for softer light transitions from bright to dark: Code: [LIGHT_SERIES_...] ; ... ; low value here, try even 0.01 RANGE_GRADIENT_OFFSET=0.1 SPOT_SHARPNESS=0.5 ; or lower too! ; with 0.5 or more for RANGE_GRADIENT_OFFSET ; you clearly see a hard transition border
Mid March Upgrade: Been really busy last couple of weeks working on my new appartement, but here's the wip of the last weeks by Brandydo, Martin, Leonardo, an me V0.3.0 Donwload Here 0.3.0 (15/03/2021) ----- Importing assets from Gilles Benoit's track, reducing their material count, upgrading them with new details: Hippodrome fences, field, small hut in the sky Hippodrome, baseball and football field lightpoles, more detailed X trees, new textures (different and higher resolution textures) , and more, more trees all over. Raw positioning and scaling, needs rescale and repositionning according to onboards videos Brandydo's different tree textures in a skin ( we need to choose wich one to use) to do : tree correction (y trees instead of x trees? combine Tree texture into Atlas) Third attempt at reducing tirewall facecount, leaving the front ones more detailed, the back ones reduced by 80% , new texture, still not satisfied, will have to redo the whole thing. Cam tweaked (Leonardo Ratafia) Brandydo's scratch made new building on the starting line (coloseum, baseball hut, ecuries tweaking, porte duplessis upgrade... great work B! 32 start spawns instead of 37, with more space between them (test for a more fluid start with AI) (Martin Dupuis) There's a lot of dust driving on concrete slab because i turned on dirt_additive on surface.ini, but is there a way to tame it a little?
Thats because you most likely have it set at 1. But you can use any value between 0 and 1, like 0.1 or 0.2. But keep in mind, some apps, like RSR might void laps if you use that parameter...
Awesome Job gang! Not at home but can't wait to try it out... Maybe ill finally stop overshooting the first corner....
Is it a full wraparound deck? really like the light coming in and size of windows out there! Glad to see its progressing. I love the texture and variation in the walls for 3R... in looking at the photos thats going to be exactly the treatment the Lidar Van version will need. Ive been digging for old photos and vids and building a bit of an archive for reference.
it will be easy to apply it to Vancouver as well, i made a script so the wall variations are randomly distributed along a polyline and then microscaled (0.98-1.02) for imperfections to show up... I also used Julien's photo archive for the texture itsef.
Im trying to do the same for van but im no where near as skilled... slowly trying to layer it on. the bridge across the main straight has a support so I did some editing on an existing pole to try to make my own. Turned out ok but the real one is square and not round. Added a light to it that works with the race flags like all the others. Im super happy right now because I just found the mother load of reference photos for the 2000 race. 413 photos in a zip so Ill download that after the little one finishes online learning. For the lidar, Ill export the road mesh and follow all the proper things and then see if I can export the buildings from google as reference for heights etc. Would really like it to be as accurate as possible. What Im finding is that cleaning it all up... is a lot of work compared to building it the way you want and taking CSP into account while doing that. Im shoehorning in stuff and working with 9 textures for a single mesh and the textures are sometimes under 100kbs... In the end, a full scratchbuilt will look as good as your 3R as Im starting to get limited by the existing.
What he said! ^ Been experimenting with Lilski's method of trees. Not fully satisfied with some of them yet, but it's allowing me to place them to accurately represent how it looks these days, specifically at Turn 5. Also revisiting some of the previous models to finish them off/tweak some textures. First example, the "ecurie"...