Trembling Mountain

Discussion in 'Locations' started by Manfredk2, Dec 2, 2019.

  1. Manfredk2

    Manfredk2 Registered

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  2. Mauro

    Mauro Registered

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    Finally we have mont tremblant for rf2!
     
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  3. pascom

    pascom Registered

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    oooohhhhhhhhhh!!!!!!!!!!!!

    Excellent!
     
  4. Mauro

    Mauro Registered

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    This is one of the best track layout ever
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Eric Rowland, Travis, jimagn and 5 others like this.
  5. Obbzy_XR_

    Obbzy_XR_ Registered

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    Ooooooooooooooohhhhhh YEAH!
    Bring IT. :)
     
  6. GTClub_wajdi

    GTClub_wajdi Registered

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    Great track . With my 3DOF and oculus rift S ... a lot of fun.
     
  7. Dady Cairo

    Dady Cairo Registered

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    This should go up to the STEAM Workshop!
    Thanx
     
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  8. Mauro

    Mauro Registered

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    Mont Tremblant (GPS data) aka Trembling Mountain
    update is out


    CHANGE LOG V1.1

    - UV texture mapping errors fixed in the corners of the control tower windows.
    - Water (lake behind pits) position and sized fixed (no gaps to terrain) + norm map now working.
    - Terrain section around water now uses the multi grass terrain shader.
    - AI pitlane issues fixed (tents moved + fence + trees moved back to allow more space).
    - Fixed whiteline issues (lines no longer partly in the asphalt).
    - Fixed gravel edge colour differences (they were particularly visible at night under headlights).
    - 2 of the 3 infield buildings recreated as much more simple buildings with fewer polygons to aid performance.
    - Corrected AI garage locations as appropriate for new tent positions.
    - Addressed AI issues in T1 and T2 (AI spinning out) - track edge corridor moved inwards + line moved slightly inwards + speeds edited.
    - Fixed nightlighting appearing in the day (VIS groups set accordingly)
    - Edited VIS groups of trees on outer terrain (now only appear when using MAX circuit detail settings - therefore using HIGH circuit detail settings should significantly aid FPS).
    - Ambient sounds added (birds + crowds + announcer - quite subtle though as I didn't want them to get annoying!) (big thanks to Schumi21!)
    - Fences fixed (weird shading) - duplicate faces removed.
    - Glass texture fixed (on pickups and other vehicles).
    - Paddock trucks glass texture now reflects (very subtle effect though)
    - Control tower glass now see through + some basic internal structure added (walls, doorways and desk shapes).
    - Hangar shading issue fixed (vertex normals corrected).
    - Bridge arch shading issue fixed (vertex normals corrected).
    - Billboards shading issue fixed (vertex normals corrected).

    [​IMG]
    [​IMG]
     
    Last edited: Dec 24, 2019
  9. zxd1997

    zxd1997 Registered

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    amazing track to drive but the only problem is the grass, look a bit ugly on the green grass especially on the edge of curbs..... because this, even you use all the new tech of track building it still looks not so great....though it is a common problem on rf2, but hope you can improve to some beautiful track mod standard~
     
  10. Coutie

    Coutie Moderator

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    If the person who made this track is here, if you detach the smoothing groups, the objects will have better shading.
     
  11. Sebastien Sestacq

    Sebastien Sestacq Registered

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    really good job testing club and i buy direct!! thanks for the work!!;)
     
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  12. Sebastien Sestacq

    Sebastien Sestacq Registered

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    what's the difference between 24h, GP and international layout?
     
  13. Lazza

    Lazza Registered

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    The link in the first post has an explanation.
     
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  14. Mauro

    Mauro Registered

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    -24h: night lights
    -gp layouts: open wheel aiw
    -international layouts: sportcar aiw
     
  15. blindthing

    blindthing Registered

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    Hi everyone!

    Many thanks to Mauro and Manfredk2 for posting this here and their support.

    Really great to see such positive comments - glad that people are enjoying the track! Like many, I've always loved this flowing track and it's long overdue in a sim so I thought I'd try and make it (I actually tried to make it for rf1 way back using BTB but I really had no idea what I was doing at the time and ended the project when I realised a version had already been released - but this time I was determined to see it through and do it properly!)

    Please excuse the fact I don't know how to quote properly (forum newbie) but just to respond to some of the previous comments:

    - zxd1997: I made the grass textures myself so that might explain why they're a little ugly :) I do agree though and I did consider adding some low grass (vertical plane objects) to add definition but ultimately this would have been too heavy on FPS unfortunately as I already have so many trees around the track. I think it probably looks worst at the curb edges because I made the mistake of making my track edges so narrow and they're often very hard to even see - so perhaps this is something I should address!

    - Coutie: absolutely, I have had issues with shading precisely for this reason. The problem is that I'm almost entirely using Maya rather than 3DS Max (I only use max for mapping the puddle map in channel 5 because this doesn't work in Maya for some reason) and I don't think you can detach to smoothing groups in Maya? Or at least I haven't been able to find out how. Is it true that it's a script for 3DS Max? Because I also couldn't find any script unfortunately. Nevertheless, I have detached hard edges (as Gysbers showed in his videos) and in the V1.1 update I edited the vertex normals (using "set to face") of the billboards, hanger and bridge to improve the shading, which did seem to work quite nicely. But if you can provide any info or pointers in this area that would be great and much appreciated.

    - As Mauro said, 24 and International are essentially the same apart from Nightlighting and edited default start times, and their AIW was made using the GT3 Ferrari 854. GP layouts have AIW that was made using the HJK OWC 2015 F1 car so it should be much more appropriate for quick open-wheelers (anything above skip barber). I did this to try and stop those times when you get that annoying sense the AI are just impossibly quick in some corners, ultimately because the AIW was made using a different class of car.

    But yeah, thanks again everyone for the support and please feel free to send any feedback you may have my way!

    Cheers
     
    memoNo1, Legend, zxd1997 and 4 others like this.
  16. Coutie

    Coutie Moderator

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    There is a script for max to do it, but you can also just detach to element, I don't know if you can do that in maya. It'll take longer, but it gives the same result.
     
  17. zxd1997

    zxd1997 Registered

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    thx for reply, hope you can improve this track and continue working for amazing tracks~
     

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