[REL] Zolder Circuit

I'm having a whole lot of fun with this track! Thanks for adding the missing brake marker! :) Now I don't have any problems tackling that corner.
I really like the challenging AI, but there is a problem right before the first corner. If the AI is driving on the blocking line, he usually brakes way too soon.
 
but there is a problem right before the first corner. If the AI is driving on the blocking line, he usually brakes way too soon.

I haven't driven Zolder but I have experienced this behavior on pretty much every track I have tried in this build, ISI or not.
 
I'm having a whole lot of fun with this track! Thanks for adding the missing brake marker! :) Now I don't have any problems tackling that corner.
I really like the challenging AI, but there is a problem right before the first corner. If the AI is driving on the blocking line, he usually brakes way too soon.

You're welcome :)

I haven't driven Zolder but I have experienced this behavior on pretty much every track I have tried in this build, ISI or not.

Still I will try and get that sorted at some point, there is no reason for the cars to take the block path and braking too early might be a fast path issue. Thanks for pointing it out!
 
Picked up where I kind of left off :)

Diffuse only, hmmm, dirty :P
205f6hh.jpg
 
Very nice! I almost started to import the whole thing to 3ds Max and patch it up myself. I'm kind of impatient. :p I would love to see a darker, less grainy road texture, something like the current ISI tracks. But I know that this is not on top of your to-do-list and you definitely don't have to hurry. I prefer a quality product instead of a rushed one. :)

Something I might add myself because I reallyreallyreallyreally want it: the main grandstand and the bridge with the big CPL Trans logo on it. :p (And it HAS to be the CPL Trans logo and not something different. :p )
 
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I'd rather build my own track thanks ;) Just as a reminder, if I can work on this track for about 6-8 hours in a week, that's a productive week. I hardly have those.

Road texture isn't a prio at this time indeed, it's not even the Silverstone realroad shader yet, I have only worried about how it drives.
Specially for you though, after the deadline in December, I will start to build the main grandstand with walkbridge, including CPL Trans logo
on it ;)

By the way, I know the comment was light-hearted, but the thought of someone 'taking over' a project thinking they can do better because it is taking too
long, for a scratch built track, not some crap 10 year old conversion by people who haven't got the slightest clue what the heck they are doing, very much not appreciated.

edit:
Small screenshot to make up for my rant, which wasn't personal btw (just to make sure).
This time I included a subtle normal map, does the job, default settings on the material still though, this was just a quick test.
vg0x9c.jpg


Sk1marks, you don't happen to have a big CPL Trans logo lying around, do you? Since the Waklbridge is attached to both the pitbuilding and
the pitwall, I might just build it before my deadline. Biggest reason for that is the floating startlights, which still look plain silly...
 
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Maybe this helps:
EDFO_24uZ12-1600-5269-24-Uur-van-Zolder-2012.jpg


I also have a slightly smaller, but clean texture of it. I made it to improve a Zolder convertion for GTR2. Might be useful? If you're interested: any idea how I can share the dds file?
EDIT: in this video you can get a glimpse of the texture:


No worries about the doing-it-myself thing. :) I would merely put some slightly modified buildings from Simbin's versions in it, just for myself. In the end I would throw it away because I know you're doing a much better and detailed job. :)
 
Thanks, I have some more shots myself of the logo as it is on track, but can't seem to find any other source than a photo anywhere. I will probably end up tracing it myself like I
did with the ads on the main pitbuilding :)
 
The three CPL logos I found on the web are worse than the photo. Use the photo!

Indeed I shall, no worries.

Hopefully I can get the debris fences on there this weekend and this might be the first asset to get within the direction I'm going for although
it is still a bit rough around the edges :)

Still mostly diffuse, normal doesn't match it anymore:

tamvqr.jpg


edit:
Traced it in Illustrator, this will do :)
ael63a.jpg
 
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I have a question I can never get answered around here, but perhaps you can given the lovely pics above.

Your textures and colours look very realistic and appealing. Not sure exactly why, but superior to what we see in many other tracks. But why, oh why, do the flag stand guys' red uniforms look like they are out of a 1980's video game? Is it just me who sees this garishness? Are they ISI flag men (I presume so). Can it be corrected by just giving them a subtler colour for their uniform? Is it a lighting/HDR problem?

Unfortunately, some tracks and cars are loaded with these horrid-looking colours and they spoil the scene, just these two gentlemen detract from your excellent-looking work.
 
Don't most marshalls in real life, wear fluorescent orange though, or at least something hi-viz? I suppose the flag guys on the start/finish line could be a different colour, but can't say it's something I've ever paid much attention to before.
 
Don't most marshalls in real life, wear fluorescent orange though, or at least something hi-viz?

USA marshalls ("turn workers" or "flaggers" are our often-used phrases) tend to wear white, sometimes with a fluorescent & reflective striped yellow/green highway worker's safety vest.

Realistically, a worker's uniform is going to be somewhat faded from many washings. It will not be such a saturated orange except in full sunlight. Of course few people remember to turn on the clouds in rF2... apart from a few tracks, real-life is much dimmer than the sunniest days.
 
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Thanks, Emery.

Looks like ISI is going for the low-end digital camera (over-boosted colours to make the pictures pop) look ;)

But still, those are eye-searing red/orange uniforms!
 
I have a question I can never get answered around here, but perhaps you can given the lovely pics above.

Your textures and colours look very realistic and appealing. Not sure exactly why, but superior to what we see in many other tracks.
Thanks, nice to hear! It's a combination of stuff. First and foremost, it starts with simply creating a good looking texture which is used by rF2
to its best effect. Examples of how not to do this, you can also find in my track, as I'm still learning the rF2 specific things as I go along. That is
also one of the reasons this pitwall is one of the models that finally is 'getting there' if you ask me, as I'm learning more things which make sure
what I do in photoshop makes sense in rF2. Also don't forget in a lot of cases people who convert stuff, hardly know what it takes to build 3d art,
a texture, or let alone an entire track. When you are building stuff from scratch, you're building something for a platform specifically, not to mention
you have the total freedom to change everything as you wish. Also, I usually do two color checks when I texture, platform independant btw. One
is for my base colors and tones in photoshop to match my reference pictures. Finally, when the asset is finished and in place, I tend to do a second check,
checkin all the colors in the rich dynamic environment rF2 offers. Usually, a small tweak here and there is needed, usually some slight desaturation and darkening.

What it also comes down to, is not taking a badly scaled low res photograph including Tim's shoes and index finger, and slapping it on a box. The textures
fit the meshes they were drafted for, as you might tell by the pitwall shots. Added wear, damage, grime, kind of make sense, or at least enough of it to
seem realistic enough.

Lastly, sadly, take a look at the date when I started this topic and the current state of the track. I'm taking more time than most, because I like to texture
these things and I'm only liking it more and more as I understand more of the shaders/materials which gMotor offers. This being the first gMotor platform I'm
building something for, it's a bit of a journey, but a fun one so far, there's always a solution for a problem and most of these problems exist because of a user error on my
end to begin with. For example, some of the materials in Zolder have the normal map applied where the specular should be, because somehow, I expected the material
to pull the specular map from the alpha channel of the normal map, where I stored it. Little did I know I completely misunderstood the shaders' description..

Hope that at least clears up something of your question there, even although this one was just an introduction to your real question :P

But why, oh why, do the flag stand guys' red uniforms look like they are out of a 1980's video game? Is it just me who sees this garishness? Are they ISI flag men (I presume so). Can it be corrected by just giving them a subtler colour for their uniform? Is it a lighting/HDR problem?

Unfortunately, some tracks and cars are loaded with these horrid-looking colors and they spoil the scene, just these two gentlemen detract from your excellent-looking work.
Those corner workers are ISI made indeed. It wouldn't surprise me if those have not been touched for 3 years, they at least look like it. It is like with my road surface and how it looks.
It works, you can drive on it, I'm more inclined to build stuff that is missing altogether than to polish something which is fully functional already but could use a visual polish.

That said, the community could have easily built 2 corner workers and implement those in tracks. No attempt has been apparently, so I don't even know if there is a need. They
do stand out, but that is also part of their purpose they are there. If you let these guys detract you from enjoying a track, I think you should drive faster ;)
 
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