Could someone please explain how I would install this track? Can it be made into a package for dopes like me?
Install the SDK, copy the Zolder folder to modDev/Locations and you are good to go. It's hardly worth your time packaging it I think for now, especially if you need to figure out how to do it in the first place. You don't miss out on a lot yet.
Been quite busy with work the past months, found some time (and motivation) to work on Zolder. Just another alpha release so don't expect to be blown of your seat, you will not be. It does however give you a chance to give it a proper drive with the cars you like and may provide feedback which can improve the track. Who knows The latest changes, nothing much if you check out the last devmode version (which was 0.2): -- Changelog -- 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 Get it here. p.s. Don't bother posting it on virtualR or anything, no point in doing that yet.
Small progress is better than no progress. I hope you find some time in future but i know you are a perfectionist so I prepare to wait a little longer until version 1.0 arrives. Take your time.
Just did 18 laps in the GTR. The layout is fantastic. I even saw you got the dip in the second chicane. Great job so far man. Looking forward to V1 One of my favorite tracks Thanks for your work guys
Thanks guys, have already noted and fixed some issues. Thing is that I now am going to focus on more functional things. There is a league who is going to race the track at an event and they need the track as functional possible. So before visual stuff, all the rest must be in working order. This is good for the community as well so this will be out of alpha as soon as possible really. I hope there will be short times between alpha releases, not all of them public, but expect a new one next month with all fixes combined and additions made, however wip they may be.
I haven't tested your latest update, but I'd like to point out 2 AIW issues. - The starting line is a couple of meters too far ahead. - There seems to be a problem with the pit lane path. After I take a pit stop, my position changes after about 1/3 of the track. Usually it throws me back one lap. (The same goes for the AI.) Besides that I had a lot of fun racing on my home track!
Following a comment on the Norschleife topic about rattling on certain parts of the road, I had an idea yesterday that I want to try out next week. I need 3 volunteers, preferably 4: - A g27 owner - A T500 owner - A CSW owner - A servo driven wheel owner Volunteers should be able to get Devmode going and fill in an excel sheet. PM me for more info. It's not going to be anything fancy, just something to quickly gauge what I am feeling through the wheel and what I base my settings on, and see if it works across the board as intended
Hi I've noticed some flickering on side walls that taking place between both chicanes. They look very dark. Race configuration : start à 10 AM with X4 time scaling and I use 3d Vision. Over time, flickering fades but the walls stay very dark. As for the track itself, it's just a blast ! Thank you sharing your work.
Thanks! Also for reporting, the issue has been resolved in the version I am currently working on edit: Also fixed the damn pitbuilding windows.. apparently somehow I managed to screw up those shader settings.