Zolder by wgeuze v0.1 - Circuiti extra (extra tracks) - DrivingItalia.NET simulatori di guida Jump to content

Zolder by wgeuze v0.1


VELOCIPEDE

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I'm away for the weekend so this is quite a rushjob to get this alpha online today as promised. It's definitely very rough around the edges and please, don't mind the visuals. This is the first singleplayer version so now everyone who wants to can have a go at it and feel how it drives. I made the road textures a bit smaller in size (they were 4k) to keep the filesize down. The next one won't be as rough as this one though wink.png

For the news posters, please add the known issues list to your post so people know what they are in for when downloading this track and hopefully won't be disappointed going in with the wrong expectations.

Zolder

V0.1 Alpha

- realroad finally working on all tracksurfaces

- basic aiw added (4 garages and 2 pits, early paths)

- too obvious tiling road fixed

- track collision added

- Turtles added in 2nd chicane

- Pitlane lines added

- Full grid support (44 positions)

- Pitlane widened

- Pacecar positions added

- S/F and Grid position decals added

Edited by Uff
Visualizzazione immagini rimossa, titolo corretto, link al topic originale aggiunto, tag aggiunti
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  • 1 month later...
Modelling in the details next to the kerbs, a tedious job!

jBfRT3bJrHzcd_xs.jpg

This pic also displays the fact that I have doubled (or tripled in some cases) the resolution for the road mesh and grass

Zolder V0.02:

http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=4904

V0.02 (pre-alpha)

- all kerbs and rumble strips modelled in

- added seperate material for bare concrete kerbs

- added new type of concrete wall

- added grasscrete

- added seperate material for rumble strips

- fixed a guardrail section with wrong material id's

- added mockup buildings for reference

- increased resolution on road and grass meshes

- pit entry and exit increased in resolution

- realroad functional

- fixed first chicane exit to be wider, according to google earth

- turtles on grasscrete added

Depending on feedback, next thing on the list is probably modelling the pitlane and its buildings

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ho inserito la cartella che era nel file zip dentro rFactor2\ModDev\Locations cone scritto nel readme, ma non me lo vede comunque.. dove sbaglio?

Edited by baronesbc
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  • 4 months later...
  • 3 weeks later...

Con l'aiuto di ethone ecco i semafori.
jb2xzP4fF0DmZt_xs.jpg

Qui invece uno screen di come la pista appare in un altro sim, con anche i segni delle frenate per dare un'idea di dove iniziare a rallentare.

jgkuPsd3Jjwl_xs.jpg

Di seguito invece la nuova versione rilasciata.

It starts to feel like a track a bit now :)
Unless I get destructive feedback, this will be the last pre-alpha release for devmode.

Zolder V0.04 (pre-alpha)

Pitlane is still awkward, will be fixed next time around, no AI still!!!


-- Changelog --

V0.04 (pre-alpha)
- added pit- and startlights
- added brakemarkers
- white lines on track
- placeholder walls (no collision)
- placeholder guardrails (no collision)

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  • 1 month later...

I'm away for the weekend so this is quite a rushjob to get this alpha online today as promised. It's definitely very rough around the edges and please, don't mind the visuals. This is the first singleplayer version so now everyone who wants to can have a go at it and feel how it drives. I made the road textures a bit smaller in size (they were 4k) to keep the filesize down. The next one won't be as rough as this one though wink.png

For the news posters, please add the known issues list to your post so people know what they are in for when downloading this track and hopefully won't be disappointed going in with the wrong expectations.

Zolder V0.1 Alpha

-- Known Issues --

- Don't mind the visuals!

- Main Pitbuilding will be re-textured

- Performance, nothing has been done to optimize the track yet

- No proper HDR profile, no priority

- Saturation/color balance between textures, very low priority

- AIW Paths not final

- Startlight broken

- Ugly temporary buildings for reference

- Messy white line turn 2 (outside will fix for next version)

-- Changelog --

V0.1 Alpha

- realroad finally working on all tracksurfaces

- basic aiw added (4 garages and 2 pits, early paths)

- too obvious tiling road fixed

- track collision added

- Turtles added in 2nd chicane

- Pitlane lines added

- Full grid support (44 positions)

- Pitlane widened

- Pacecar positions added

- S/F and Grid position decals added

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  • 5 months later...
  • 3 weeks later...

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.

jZh23IEq8ydj3_xs.jpg jMkOgmv2WNDjt_xs.jpg jyZnglr9iFDHh_xs.jpg jb1ettxe6cp0ia_xs.jpg

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  • 3 weeks later...

il lavoro procede...

Indeed, I was more thinking in the likes of knots on a spline type of display ^^
I'll tinker with it this evening probably, how hard can it be..
As usual I'm all over the place, I need to hold back installing Zbrush to sculpt a concrete rumble strip because, well.. it's fun, ahh the freedom and silliness of working at home knows no bounds!
First need to finish texturing the walls now they have their uv's sorted out. For the guys who remember the previous version of these wall textures, I removed almost all of the scuffmarks from them and will do those in a seperate damage texture which I'll blend in, but at a later time.
I'm also starting to think about doing tirestacks, very interesting to do it as good looking as I can with minimal footprint :P
edit:
Having way too much fun smile.png
jbrR07oSPW1Xl4_xs.jpg

This is a piece of the texture showing some details ^^
jNhY70r3U9Hm2_xs.jpg

I think I'll do a test with the damaged versions tomorrow smile.png
edit2: Thanks again Tosch for giving me the tree textures, they do work pretty well in adding life to the scene!
jbmrKMo3Y5ZQZT_xs.jpg
(and yes I see the alpha edge on top of the trees wink.png )

Edited by Uff
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  • 3 weeks later...

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