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idk if this was posted yet but if yall missed it
Thank you Kunos for the hard work, thank you Turn10 for the trees, thanks reboot team for setting up a couple of files and shaders
Guys, Chivas put out a new Autopolis that I think is pretty nice. I can't find the facebook post of it, so here:
If anyone has the FB post link, lemme know and I'll replace it what that so Chivas gets the traffic.
EDIT: thanks guys for info on past post:
https://www.gtplanet.net/forum/thre...ral-discussion.307899/page-1523#post-13196998
Meh, far from difficult...We should not forget @Lernatix. His work was also massive here. Without his initial conversion work, none of this would be possible. Hope @Lernatix you ever find time for another convertion from ACC, as it seems you are the only one who successfully tackled this until now (or maybe someone else will maybe try to do this). All tracks in ACC are laser scanned, so there are 5 more tracks there, that we don't have a laser scanned version in AC yet. Suzuka, Hungaroring, Paul Ricard, Kyalami and Misano. We have very nice versions in AC, but as we see with Bathurst, the difference is more than noticeable.
Now regarding Bathurst.... there is choppers in the sky....who can dosome nice helicams.... challenge layed....
Speaking about Autopolis. In this version (like in the other version recently updated by Zwiss) there is another track "included" - the little Lakeside track. Unfortunately it is not driveable. In the photo below it can be seen on the right side, around the lake. This track was in NFS Shift 1 + 2.
Maybe someone want to make this as a stand alone track or track layout of Autopolis.
View attachment 953234
Excellent. Thank you for this. I don't race much online, so I don't mind. I increased the value of traction just a tiny bit, from 0.95 to 0.97 and now I can take the corners at speeds and angles like they do IRL. Happy, happy, happy. What a track!!!!Check the surfaces in...it's as it should be...you can edit for your own pleasure...but you will not be able to use online
Hi @JakuP, foremost thanks for the recent update.
I've now driven both (original and the update), and the revised mod now feels way too restricted from the monster that it was... The original version seemed, how to politely put it, a beast to master, and very much unpredictable on throttle, with many times being caught out sideways taking sharp turns...
The latter version is also great to drive, and we all have feedback variations. But in my humblest of opinions, the actual feel is a junior version in comparison...
FYI: A couple of RD updates have not made it through to your update, these being:
- fix for the rear brake/tail lights
- updated liveries now with the black window-frames
Cheers 👍
Excellent. Thank you for this. I don't race much online, so I don't mind. I increased the value of traction just a tiny bit, from 0.95 to 0.97 and now I can take the corners at speeds and angles like they do IRL. Happy, happy, happy. What a track!!!!
Bayside??? I'll have a look. I have so many good memories on that track.
Sorry, not Bayside. Lakeside was correct (screenshot from the AC track):
View attachment 953236
https://nfs.fandom.com/wiki/Autopolis_Lakeside
lol, Lakeside is what I meant. I'll take a quick looky-loo and see what is involved.
Tons in the GithubAnybody got any rain.fx .ini files would like to share?
Just wanted to show off some screenshots. Gosh, this this game gorgeous.
hi every one!!! I test the Bathurst versions from Terra21 & Jim Lloyd, and the new from Reboot Team, I think visually, from the cockpit view, the first has better textures, and the elevations change are more notorious, what do you think? any first person impression from the real world here?
from Terra21:
View attachment 953181
from Reboot:
View attachment 953182
Thank you Kunos for the hard work, thank you Turn10 for the trees, thanks reboot team for setting up a couple of files and shaders
Somebody is cranky...must be late at night there in your high castle...
some pointers please, if you have a track texture you want to desaturate, but, you cannot replace it because it is the entire track terrain (the grass is WAY too green, so the grassfx on top of it also way too green, can CSP be used to "desaturate" a texture? (i tried to desaturate the grass dds itself highlands, but.. nope, didnt work as i was expecting)
Working on the squillion dollar Bend track fwiw.. there is NOWHERE in Australia with grass that green
Just wanted to show off some screenshots. Gosh, this this game gorgeous.
I've been trying to find a fix for this too RCB. Not only is the grass way too green, but it's also way too even. I pinched a few bits from other configs as a makeshift fix, but I'm still not that happy with the result, but it's a bit better than before. Some lines here may be redundant, but hey... It still looks OK! :
[GRASS_FX]
GRASS_MATERIALS = Terrain?
OCCLUDING_MATERIALS_ALPHA = Kerb?
OCCLUDING_MATERIALS = Kerb?
MASK_BLUR = 1
SHAPE_SIZE=1.3
SHAPE_TIDY=0
SHAPE_CUT=0
TRIM_PERIOD = THURSDAY
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
[GRASS_FX_AREA_0]
CENTER=0, 0
SIZE=100000, 100000
MODE=ADD
HEIGHT_MULT=0.01, 0.35
TRIM_PERIOD=THURSDAY
[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 0.7, 1.5
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.0025
[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS?
MAP = A
[GRASS_FX_TEXTURE_GROUP_1]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 21 slots
PIECE_2_CHANCE = 0.1
[GRASS_FX_CONFIGURATION_B]
SHAPE_SIZE = 0.5, 1.25
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.00125
[GRASS_FX_ADJUSTMENT_...]
MATERIALS =
MAP = B
Thanks for the info, its a pretty good config, a bit more natural, the issue i face is that the material "terrain" is kinda messed up.. sad for an asking fee of $50AUD!!
Anyhow if you see right hand side "ok" (needs to be lighter/browner even) versus left hand side "too green" its the issue I wam trying to solve.. original texture is not consistent.. guess i need to just cave in and buy 3dsimed, so i can extract it and poke around with it..
View attachment 953253
yup, but, not just that, also its actual paint. tailem looks nothing like the track being sold for that strange price.I think the only way to fix this is to look at how its UV mapped