Jump to content

Benvenuto nel Simracing: registrati subito!

Dal 1999, la più seguita community di appassionati di simulatori di guida

Search the Community

Showing results for tags 'Tourist'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Generale
    • Annunci Staff
    • OT - Di Tutto Di Piu'
    • Vendo Compro Scambio!
    • Hardware - Software
    • Modellismo
    • Multimedia
  • Real Racing
    • Real Motorsport Forum
    • Due ruote
    • Segnalazione Eventi - Raduni
  • Simulazioni Di Guida
    • Sezione DOWNLOAD
    • Setup Public Library
    • Generale
    • Simulatori by KUNOS SIMULAZIONI
    • Simulatori by ISI
    • Simulatori by Reiza Studios
    • Simulatori by Sector3 - Simbin
    • Simulatori by Slightly Mad Studios
    • Formula 1 by Codemasters
    • iRacing Motorsport Simulations
    • Simulatori Karting
    • Rally
    • Serie Papyrus: GPL, Nascar 2003...
    • Live for Speed
    • Serie GPX by Crammond
    • Due ruote: GP Bikes, SBK, GP500 e altri...
    • Console Corner
    • Simulazione Manageriale
  • Online & Live SimRacing

Categories

  • Assetto Corsa
    • APPS
    • Open Wheelers Mods
    • Cover Wheelers Mods
    • Cars Skins
    • Miscellaneous
    • Sound
    • Template
    • Track
  • Automobilista
    • Cars
    • Tracks
    • Patch & addon
  • F1 2017 Codemasters
    • mods & addons
    • patch
  • GP Bikes
    • Skins
    • Tracks
  • GTR 2
    • Car Skin
    • Cover wheel Mods
    • Open wheel Mods
    • Patch & addons
    • Setups
    • Sound
    • Tracks
  • Kart Racing Pro
    • Tracks
    • Graphic Skins
    • Setups
  • netKar PRO
    • Tracks
    • Patch & addons
    • Setups
    • Track Update
    • Cars & Skin
  • rFactor2
    • Official ISI Files
    • CarSkin
    • Cover Wheel Mod
    • Open Wheel Mod
    • Patch & addons
    • Setup
    • Sound
    • Tracks

Categories

  • Software
  • Hardware
  • Modding
  • Addons
  • Web
  • Champs & Races
  • Sport
  • Live events

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 9 results

  1. VELOCIPEDE

    Nurburgring Nordschleife by Pleclair

    Version v1.65

    20,579 downloads

    domande e commenti sul forum -> http://www.drivingitalia.net/forum/index.php?showtopic=63189&page=5#entry745155 Nordschleife Guide download link (Thanks to Hectari for providing this! Give this a try, it's an amazing in depth review of the track and how to race it) v1.65 03-06-2014 Hey guys, Well…. good news and bad news…. Good news is, I managed to finish up the long awaited update, and I’m currently almost finished uploading… will probably be done by the end of my post. A lot of things changed, you can find out all about it in the component description. I also reworked all the tatoos yesterday, since after redoing them and setting them to 0.001 as mentioned, I didnt noticed that most of them were still actually hidden. The large clip plane require more than 0.001 in most cases. I found out that splitting my objects that need to be set to decals, into smaller pieces, helped reduce/remove the flickers, and allow to use smaller values like 0.003-4… So all tatoos are now visible. The bad news is, things are stirring up a bit over here, and I dunno how long I’ll be able to work on Nord… not sure how things will end up over here, so I might have to take an unwanted break. The download is much larger because of the new road textures… each are 5mb in size, but not all are used… I will clean up after I’m totally done with adding variety to the road. I havent found much on the state of the tarmac in the guide, for the section after the karussel, it was mentioned in lots of corners the tarmac was rather in good condition at the time of the guide, so I let the light tarmac (medium age) there.. with the new patch that was already there. So right now, there is three variety of tarmac, old, medium, and new. You will easily find out which are which as each as visually distinct and feels distinct as well. Pleclair
  2. VELOCIPEDE

    rFactor 2: Nordschleife Tourist v2.01

    Il duo modding composto da DJC e TOSCH ha rilasciato per rFactor 2 una nuova e spettacolare versione 2.01 in alta risoluzione del mitico tracciato del Nurburgring Nordschleife Tourist, ovvero il temibile Inferno Verde tedesco da 22 KM ! La pista è disponibile in due configurazioni stagionali, di autunno ed estate ed include ora anche il tracciato usato dal campionato VLN.
  3. Well, this is not a release at the moment. I wish to bring a point. Last week, I started playing more of Assetto Corsa, and have fallen in love with it. It wasn't long that I wanted to lap around my Nordschleife, and I couldn't. That's when I found Snoopy's v0.93 version, but it wasn't riding well, so I decided I would convert my track to AC. I had all the terrain converted, and I got to the trees. I found out AC didn't supported billboards, so I was out of luck for my forests. I tried swapping my billboard plane meshes for Y meshes in Forest Pack Pro, but at the moment, FP resets the vertex normal I have set up as a sphere around the mesh so it light up properly. So I couldn't get them to look right. I was bummed out. I wrote a support email to Itoo software (makers of Forest Pack Pro) and told them about my issue. It's likely to be fixed in an update. So in the meantime, I'm a bit out of luck. There is a work around, but not really what I was intending. That's when I thought I would give GTR Evo's nord a try. The trees on this track are already non-billboards, so it went much better. The road mesh was better to drive before I upgraded it than the com8 version when it wasn't upgraded either. I have worked on the road mesh a lot and did a really good job on it. I did it all manually by flow connect. Most of the mats are also converted to AC mats, and the track is looking amazingly good in AC, even with the lower resolution textures the track haves. I haven't swapped much textures at the moment, only starting on it... I had to change the grass however, since the way the mats were made, the first base texture was a dirt/sand one for all the large scale grass around everywhere, so I had dirt/sand everywhere, and I couldn't find a way to set up a tex1 add tex2 mul tex3 shaders in AC to reproduce the original grass, so I took my own grass instead and set it up. My initial intention was to send the v0.1 version I have now, but after reading the topic on copyrighted content, I think I'll hold on to it for now. Here is my point of view on the matter: I wish no harm to anyone. I respect others work as much as possible, and have bought all the textures I have used in my own conversion of Nord, as well as any scripts/plugins I used (forest pack pro cost nearly 300$ for example), and I'm proud to support indie devs whenever I can. In this case, the track have been made more than 5 years ago. The game it belongs too is still a nice game, and I play it from time to time to drive the many cars there is in race07 on the nordschleife, but as of today's standard, that game falls short, not on the graphics, they are still fine if you ask me, I wouldnt mind lapping on it if it had rf2 or AC physics/ffb... but the race07 one doesnt cut it for me. SimBin made a bundle of money already with this product, and I would believe GTR Evo has been a buying factor for race07 for many owners, myself included. I doubt many to this day are purchasing this however to play it on a regular basis. Last year, when I started my conversion, I asked SimBin, if we could work something together... I wanted to use their model, but replace most of the assets, as I did with the com8 version. I also wanted to include their logo on the loading screen, and suggest people to buy gtr evolution, since anyway its now dirt cheap. So in the end, I doubt allowing a conversion at this point in time would have cut much into their revenue, and I would think it might also have increased them. However, they never answered me back, totally ignoring me. I hate when people ignore me. And always had it on the heart ever since. Also, it's not like SimBin didnt benefit from other conversions, and lots of them coming from other games as well. Another thing I thought, since most people in the racing sim community don't play one game only, and a lot have a growing collection of sim titles, its safe to assume that most interested and knowing the track well already have already bought in the past GTR Evo to play the best nordschleife there was on PC until now. So what is the real harm here, since most will already have GTR Evolution, and a few might be willing to buy it to support SimBin given the release (if it happens) goes smoothly and without hitch. So I dunno what I should do now. Here is how the track is looking at the moment in AC: fonte AC forum
  4. download -> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=5541 Nordschleife Guide download link (Thanks to Hectari for providing this! Give this a try, it's an amazing in depth review of the track and how to race it) Hey guys, Well…. good news and bad news…. Good news is, I managed to finish up the long awaited update, and I’m currently almost finished uploading… will probably be done by the end of my post. A lot of things changed, you can find out all about it in the component description. I also reworked all the tatoos yesterday, since after redoing them and setting them to 0.001 as mentioned, I didnt noticed that most of them were still actually hidden. The large clip plane require more than 0.001 in most cases. I found out that splitting my objects that need to be set to decals, into smaller pieces, helped reduce/remove the flickers, and allow to use smaller values like 0.003-4… So all tatoos are now visible. The bad news is, things are stirring up a bit over here, and I dunno how long I’ll be able to work on Nord… not sure how things will end up over here, so I might have to take an unwanted break. The download is much larger because of the new road textures… each are 5mb in size, but not all are used… I will clean up after I’m totally done with adding variety to the road. I havent found much on the state of the tarmac in the guide, for the section after the karussel, it was mentioned in lots of corners the tarmac was rather in good condition at the time of the guide, so I let the light tarmac (medium age) there.. with the new patch that was already there. So right now, there is three variety of tarmac, old, medium, and new. You will easily find out which are which as each as visually distinct and feels distinct as well. Pleclair
  5. VELOCIPEDE

    rF2: Nürburgring Nordschleife by Pleclair

    Hey guys, Well…. good news and bad news…. Good news is, I managed to finish up the long awaited update, and I’m currently almost finished uploading… will probably be done by the end of my post. A lot of things changed, you can find out all about it in the component description. I also reworked all the tatoos yesterday, since after redoing them and setting them to 0.001 as mentioned, I didnt noticed that most of them were still actually hidden. The large clip plane require more than 0.001 in most cases. I found out that splitting my objects that need to be set to decals, into smaller pieces, helped reduce/remove the flickers, and allow to use smaller values like 0.003-4… So all tatoos are now visible. The bad news is, things are stirring up a bit over here, and I dunno how long I’ll be able to work on Nord… not sure how things will end up over here, so I might have to take an unwanted break. The download is much larger because of the new road textures… each are 5mb in size, but not all are used… I will clean up after I’m totally done with adding variety to the road. I havent found much on the state of the tarmac in the guide, for the section after the karussel, it was mentioned in lots of corners the tarmac was rather in good condition at the time of the guide, so I let the light tarmac (medium age) there.. with the new patch that was already there. So right now, there is three variety of tarmac, old, medium, and new. You will easily find out which are which as each as visually distinct and feels distinct as well. Pleclair
  6. Dopo molte settimane di silenzio, il bravissimo pleclair è ritornato per la gioia degli appassionati di rFactor 2: è infatti disponibile per il sim made in ISI la nuovissima versione aggiornata 1.5 beta dell'imperdibile circuito tedesco del Nurburgring Nordschleife Tourist ! Come potete notare dal video qui sotto, si tratta di un download imperdibile.
  7. VELOCIPEDE

    rFactor2: Nordschleife Tourist v0.97N

    Pleclair ha rilasciato per rFactor2 la nuova versione 0.97N aggiornata del suo Nurburgring Nordschleife Tourist, migliorandone diversi aspetti, rendendola così sempre più piacevole da guidare. Updated lots of the lower resolution, nearby track, textures. Guardrails, metal post, all fences, wooden post, antenna tower, castle, environment texture (top down trees), and more... tweaked further the LODs, and fixed the rear view mirror mostly. Few popouts occurs near horizon line... nothing disruptive.
  8. VELOCIPEDE

    rFactor 2: Nordschleife v0.97j

    Il bravissimo Pleclair ha rilasciato per rFactor 2 la nuova versione aggiornata 0.97j Beta del suo imperdibile Nordschleife, il temibile "Green hell": per dettagli, commenti e download fate riferimento a questo link.
  9. File Name: Nordschleife Tourist by pleclair File Submitter: VELOCIPEDE File Submitted: 05 Aug 2013 File Category: Tracks Nordschleife Guide download link (Thanks to Hectari for providing this! Give this a try, it's an amazing in depth review of the track and how to race it) Tosch HDR Profile for v0.90 and 0.91 download link Tosch HDR Profile for v0.80 download link (remember to turn hdr off for best look, or use Tosch HDR Profile, ISI's default isnt proper for this) UPDATE #4 (v0.95): It's nearing 7am and I havent slept yet, was working on 0.96 after reading a nice explanations from wgeuze (did I got it right?) on mesh smooth. So I have 2x mesh smooth instead of 2x tessel the road mesh. But I think it is too smooth.. will try 1 mesh smooth 1 tessel tomorrow, and update the post with more informations on what's new You can find out most about it in my first post of today... Enjoy, 0.96 coming up in 25 mins or so if I'm still awake UPDATE #3 (v0.91): edit: tree problems isnt fixed... false hope. Fixed the trees problems. It wasnt a billboarding setup problem, but it turns out a bunch of trees were sitting way too low in the ground, some even completely hidden. Raised a dozens of tree objects by different amount, some up to 8-9 meters. Fixed the over black tarmac in some areas, including paddock. Was the result of those textures mixed up with silverstone mat properties.. Reverted to brianza's for those surface. Removed the tatoos FFB. Will work some more on this, this made it in too early, wanted to remove it, but due to a mistake I made in the scn file, I reverted to a backup, that was prior me disabling the ffb on them. Need to lower the shaking when hitting them when going thru a corner. UPDATE #2 (v0.90): Swapped all trees for billboard versions Added reflections to cars Fixed TDF (the areas which seems overly bumpy was because some road part were still defined with rF1 TDF settings, I've pretty much went all over it and fixed it) Set the smoke output according to this video Set the rainspray according to these videos Redone the skybox Improved the tatoos looks Improved all trees textures Added lots of objects shadows that were missing. Unfortunately, I can't go much further... I tried to extrude the fences, and do other stuff, like add vegetation from lime rock park, but without being able to load the full scene in 3dsmax, it's really hard to do things like this. There are known issues in this version: There are some billboard trees that seems to be shy when seeing from cockpit view. If you check out replays from any other view, they are fine, but some trees seems to hide. They are most of time to the left of track, and when going up a slope. I can't seem to find the problem. All trees were created the very same way, using the gMaterial tool from Mario Morais. There are one or two tree that is flickering. The skybox is clipping when viewing from the paddock, in the opposite direction of track. It is the only time where it does that. It's set to 9000 lod out, no clip.. but it doesnt happens when racing in any other place. I have tried to do the wet reflections, but there are stuff that I dont understand, and it seems that I would have to create planes in 3dsmax and stuff, so again, without having the full scene, it wont be possible for me to do. Night lighting isnt done. Again, I tried, but dont know how to. Went to dev mode yesterday, went to 5 locations from the paddock, and took coords, and added like 20m to the z axis, so the light would be positioned up in the air, but they weren't showing at the coords I took note once in game. This is something I can likely do, if I can find how to. UPDATE #1: After couple of days of intense work, I'm proud to release (early) Nordschleife Tourist layout for rFactor 2. I'm currently exhausted, so I will be taking the rest of the day easy, and will hop on it again next week. It is very much playable, raceable, and more importantly the fun factor is there! So to those of you eager to try it out, here it is! I've worked hard again all day long today, and swapped all road, grass, fences, guard rails materials properties for those of silverstone. All materials textures are swapped for silverstone's. (Not the primary texture, as it wouldnt look good, I tried... it then looks like a race circuit, instead of road circuit. To my taste, it looks really good now. About halfway between rF1 quality and rF2. At times, it feels like a scratch built track for rF2... I still have couple things to do like: -Reflections -A little track icon when you select track (loading screen is partly done, need a good screenshot of the track without cars) -Make sure real roads works, maybe it does already. -Swap more materials -Swap textures, trees and stuff giving out that this is an rF1 track -Maybe convert the other layouts included in the 2.2a release of the rF1 track. -Stuff you will mention and I can do. -Extrude fence so they cast shadows Click here to download this file
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.