I put up some pics I took at Zolder a few years ago here http://s149.photobucket.com/user/Alicatt_photos/library/Circuit%20Zolder?sort=3&page=1 I had a PC failure and it took out one of my raid HDDs with it so just getting back to where I was a month or so ago, in hunting out lost file backups I came across those pics of Zolder
Just watched the TV coverage of the FIA GT races at Zolder from last weekend. It's making me look forward to this track more than ever.
Thanks Alicatt I'm texturing all the road edges now, as soon that is done I'm probably moving to grasscrete and runoff. Will also have to source some good grass photographs later, as I don't own a camera myself.. @Jamezinho No worries, everything I'm working on at this time is geared towards having something driveable. The road mesh is final already unless someone has really big complaints. Now it's just doing a first texturing pass for everything to get things going. After that I will work on guardrails and walls. When that is done I might just release version 0.1 for singleplayer, with some notes obviously
Starting to look like something which belongs on a track For other modders, I had a problem with all the realroad kerbs, being of a total yellow hue once in the engine. Normally, this is because you either don't have a realroad shader applied to your realroad instance, or you have a realroad shader applied to the mesh, but the instance doesn't have the RaceSurface_ prefix. Those were all in order though. The solution was, what else could it be for max, Reset XForm! Also, there is to ways to apply this. Selecting all kerbs and applying reset Xform and clicking the right mouse button->convert to editable poly, didn't work in this case. Going into the modifier stack of every individual kerb and 'collapse to' did the job edit: windows update had new drivers for my videocard, now after running rF2 for 5 minutes I get a bluescreen......
Apparently :X Downloaded the new ones from the nvidia site so I hope that will fix it Next up is to fix the narrow drains from a few pages back, and make the grasscrete work with realroad Will need to adjust that texture as well, ugly now. Also looking forwarding to building those raised kerbs in the apexes, or turtles, fun little object ^^ edit: they work
A small rectification concerning the drains Fixed issue with specular for all other kerbs as well, totally forgot to include the dirt in there. I'm already looking forward to modelling the start- and pitlights :X Afraid I'm not quite at that stage yet..
Thanks, I'm going to try and keep that up with everything between the guardrails. Everything outside of that, well, that's of secondary importance for a bit.
Thanks you Ive just come across Zolder online in the lobby, but I can't access the server. Would be weird if they're running my early versions to be honest! ( I wouldn't want to at least )
If it's the version you sent me I don't see how unless these guys just want the track and want it now. I guess some guys don't care about buildings and sideline stuff. They just want the road. I came from these days so I can understand someone wanting to run whatever they can get their hands on. LOL
Interstate 76' era here, on the commadore 64, where the road moved and the car was stationary :X :X I saw a weird version of zolder just a couple of minutes ago on youtube, for rF2, but I only recognized it halfway through the lap. They are probably running that indeed Btw I haven't looked at the FFB for the kerbs, I'll do some messing around with them when I consider them worked on enough for now and I'll let you know. Only thing that was changed is for turn 1 and 3 they have been raised one centimeter
bonsoir, ce n'est pas votre piste, c'est une conversion rf1 pour un championnat Clio FFSCA. continuez votre travail bon courage.
Thanks, I've come across that exact league running the Clio's indeed. If you fancy testing the track heavily later, let me know, might be usefull to get the worst bugs out before really releasing v0.1