[REL] Zolder Circuit

Discussion in 'Locations' started by wgeuze, Nov 23, 2012.

  1. wgeuze

    wgeuze Registered

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    Thank you :)

    I don't know who put those screens on virtualR, but it is good for motivation I have to admit! (if they only spelled my name correctly :p )

    It would be really nice if I can get you guys a version with all the terrain, buildings and trees in there which is functional to race on and have fun with. It will
    still be really rough around the edges but at least it can be used as intended... Don't know if the track specific bumps are going to be added though because that
    might be an entire update on its own but I am going to aim for a race ready release.
     
    Last edited by a moderator: Jan 22, 2014
  2. MapleHamwich

    MapleHamwich Registered

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    wgueze, don't bother putting together a track right now. Work on it until you are relatively happy with it. If you put out a rough version now, the thread will just be filled with people asking for fixes for things you'd already know about and be working on. Take your time! We'll appreciate the track whether it comes out tomorrow or in a month or two.

    The progress updates are all we need for now.
     
  3. wgeuze

    wgeuze Registered

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    Well I just wish I was done with those buildings so I can move on to the track again. It sucks when they're not there but they take some time.

    @Montoya
    Please don't post too early shots of mine on VirtualR as it is clearly not what people are interested in seeing :p
     
  4. Jamezinho

    Jamezinho Registered

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    All it proves is that a number of people on VirtualR are complete idiots.

    Ignore them and keep on doing what you're doing. :thumbup:
     
  5. Tosch

    Tosch Registered

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    Good ambient occlusion makes the difference between a good looking track and an excellent looking track. The problem is, most people have no idea what this is all about, but they can, if they look at the final result, immediately say what looks realistic and what not. There is a difference between conscious and and unconscious perception.
    The screens look great. Please more of this.
     
  6. wgeuze

    wgeuze Registered

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    I'll try to wrap up this one before the end of the weekend so hopefully I can show a picture of it in rF2 itself :)
     
  7. K Szczech

    K Szczech Registered

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    Yeah, I also value proper AO in scenes. Let's hope we see it in game as well, not just on renders ;)

    Keep up the good work :)
     
  8. wgeuze

    wgeuze Registered

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    Thank you for reporting :)

    I agree with all points needed to be fixed, the pitwalls will be fixed in the next release. The road less likely so, I did increase road noise though but that only
    gives you the impression the road is less smooth so I think it is a dirty 'fix'.
     
  9. wgeuze

    wgeuze Registered

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    Quick question, I have a material setup as a decal, using Src Alpha and Inv Src Alpha to make mask out some letters and logo's. Is there a way to
    have the specularity respect the alpha channel as well? I think the material is a T1 Specular. (T1 in this case is a 32bit texture with the mask in the alpha channel)

    While I'm at it, is there a material which let's you supply a reflection mask and a specular map separately?

    There is such a load of materials I'm still having a hard time to look for the one I need even though at first glance their
    names seem obvious enough. :p
     
  10. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Any type of material can be used for alpha-blend decals, so you could use the "Specular Map T1" shader (that's the one you're looking for, not "Specular T1").
    Have you tried using Chroma for the decals? They come at a much lower cost than alpha-blend, and usually don't look too bad either. I guess it depends on how complex the decal is ...
     
  11. wgeuze

    wgeuze Registered

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    Thanks, this is part of the confusion sometimes. I mostly assume a specular map is used when an alpha is supplied for some reason.

    Actually, I have not tried chroma, but if is cheaper, that is reason enough :) So in this way, I can do keying in the RGB channels
    and supply a specular map in the A channel? :)
     
    Last edited by a moderator: Feb 6, 2014
  12. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    No, the alpha channel is keyed. You'd still need a separate spec map.
     
  13. wgeuze

    wgeuze Registered

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    Okay that is very confusing, why would you bother with the chroma keying in the first place then?
     
  14. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    Because it's not the primitive chroma keying it used to be in rF1 :) .
     
  15. wgeuze

    wgeuze Registered

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    I'll implement it this evening and see if it works ;)
     
  16. feels3

    feels3 Member Staff Member

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    Agree on that. AO is IMHO must have ATM.

    Keep pushing wgeuze, looking good :)
     
  17. wgeuze

    wgeuze Registered

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    Thanks ^^

    I'm pushing although the pace at which sucks and isn't going to speed up any time soon even though I wish it would :p
    Hopefully I can show progress on the building this weekend :)

    edit:
    Ha, rookie mistake!
    The black in the alpha channel wasn't fully black :)

    edit2:
    Now included a rushed AO bake, to see how it would look, I like the underside of the stairs although it may
    be a bit too dark, but that can be easily adjusted.

    no posting on virtualr please
    [​IMG]
    [​IMG]
    [​IMG]
    Still needs refinement, but it sure is a step up from the main pitbuilding :p

    No worries about the stairs and all, they are a seperate mesh as a precaution, and will have
    atleast 1 LOD :) Or I can always create the big banner they wrap around it at times and hide the steps from view ;)

    I do see some spots which seem like DDS compression:
    [​IMG]

    The shader I use is the Bump Map T1 Mul T2, could that be the problem? I tried using a Bump Specular Map AO map T1
    but didn't let me use the second uv set in the AO texture map slot.
     
    Last edited by a moderator: Feb 6, 2014
  18. Jka

    Jka Member Staff Member

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    Try Gravel Trap shader.
     
  19. MapleHamwich

    MapleHamwich Registered

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    Looks great to me. Some of the best work in rF2 so far I think.
     
  20. wgeuze

    wgeuze Registered

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    Haha that's one I wouldn't have figured, is that shader used to multiply let's say google earth satellite stuff in there?

    Thanks! However, pretty screengrabs don't make a good and fun track :)
     

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