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  1. Fonte. Highlands Motorsport Park v0.89b - © David Neighbour 2014 (UPDATED 03/09/14) - Updated from 0.83b Server Currently online - GT Cars all variants (latest ISI) - "RACEFACTOR-HMS GT TEST" - Australian Based Server - All 5 variants - Vote it through to preferred DOWNLOAD LINKS MediaFire MEGA DONATIONS for the track can be put on our League page (www.racefactor.com.au) - Thankyou in advance to anyone that wants to donate for the efforts - (It will say anonymous, but Paypal will notify us) http://www.racefactor.com.au/site/mo...op=Donate&id=1 Release notes - Scratch build Highlands Motorport track based in Cromwell New Zealand. Track consists of 5 layouts (Gt, Moto-khana, Short sprint and 2 shortened GT variants). I have had limited time outside of work to progress this, so only gets 5 or more hours per week. Its my first effort at a scratch build RF2 track, so learning a lot along the way. (Thanks to all those assisting with support on forums). Initially build in BTB but has spent half its life in 3dsim-ed and learning some Max along the way (Next track will be 3ds max end to end). Updates Since 83b DONE - 20/07 - Tweaked textures (Darken & De-sturate) - Based on feedback and some guidance from Tosch (Still not great more work to be done). DONE - 30/07 - Added HDR Profile (Thankyou Tosch) DONE - 07/08 - Add additional VIP Logo's to bridge entrance - as per track current visuals (C/o HMSP Management Team) DONE - 11/08 - Added Safey Car (Track Lights) 16 of them as per FIA diagrams around the track. Tested and working for local yellows and blues/ reds etc..(Thanks Highlands team for diagrams) DONE - 11/08 - Another pass at texture Saturation. (improved) DONE - 11/08 - Moved Pit entry light to correct position (as per FIA diagram) - moved white line and widened and moved cones to identify it DONE - 17/08 - Textured main pit building and smoothed roof - added Australia GT advertising banner to balistrades as per GT series. DONE - 17/08 - Added Runoff edge into sandtrap after this ripple strip Turn 19 - Added to track to stop sand runoff (this was 2014 Update to track) DONE - 17/08 - Added new ripple strip after bridge on LHS Turn 18 (Track update from Highlands Management for 2014) - To reflect current track upgrades. DONE - 20/08 - Further revision of textures. (getting somewhat happy) DONE - 27/08 - Alter Ground shading vertices alpha – To vary grass terrain. (After much messing around /sigh) - sort of happy with it DONE - 29/08 - Fix background texture so mountains join properly. DONE - 29/08 - Fix background texture (colour correction) due to google maps different satelite images - colour match track grass FIXED - 02/09 - Resolved pit exit penalty if starting in 3rd garage locations (exiting pit lane without crossing pit exit plane) - Extended pit exit across back of pit lane. Still to do Create Grass bits tuft.. To put along walls randomly as if growing up at points hard to mow. Add variation of GT curcuit with DRS Zones as per request - Should be sooner rather than later. Re-Render Tree objects without aliasing ?? Trial it ?? – Chroma Keyed (Current placeholders are OK, but not happy) Create Tree objects (Vary tones slightly on textures) Replace close tree objects with new detail objects (Exit t6 and entry to pits) - 3d modelled tree. Add RR to ripple strips Correct Bridge entry (Remove RHS ripples and change to RRoad) - track update for 2014. Create pit lane objects (Fill it up). – Looks empty. Fuel Tanks, Fire extinguishers – low LOD. Create crowd Create Lights ??? – Night race ? Later Version ? Texture Museum Texture Kart Track Building Texture Porsche training Building Colour match other tree objects. Combine far buildings with Skyboxi to stop popups.. and some tree line (End of 2nd straight popup to right of pit building) Review all LOD's.. Review 2 track mesh at back of track hairpin (Realroad) distorts due to different mapping coordinates on the 2 meshes Fix reflections on bridge (plane for reflections) Re-Optimise Terrain Mesh.. (added more polys than needed) Known issues ------------- Cube map windows not working perfectly Not all object reflections are enabled yet throughout the track (Just track surface and a few objects) - Due to no refelct planes and hence objects dont vertically look corrects Undertrack shadowcaster needs improvemetn to stop low angle shadow inconsistencies CAMERAS - are default placeholders and are the same for all tracks (BAD).. these need to be done completely. Cromwell town has default placeholder buildings. Large cones in pitlane dont collide properly. Objects to be replaced in future release Thanks ------ Highlands Motorsport park team - Mike Sentch, Kynan Yu Luc van Camp, help with roadshader being applied to non racesurface_ objects ISI track builders (artists) - I borrowed a couple of textures as i have limited artistic talent - But its helping me learn a-lot. Spakkis (for original conversion tutorial) learnt a lot from this - More than alot Radar - 3ds help and some guidance - & Server hosting Pudlea - for initial testing and feedback - & Server Admin Cooked Unit - 3ds help Racefactor members (www.racefactor.com.au) - For cutting laps and pointing out all the issues Your so kind Andy - For hosting a 3rd download link in initial thread... 2 working above now. Inside Sim Racing - For the kudos and including the track in your reviews. Tosch - For the HDR Profile looks fantastic.. Its included in this release. (you should be able to select it).
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