[REL] Zolder Circuit

Hmmmm, the plot thickens! Could this be of the same reason all my lights are broken? Who knows there might be some naming convention I screwed up with those and they are screwing with other things as well. I will make it a point this week in fixing all the lights and including the marshal posts. Actually when those are in, the track is potentially of out alpha right then and there, unless I have missed some functionality :) For example, night racing, don't know if something special is needed to make it work, except for adding some illumination :)
 
Thanks!

Sure I can take a look, to be honest I hardly looked at additional maps other than diffuse/albedo, I just made sure they are there but that is about it. I will finalize textures when I
feel like it :)

edit:
Indeed the brick normal was inverted, I think you or somebody else reported this some months ago already even. For the kerb, only the asphalt edge
is inverted, ah well, I will revisit all those anyway. Why? I'm not even using the Silverstone realroad shader yet, that's why ;)
No worries, I'll grab bits and revise them to something more solid when I feel like it. For example I'm going to improve all kerb textures and shader
settings in one go. It's just that I think filling up the track with more buildings and such is more important than finetuning things which are currently
in there and are prone to change at any point in time.
 
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hi wgeuze!

first of all i wanna thank you for your effort already its a freaking awesome track you made already at this stage. i did already like 50-60 laps there in diffrent cars and its just awesome and a pleasure to drive. With the FR3.5 or the Marussia you get really immersed on the bumpy straights when you try to aim for the apex its just a hell of a ride :)
Thanks for your hard work i love it and iam following this thread since you started it its simply one of my favorite tracks. :)
I hope you also can finish some markers for the breaking zones i miss some of them at the chicanes :) and some minor flickering issues on the pitwall and some popup trees. Thats gonna be an awesome beta for the track.
 
Thanks Ernie! Good to hear! (previous feedback complained it was too flat and smooth)

If I out on brakemarkers, I'd love to see reference on which ones! Someone else reported a missing one a couple of weeks ago and he was very much correct and it was implemented in the
first version after he made that comment! (bolderberg corner one to be exact)

Rest assured, after I conclude all things which should be functional in order for the league to be able to actually host the race event, then I'll carry on and start working on the visual stuff. Sure
there are some visual things in there already but that is mainly playing and learning rF2 stuff. Painful example for this would be making a wrong assumption, resulting in literally every specular map
used in the track, used wrongly... I assumed the shader names were telling me to store the specular in the alpha channel of the diffuse texture, how cute, but it's wrong! So, yes, flickering issues,
specular issues, visually, it's one big issue which I'll tackle one material at a time :)

edit:
Start lights and pit exit light appear to be in working order again, time to put all of them together again ;)
Next up will be marshals, something else which I haven't done before for rF2, gonna be fun.. :P
 
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It's pretty nice already. Had some laps in the new 370Z and the elevation and rumble strips make it very interesting. I don't know the circuit enough to help, but as long as you maintain your standards, it will be one of the best out there.
 
Thanks, sounds good.

I think I'm going to start working on the visuals from now on, so I'll have to investigate for myself a bit what the standards are going to be like to be honest.
To be able to place the starter marshal, I will be building the pitwall first, that will give me some clues as to what level of finish I can go with. I will try and minimize
the amount of temporary/mockup work from now on as the track is in a functional more finished state than ever before :)
 
Thanks, sounds good.

I think I'm going to start working on the visuals from now on, so I'll have to investigate for myself a bit what the standards are going to be like to be honest.
To be able to place the starter marshal, I will be building the pitwall first, that will give me some clues as to what level of finish I can go with. I will try and minimize
the amount of temporary/mockup work from now on as the track is in a functional more finished state than ever before :)
Yeah, it's totally usable now. The red lights stay lit up, but everything works fine. Don't forget the solar panels!
 
Yeah I borked all the lights a while ago, last week I fixed them all in one go and are in fully working order again :)
Those solar panels must wait until buildings and pitlane are done I'm afraid, those are more decoration pieces. However,
they are great little pieces to have fun with, so who knows I might build one in between the more time consuming jobs
as a breather ;)
 
Yeah I borked all the lights a while ago, last week I fixed them all in one go and are in fully working order again :)
Those solar panels must wait until buildings and pitlane are done I'm afraid, those are more decoration pieces. However,
they are great little pieces to have fun with, so who knows I might build one in between the more time consuming jobs
as a breather ;)
Sure. Mostly texture work, I guess? Seems like simple objects. Are you doing a specific version of the track with the sponsors from one event?
 
It depends on the object really. The pitwall at first for example looks pretty straight forward, but there is more to it if you take a closer look. In this case,
modelling will possibly take more time than texturing. With your solar panels example, it will probably be more like 50/50. When I have some solid modelling
done on the pitwall I'll post a screenshot, then you can see how much modelling can go into such a relatively simple looking object. This also gives me the
chance to explore how far I want to go, props and objects wise.

I haven't decided about ads yet, the ones which are consistent throughout the track I have done so far, such as the Coca Cola ones and a couple of
local companies but that is about it. I'm thinking about doing all trackside ads in one pass later and then I'll think about which ones to use. The latter
isn't really an issue to begin with, it's going to take 5 minutes to change an add if I need to :)
 
Yes, I meant the solar panels looked like simple objects. Other stuff like bridges and that insane building must be very difficult. I look forward to watching this track develop. I've had a bunch of fun already. I guess if the track is open for track days, you could do a bare version and a super pimped one for GT events. xD
 
Thanks, if you miss some, by all means explain which ones and where. I've made this same request but never get answers which makes me believe I've got them all since I added the bolderberg one :)
 
2z3weuf.jpg


For example:
TDF definition #1 = Road
TDF definition #2 = Road cracked
TDF definition #3 = Road cobblestones
TDF definition #4 = Rumblestrip paint (highway style)
TDF definition #5 = Drain

Possible to add ice/aquaplane strips?
A whole range of FFB feelings?
 
Probably, but this idea wasn't really needed anymore to be honest. I've yet to receive a single complaint about the surfaces in Zolder, leading me to believe they are as good as they can be at this point.

I'm working on the pitwall at this time btw, in order to place all the marshals, this needs to be finished for the starter guy :)
 
I know it has been a while since an Alpha, it's going ever so slowly... Anyway, my little playground called Zolder may have seen its last Alpha release today:

Alpha 0.23 download:
http://www.mediafire.com/download/ih01l7ad61rj9db/Zolder_0.23_Alpha.7z


All functional stuff should be in here in now and at this point, technically, it's race ready. From here on towards the beginning of December all I'm going to do is fix things before
the SRVN league (awesome league btw, I even joined myself!!!) has its Clio Cup grand finale event :) After that, well, just start to make things look nice I guess because that is
what this entire thing was about in the first place, having fun building stuff for rF2 :)

As usual, report anything you're not happy with, unless you're looking at the wrong layout obviously, and I'll put it on the pile :P

To be complete, here is the changelog for this version and its predecessor, which you haven't gotten:

readme.txt:

Circuit Zolder V0.23 Alpha
by William Geuze

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
- Pit speedlimit mismatch between actual limit and limit on signs at pit entry



-- Changelog --
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
 
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