[WIP] Transfagarasan road in coming to rFactor2

Would you like race the challenge?


  • Total voters
    87
  • Poll closed .
No, I don't want tricks. Simply now rF2 does not meet my quality standard. I have got other projects. I wish S397 give us a solution soon, but at the moment it seems that there will be no solution in the near future.

We discussed this in private, and there is nothing wrong with the way we cast shadows, so stop pretending that there is this showstopper bug in rF2 that prevents you from building a track. In fact some people above have even offered suggestions on how you can improve the ambient lighting (with probes). Of course we live in a free world, so if for whatever reason you don't want to continue with your project, no problem!
 
I cross my fingers so that this project goes to the end.

I am ready if the result is good to make a donation (10-15 euros not 10000 !!).

I guess others would be ready to do the same, because there are few original RF2 track projects. No high quality hillclimb, same for asphalt or dirt rally.

Although the graphical results are not good, I think that the tracks "Roque de los muchachos", "Targa Florio" and "MountHerman" have an original place and that "fills some gaps".

The track of Goibaka could have been part of it, but with good graphics.
 
Screen shots are looking very good. I spotted the new road decals on the last screenshot, looking very nice.
I like the derelict house with the broken roof on the 2nd last screenshot. Nice details.
 
Thank you all for the comments.

The project is still in the testing and optimization phase. There are still many props to implement to give a better environment.

The performance is quite fluid while the Sun is high but something strange happens when it comes to sunset or sunrise (larger shadows) that make appear a stuttering of the graphic engine which no longer recovers even though it places the Sun where it was previously fluid. I have tried to put the shadows at low level and 512 but the problem persists although not so hard.

I do not know why the graphic engine gets stuck in these time zones. If anyone has any suggestions, please comment.
 
Wow Excellent job Goibaka. Looks much better than AC version. Congratulation!!! Sorry my bad english.
 

Este video es bastante actual y se aprecia como la ruta se deteriora año tras año.
Seria interesante agregar los puestos de venta de artículos regionales y los automóviles aparcados. Saludos!
 
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Can't wait to feel the road :) Looks damn incredible to me !

I just though that perhaps it would be interesting and good idea (if doable) to make AO objects under cars, rocks, and by concrete bariers.. something like that. Like Fat Alfie has done for his track, it is really good idea IMO.

I also see that trees has some "mirrored UV" thing going on. Eventually if you'd ever plan to do billboarding trees for trees that are close it wouldn't be an issue. I used to do this mistake myself. It is huge job to redo them, might not be worth it, I'd just rotate the most obvious ones to the good side.
 
Can't wait to feel the road :) Looks damn incredible to me !

I just though that perhaps it would be interesting and good idea (if doable) to make AO objects under cars, rocks, and by concrete bariers.. something like that. Like Fat Alfie has done for his track, it is really good idea IMO.

I also see that trees has some "mirrored UV" thing going on. Eventually if you'd ever plan to do billboarding trees for trees that are close it wouldn't be an issue. I used to do this mistake myself. It is huge job to redo them, might not be worth it, I'd just rotate the most obvious ones to the good side.

About AO feature..... all objects have been baked with their own AO maps. Anyway project is WIP yet but it will implement irradiance vertex alpha AO feature.

There is massive billboard trees but not on verges (close to road) because billboard movement was too much obvious and irreal. For me is better solution cross trees or Y trees shapes. To avoid the mirrored effect there are several solutions but at this moment it is not a priority for me but it will be treated in final versions in a simple and fast way because the forest is parametric.

The biggest challenge will be to see how to resolve the weakest point, the shadows, as dark as the other side of the moon. I will try with IBL features as other members commented but being honest, I do not think it's useful for this case
 
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