Zolder pre-alpha V0.03 for DevMode The walls and guardrails were having fps for breakfast so they did not make this pre-alpha, which doesn't matter much as I'm still interested to hear from you guys how you think it drives. Also, love to see shots of realroad on kerbs and what not, it should work on most of them. Depending on settings and wheels used, the FFB will vary. I'm curious how especially the rumble strips feel, with what settings, wheel and car. I think there will be quite some difference between a stiff openwheeler and a Fanatec CSW or a soft converted roadcar and a DFGT. 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) edit: I guess I should have seen it coming, not a single line of feedback has reached me thus far. No public builds anymore until the track is more complete then. Downside of that, feedback on certain parts might prove too little too late. This early is the time to improve and improve the bare basics of the driving feel if needed.
Small texture update and a variation on the brown and dirty wall: To break things up I'm planning on placing some rubber markings on the walls on some places. Slowly placing and texturing all walls, pain in the bum!
Zolder WIP Rofl my wife is pissed right now because I can't stop laughing and she is trying to sleep.
Well, when all the walls and guardrails are in that means you can't drive off the track anymore. I'll fix up the road textures and do some proper grass, at that point I could upgrade the track to 0.1 for example. I'm also thinking of adding bumps because the track is too flat right now on the straights, but that really is something that takes time and tweaking to get it to make sense. I could do more alpha releases though, but with the amount of feedback received, I don't really feel like it edit: I forgot, I will probably have to do proper startlights and pitlights for 0.1 as well so you can atleast drive, and race it in singleplayer edit2: Brakemarkers! Without proper reference points it is really hard to judge breaking points
Haha like you're building the Pyramid of Khafre.. just release the damn track.. spending weeks modelling pebbles
Building pyramids is an easy task compared to creating a masterpiece like this. @wgeuze: We will wait for the track to be ready. Looking great so far!
I haven't got a clue about dev mode so I'd rather wait for your first early release and then provide feedback. Anyway, take your time. A circuit as important as Zolder deserves to be done right.
All in good time I noticed the preview shots made it onto VirtualR.net, weird seeing my own work on there for a change!
I could do these kinds of assets all day long (don't worry, will do an LOD) :X I'm looking for documentation on how I get these things to work as intented ingame. If the pit- and startlights are functional, that will be a big step towards a singleplayer thingie Don't count on proper AI for that initial singleplayer release btw, won't bother with that for a while, not until the basics or somewhat final. Which reminds me, need to improve realroad, or rather the racegroove edit: sweet jesus that drove me nuts, Ethone had the solution luckily, thanks for posting that! The freaking brackets are very important to include here, the lights work now. I cheered when the pitlight changed from red to green, it's the little things... Base of the post is too small btw, will scale it up and secure with some good old bolts. nighttime, sans glow: