Guest Uff Posted March 30, 2012 Share Posted March 30, 2012 (edited) Dunsfold Park for rFactor 2. Top Gear Layout - V0.91 (complete package - uninstall previous one) Download link v0.91 Update V0.91 - Changelog: -Side Cams added -AIW improvements Installing procedure: Uninstall and delete old component and update, then put the 0.91 component in your package folder and install. -------------------------------- Know Issues: Tire Stacks are ATM single sided so I've to fix the main istance for next updates. Some small collision objects around the road has been disabled until the soft collision model is fully implemented. The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around... Some special thanks and credits; Thanks Tosch for Cams and the AIW improvements. Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2. Ethone, for the AIW editing Luc Van Camp and Michael Borda, for the priceless help Mike Cantwell, for the nice Dunsfold picture package who helped my finding some good details.... Dunsfold Park for rFactor 2. Top Gear Layout - V090Download link v090 Download Update b0.90B (altre informazioni qui) Know Issues: Trees edges and every object using the Chroma blending will looks bad (flashing and edges popping up) because the Transparency AA is actually disabled by ISI for singleplayer (it's still available just for the viewer), but I guess will be turned on again in next builds. Possible AIs collision in pitlane due some not aligned "garages". Sometimes you can get yellow flags even after a crash cleaned out. No side cameras yet. Everybody wants to create some good cams package is welcome... Tire Stacks are ATM single sided so I've to fix the main istance for next updates. Some small collision objects around the road has been disabled until the soft collision model is fully implemented. The far side of the track (pitlane) is totally unfinished, so do not worry about the rubbish stuff all around... Some special thanks and credits; Manfred Jahn, for the FSX C47/DC3 license of usage and model optimization for rF2. Ethone, for the AIW editing Luc Van Camp and Michael Borda, for the priceless help Mike Cantwell, for the nice Dunsfold picture package who helped me finding some good details.... Actually I'm getting a solid 60fps with my aged HD6870 and forcing a Standard 8x Adaptive Multisampling AA (the setting I used for screenshots) on the CCC. All settings are maxed out except for shadows blur turned off. The HDR profile is called Aggressive Clear. I hope something will change for the incar light histogram, because as it is now is almost impossible to get a good view with HDR for non-OW cars. I tried to compensate the problem managing both gamma and autoexposure for daylights, this helps a bit but the massive overexposure on cockpit view are still there. I hope you'll enjoy the track. Some driving tips: TURN 1 (Crooner Curve) - 3/4th gear for slow cars, 5th gear for racing/GT/supercars The first turn is barely a turn at all, although it sometimes demands a dab on the brakes to stop you piling into the next corner too quickly. TURN 2 (Willson) - 4th gear for slow cars, 3th gear for racing/GT/supercars The first proper turn on the track, ad the first corner you usually see on TV when Stig's lapping a car. Don't let the bump on the way in unsettle the car, and let it run wide on the way out. TURN 3 (Chicago) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars It's hard on the brakes and around the tyre wall. Designed by the big brains at Lotus, this is what they call a "steady state corner", designed to sniff out under-steer or over-steer in badly setup chassis. TURN 4 (Hammerhead) - 3/4th gear for slow cars, 2th gear for racing/GT/supercars It's very hard on the brakes for a left and right flick through here. Go in too fast and you'll get horrible understeer. And remember not to jump back on the throttle too soon or you'll make a mess of the exit. TURN 5 (Follow Through) - 5th gear for slow cars, 4th gear for racing/GT/supercars You can really open the taps for this sweeping right-hander. TURN 6 (Bentley) - 4th gear for slow cars, 5th gear for racing/GT/supercars At the end of Follow Through comes this full throttle jink between the tyres and the grass. GO in tight to the apex and brace yourself as the car thumps hard over the worn-way join at the end of the tarmac. TURN 7 (Bacharach) - 4th gear for slow cars, 3th gear for racing/GT/supercars Go hard on the brakes again and try to get your line right as you drive into the second to last corner. It is easy to lose it here. TURN 8 (Gambon) - 4th gear for slow cars, 2/3th gear for racing/GT/supercars Get on the brakes again and flick it in for the last corner. It's easy to get a car drifting here (someone almost flipped lol). PIT LANE; To get the pit you've to go straight on the main runway, missing the Bacharach turn, until the last red/white plastic barrier at the end of the Runway, and turn to the left in the main pitlane http://isiforums.net/f/showthread.php/4905-TOP-GEAR-DUNSFOLD-AERODROME-%28Multi-Layout%29'>TOP GEAR - DUNSFOLD TRACK - WIP 2012 by Entropyxel Hi all. This is my WIP on Dunsfold track, made from scratch for rFactor 2. The project will include 7 differents layouts: - Top Gear Test Track (first release) - Drag Mile - West Loop - East Loop - East+West Loop - External Loop (main track around the airport) - Multicar race circuit (based on a mix of the Top Gear layout and the external track) WIP %: Distant terrain modeling (DEM terrain conversion): 100% Track modeling (surface mesh): 100% Track details modeling (bumps, patchs, manholes, edges etc..): 60% Track paintings texture/mapping (lines, paintings, decals etc...): 85% Buildings modeling: 70% Buildings texture/mapping: 60% Track objects (Twalls, Signs, Lamps, Fences...etc): 50% Cement/Concrete areas modeling/mapping: 50% Parkings lots, garages lanes etc modeling/mapping: 40% Grass areas modeling/mappings: 40% Trees modeling/mappings: 40% Treelines modeling/mappings: 30% Out of Track vehicles modeling/mappings: 5% Aerodrome Planes (747, DC3 etc..): 60% Cams: 0% AIWs (thanks to Ethone): 10% TDF: 80% All glass reflections are temporary off. Stay tuned... http://i.imgur.com/Jdr0E.jpg'>http://i.imgur.com/D5uCJ.jpg'>http://i.imgur.com/oxeMq.jpg'> http://i.imgur.com/9rK7W.jpg'>http://i.imgur.com/3V9G2.jpg'> Another view...(grass not finished) http://i.imgur.com/7wwok.jpg'> Rain test... http://i.imgur.com/mVRvu.jpg'> The old Aircraft Parking Lot area on devmode: http://i.imgur.com/gBuVS.jpg'> A detail of a 3d grass sample (testing..) and other stuff (gambon view): http://i.imgur.com/QdidL.jpg'> Gambon area (Develope Mode): http://i.imgur.com/m4LDG.jpg'> Edited February 28, 2014 by Uff Link to comment
Guest Uff Posted April 2, 2012 Share Posted April 2, 2012 Yep...the "3D grass/flowers" works fine and seems to have almost zero impact on fps... ...about the Follow Through flat out corner, of course, I will model a lot of grass/dirt/gravel details inside this part. The track mesh isn't flat on the road edge, as the real life...so when you cut these corners you've to fight against your suspensions.. Ok...I've found some nice shots of this breaker building (there are 2 of this...) and now it's ready for the track.. Link to comment
Guest Uff Posted April 17, 2012 Share Posted April 17, 2012 I've made a short video with some laps around my track. There are a lot of missing objects and basic texture to upgrade. I've encountered a lot of stuttering with fraps but here it is... http://www.youtube.com/watch?v=Qjd1dv3FR-0 Link to comment
VELOCIPEDE Posted May 1, 2012 Share Posted May 1, 2012 The track is still in development. These are some of the new contents;- Downhill elevation before the corner 1, 100% modeled and exported. - Some animated Marshals around the track - New (remodeled) Building 57/58 with more polys and new maps - Sewers around the track - Road Reflectors modeled, mapped and exported. - New Aero Ambulance MD900 G-KSSH modeled, mapped and exported - New Douglas C-47A Skytrain modeled, mapped and exported - New collidable/movable Tirewalls - New trees BB around the track (not 100% satisfied but for now are ok...) - New Buildings, 3D wood fences, dome cameras and various objects around the track. - New Red/White Plastic Barriers to close the track, modeled, mapped and exported. - New Solar Panels near the Downhill. I'm waiting for the new build to see if some bugs has been fixed, then I will release some new previews. Thanks mate... Link to comment
Guest Uff Posted May 9, 2012 Share Posted May 9, 2012 tuttle continua a sperimentare con risultati davvero eccezionali! Come potete vedere da questo post in giù, l'autore della pista sta provando nuove tecniche per i valori e modificando anche la resa dell'HDR. A suo dire c'è davvero tanto che si può fare con tutti i parametri che fornisce rF2 e, a giudicare dai risultati, pare proprio così. Link to comment
VELOCIPEDE Posted January 27, 2013 Share Posted January 27, 2013 (edited) Ok. I spent last 3 days working on Dunsfold, to fix shaders settings and closing some stuff in the Top Gear area for both road physics and modeling/textures. The far section of the circuit is still in development and you'll see a lot of draft/placeholder stuff all around, so do not worry about. I'll need other 1 or 2 days to deep test the track and making groups, so the first beta release will be tuesday or wednesday. This is the actual version, the same I'll release next week. Pictures are unedited and are using a dedicated HDR profile; Edited January 27, 2013 by Uff Link to comment
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now