I'm interested in seeing it progress here, though, and would like to drive it again. :)
     
  20. vicent-sollana

    vicent-sollana Registered

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    *****Update---26/10/12

    I Re-imported all track mesh and reworked on the textures, added new textures for the rumbles, redimensioned all the textures and try to adjust everything. Still have a lot to do, but I'm going to look for tutorials on youtube.



    Thanks to mario morais for the rumbles' textures.

    Thanks also mianiak,mario and feels3 for the tips.

    [​IMG]

    [​IMG]

    [​IMG]
     

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