Circuit Zolder V0.24 Alpha
Feedback? Yes please, report here:
http://isiforums.net/f/showthread.php/8779-Zolder-WIP/page1
-- Known Issues / To do --
- Don't mind the visuals!
- Main Pitbuilding will be re-textured
- Performance, nothing has been done to optimize the track yet
- Saturation/color balance between textures, very low priority
- AIW Paths not final
- Wall textures will be atlassed probably to increase performance
- Guardrail textures will be atlassed probably to increase performance
- I suspect something is off with the pit exit
- nighttime racing not fully supported at this time
- flickering walls appear to be an issue still
-- Changelog --
V0.24 Alpa (really, really the last alpha)
- Pitwall textured and fences added
- Missing collision added for pitwall and some pitlane walls and guardrails
- Generic ambient sounds removed for now (sorry Tosch
)
- Added white and red lines to indicate the pit exit speed limit
- Moved xpitexit to match pit exit lines/lights
- Desaturated pitbuilding for that washed out look it has, temporary fix, see 'know issues above'
- Small fixes to two pitlane walls
- Added second small pitlimit sign
- Added temporary start gantry, the floating startlights are too annoying...
- Filled up the area around the medical centre so it looks better for the SRVN stream
- Opened up the garages in the second pit building
V0.23 Alpha
- Added new pitwall base model (wip, just so I could place the starterworkers really)
- Added marshals throughout the track
- Slightly reduced road noise level for normal road, openwheelers were reported as undriveable
V0.22 Alpha
- Added Tufstone edge next to kerb in the the first corner after the Terlamen Chicane
- Subtle TFD changes. Rumblestrips should be felt more through the wheel, regular flat type kerbs
have slightly more road noise.
- Xobjects tweaked, Start/Finish moved to match actual S/F line and extended into pitlane
- Guardrails_31 and Wall_25 added (first chicane/uphill)
- Camera's updated by Tosch
- HDR profiles added by Tosch
- GDB and AIW tweaks by Tosch
- decreased width of whitelines in pitlane
- fixed asphalt edges in pitlane where a double white line shows up
- removed a cast shadow flag for pitbuilding_a_decal, not needed for this mesh
- Pitbuilding_B_Windows re-export
- added pit spot decals
- added pitlimit signs and white lines, moved xpitin accordingly
- added gravel, textures are placeholders
V0.21 Alpha
This is basically the last devmode version with minor fixes
- Temporary paddock walls added
- Some temporary textures replaced with more final ones
- Bolderberg brakemarker added (thanks for the feedback)
- Fixed collision mesh at Bolderberg so you can't drive through the guardrails
- Placeholder pitwall has collision now
- Black lines above trees removed
V0.2 Alpha
- Basic terrain added
- Basic paddock area added
- Temporary trees added, textures supplied by Tosch
- Cleaned up edges of the road, had messy uv's in places.
- Main pedestrian bridges added
- Color corrected road_grasscrete.dds to match up with reference
- Fixed messy white line turn 2
- BergHOFF pitbuilding building added, first pass
- Introduced bumps in road based on video footage and increased road noise
- finished guardrail meshes and first texturing pass
- walls first texturing pass including all color variations
- tweaked track length, now almost exactly 4.011 km long
- first pass of billboard trees placement
- first camera pass by Tosch
- new ai lines and positions by Tosch
- fixed lofting error last chicane
- decreased width of white lines on track (not in the pitlane yet)
- improved mesh kerb04a and kerb04b
- improved camber changes in first chicane entry and exit first bend
V0.1 Alpha
- realroad finally working on all tracksurfaces
- basic aiw added (4 garages and 2 pits, early paths)
- too obvious tiling road fixed
- track collision added
- Turtles added in 2nd chicane
- Pitlane lines added
- Full grid support (44 positions)
- Pitlane widened
- Pacecar positions added
- S/F and Grid position decals added
V0.04 (pre-alpha)
- added pit- and startlights
- added brakemarkers
- white lines on track
- placeholder walls (no collision)
- placeholder guardrails (no collision)
V0.03 (pre-alpha)
As requested on ISI forums:
- first version of pitbuildings and medical center included
- re-fitted the road to better suit new reference (Bing vs Google maps) (especially turn 1 and 2 feel way better)
- re-modelled kerbs and rumblestrips and textured them all at once
- grasscrete re-added
- turtles (re-)added
- first draft of road textures and road edge textures
- realroad should be functional on kerbs and rumble strips (bare the small square ones)
V0.02 (pre-alpha)
- all kerbs and rumble strips modelled in
- added seperate material for bare concrete kerbs
- added new type of concrete wall
- added grasscrete
- added seperate material for rumble strips
- fixed a guardrail section with wrong material id's
- added mockup buildings for reference
- increased resolution on road and grass meshes
- pit entry and exit increased in resolution
- realroad functional
- fixed first chicane exit to be wider, according to google earth
- turtles on grasscrete added
V0.01 (pre-alpha)
- simple grass and realroad
- guardrails and walls models
- all textures are temporary
- pitlane not fully functional, pitstops will probably get you stuck
- kerbs are flat! only laid out to check placement and width for now
Original post:
Started working on this track a couple of weeks ago, and some minor unnatural bumps in the actual track need to be flattened out. Next up is extending the track towards the guard rails and implementing the pitlane and it's entry and exit road
This will be scratch build, not using pre-created textures or assets.
As for the elevation, I used both a google maps spline and the latest version of Zolder from Simbin as reference. The latter was an easy choice, had to get information from somewhere to atleast be somewhat accurate. I expect some changes though while going through reference, especially on 3 turns I'm questioning the camber already
Fan videos:
by Wajdi:
Feedback? Yes please, report here:
http://isiforums.net/f/showthread.php/8779-Zolder-WIP/page1
-- Known Issues / To do --
- Don't mind the visuals!
- Main Pitbuilding will be re-textured
- Performance, nothing has been done to optimize the track yet
- Saturation/color balance between textures, very low priority
- AIW Paths not final
- Wall textures will be atlassed probably to increase performance
- Guardrail textures will be atlassed probably to increase performance
- I suspect something is off with the pit exit
- nighttime racing not fully supported at this time
- flickering walls appear to be an issue still
-- Changelog --
V0.24 Alpa (really, really the last alpha)
- Pitwall textured and fences added
- Missing collision added for pitwall and some pitlane walls and guardrails
- Generic ambient sounds removed for now (sorry Tosch
- Added white and red lines to indicate the pit exit speed limit
- Moved xpitexit to match pit exit lines/lights
- Desaturated pitbuilding for that washed out look it has, temporary fix, see 'know issues above'
- Small fixes to two pitlane walls
- Added second small pitlimit sign
- Added temporary start gantry, the floating startlights are too annoying...
- Filled up the area around the medical centre so it looks better for the SRVN stream
- Opened up the garages in the second pit building
V0.23 Alpha
- Added new pitwall base model (wip, just so I could place the starterworkers really)
- Added marshals throughout the track
- Slightly reduced road noise level for normal road, openwheelers were reported as undriveable
V0.22 Alpha
- Added Tufstone edge next to kerb in the the first corner after the Terlamen Chicane
- Subtle TFD changes. Rumblestrips should be felt more through the wheel, regular flat type kerbs
have slightly more road noise.
- Xobjects tweaked, Start/Finish moved to match actual S/F line and extended into pitlane
- Guardrails_31 and Wall_25 added (first chicane/uphill)
- Camera's updated by Tosch
- HDR profiles added by Tosch
- GDB and AIW tweaks by Tosch
- decreased width of whitelines in pitlane
- fixed asphalt edges in pitlane where a double white line shows up
- removed a cast shadow flag for pitbuilding_a_decal, not needed for this mesh
- Pitbuilding_B_Windows re-export
- added pit spot decals
- added pitlimit signs and white lines, moved xpitin accordingly
- added gravel, textures are placeholders
V0.21 Alpha
This is basically the last devmode version with minor fixes
- Temporary paddock walls added
- Some temporary textures replaced with more final ones
- Bolderberg brakemarker added (thanks for the feedback)
- Fixed collision mesh at Bolderberg so you can't drive through the guardrails
- Placeholder pitwall has collision now
- Black lines above trees removed
V0.2 Alpha
- Basic terrain added
- Basic paddock area added
- Temporary trees added, textures supplied by Tosch
- Cleaned up edges of the road, had messy uv's in places.
- Main pedestrian bridges added
- Color corrected road_grasscrete.dds to match up with reference
- Fixed messy white line turn 2
- BergHOFF pitbuilding building added, first pass
- Introduced bumps in road based on video footage and increased road noise
- finished guardrail meshes and first texturing pass
- walls first texturing pass including all color variations
- tweaked track length, now almost exactly 4.011 km long
- first pass of billboard trees placement
- first camera pass by Tosch
- new ai lines and positions by Tosch
- fixed lofting error last chicane
- decreased width of white lines on track (not in the pitlane yet)
- improved mesh kerb04a and kerb04b
- improved camber changes in first chicane entry and exit first bend
V0.1 Alpha
- realroad finally working on all tracksurfaces
- basic aiw added (4 garages and 2 pits, early paths)
- too obvious tiling road fixed
- track collision added
- Turtles added in 2nd chicane
- Pitlane lines added
- Full grid support (44 positions)
- Pitlane widened
- Pacecar positions added
- S/F and Grid position decals added
V0.04 (pre-alpha)
- added pit- and startlights
- added brakemarkers
- white lines on track
- placeholder walls (no collision)
- placeholder guardrails (no collision)
V0.03 (pre-alpha)
As requested on ISI forums:
- first version of pitbuildings and medical center included
- re-fitted the road to better suit new reference (Bing vs Google maps) (especially turn 1 and 2 feel way better)
- re-modelled kerbs and rumblestrips and textured them all at once
- grasscrete re-added
- turtles (re-)added
- first draft of road textures and road edge textures
- realroad should be functional on kerbs and rumble strips (bare the small square ones)
V0.02 (pre-alpha)
- all kerbs and rumble strips modelled in
- added seperate material for bare concrete kerbs
- added new type of concrete wall
- added grasscrete
- added seperate material for rumble strips
- fixed a guardrail section with wrong material id's
- added mockup buildings for reference
- increased resolution on road and grass meshes
- pit entry and exit increased in resolution
- realroad functional
- fixed first chicane exit to be wider, according to google earth
- turtles on grasscrete added
V0.01 (pre-alpha)
- simple grass and realroad
- guardrails and walls models
- all textures are temporary
- pitlane not fully functional, pitstops will probably get you stuck
- kerbs are flat! only laid out to check placement and width for now
Original post:
Started working on this track a couple of weeks ago, and some minor unnatural bumps in the actual track need to be flattened out. Next up is extending the track towards the guard rails and implementing the pitlane and it's entry and exit road
This will be scratch build, not using pre-created textures or assets.
As for the elevation, I used both a google maps spline and the latest version of Zolder from Simbin as reference. The latter was an easy choice, had to get information from somewhere to atleast be somewhat accurate. I expect some changes though while going through reference, especially on 3 turns I'm questioning the camber already
Fan videos:
by Wajdi:
Last edited by a moderator: