- 8
- Russian Federation
Hi ! Somebody can share a RainFX for Buriam ?(Chang)
Fixed the shaders / reflections whatever on TonyB's cars. You hide your (illegal I bet) rips behind a paywall, yeah let's not talk about it anymore - but the fact that you release those in such a state that disrespect the original modders just irks me to no end.
This is after fixing the values - yours were totally, utterly wrong lmao. This car was matte and so white when the light hit it I temporarily went blind. And you're asking money for it ? Anyway. I'll zip it.
If anyone wants the values I lifted those from the Kunos' Abarth 595 - works surprisingly well.
There is no version of Calder road course out there? I was focused on the Thunderdome but I got some troubles making it so I halted.
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yes, 717 was made matte. Just to try. All others has glancy shaders as you like.Fixed the shaders / reflections whatever on TonyB's cars. You hide your (illegal I bet) rips behind a paywall, yeah let's not talk about it anymore - but the fact that you release those in such a state that disrespect the original modders just irks me to no end.
This is after fixing the values - yours were totally, utterly wrong lmao. This car was matte and so white when the light hit it I temporarily went blind. And you're asking money for it ? Anyway. I'll zip it.
If anyone wants the values I lifted those from the Kunos' Abarth 595 - works surprisingly well.
I'd be happy to provide feedback from the perspective of someone that knows absolutely nothing about how it works. AI is a mystery to me but I'm happy to do a bunch of laps in different cars/ai strengths and point out any oddities that jump out at me.Thanks for checking-in... Have been working on all fronts (IRL inclusive), with limited time to test, assess and redoing required-changes, etc... Since asking, would you be interested to assist with the testing-phase, exterior feedback would be neat, let me know.
I have a mod - more specifically a Lancia Delta Integrale Evo by Wolf24h - that just doesn't have that dark shadow underneath, which makes it very weird. See the video. Is there any way to fix this?
Today I have made a lot of progress on Thunderhill and the 'Lidarification' of the track mesh - here's how it looks now. As always, when it's done it'll be available for free.
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Another thing I did today was map out around 9km of road in Gran Canaria, does this look interesting to people? as a rally stage / sprint course. If there's enough interest I will probably make this a thing.
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Finally... hot on the heels of Jeddah, and Wild Horse, towards the end of this week I aim to have Curborough Ready for the public release, so watch this space
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I'd be happy to provide feedback from the perspective of someone that knows absolutely nothing about how it works. AI is a mystery to me but I'm happy to do a bunch of laps in different cars/ai strengths and point out any oddities that jump out at me.
With a bit of time some paint-padding can be done to get stripes to align...
I'm sure I attempted this ages ago but gave up due to what @racealot has pointed out..the mapping is a bit crap on this one and I think it made it a bit of a pain to make even simple skins for.
I'll see what I can do. I love that mod but without the stripes it really doesn't feel the same as the Viper I used to have back in the day (BBurago 1:24).
I mapped it very haphazardly I'm afraid, I was only after a nice AO map and didn't pay any attention to how it could be skinned, mostly as the original car was so badly done that I'd already lost hope of keeping the racing stripes. Someone will most likely need to map the car for skinning, something that's beyond my current time constraints.
Today I have made a lot of progress on Thunderhill and the 'Lidarification' of the track mesh - here's how it looks now. As always, when it's done it'll be available for free.
View attachment 1001021 View attachment 1001022
Another thing I did today was map out around 9km of road in Gran Canaria, does this look interesting to people? as a rally stage / sprint course. If there's enough interest I will probably make this a thing.
View attachment 1001023 View attachment 1001024 View attachment 1001025 View attachment 1001026 View attachment 1001027 View attachment 1001028
Finally... hot on the heels of Jeddah, and Wild Horse, towards the end of this week I aim to have Curborough Ready for the public release, so watch this space
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View attachment 1001030
A year in the making... Shutoko Revival Project is updated to v0.9.1. Find it on their discord channel.
Changelog:
Areas
Gameplay
- Added Shinjuku route (Route 4) from C1 all the way to Shinjuku railway station.
- New ground level junction in Yokohane to be used as a turnaround point.
Visuals
- Added Yoyogi PA spawn point and layout.
- New and fixed minimap.
- Added random bumps and imperfections to the roads to make driving more interesting. Bear in mind it is still pretty rough because of the 32bit physics engine and SRP's size. A fix is being worked on by CSP.
- Removed some unnecessary barriers.
Misc
- All new building materials and textures as well as improvements to materials and textures throughout the track.
- Added more landmarks from WWMT5 in Yokohama.
- Added animated trains and ships - Special thanks to Raildriver for train info. • Fixed 100s of graphical issues. - Many thanks to our testers. Special thanks to Obammy.
- Shibaura PA visual enhancements.
- Fixed building UV maps in Yokohane and Bayshore.
- Added more realistic fireworks spawns across the whole track.
- Added lighting to some points of interest.
- Many lighting and track config fixes.
- Fixed missing specular highlights on cars from track lights.
Performance
- Drag and Drop installation support. Just drag and drop the 7zip in your Content Manager.
Known bugs
- Drastic performance improvement.
- Updated physical mesh.
- Updated collision mesh.
- New LODs throughout the track.
- Due to what we think is a CSP issue with reflections, adjustments were made to building materials. As a result, glass buildings have blurry reflections.
- Building materials look faded and blurry from a distance at night.
for those interested in adding a GPS in acar, I got instruction from the master himself>
• open Custom Showroom and pick a screen mesh, hoping it would have a nice UV layout for a display (for example, M4 won’t work, at least for now) • view its txDiffuse texture: notice its resolution, point at which display starts and its size in pixels • add this to car’s config:
[INCLUDE: common/navigators.ini]
[Navigator_StyleSygic]
Meshes = Geo_Nav ; here, use the name of that mesh
Brightness = 0.5 ; adjust brightness later so it wouldn’t shine too much
@ = Navigator_Size, Resolution = "2048, 1024", Offset = "10, 11", Size = "459, 286", Scale = 2 ; replace resolution with texture resolution, offset with start of display on texture, in pixels, size with size of display on texture, in pixels, adjust scale later so it would look of proper size
all the ready-to-use themes for now: • Navigator_StyleSimpleLight • Navigator_StyleSimpleDark • Navigator_StyleModernLight • Navigator_StyleModernDark • Navigator_StyleSygic • Navigator_StyleRacing you can also combine your own theme from prepared bits. if you would want to define a new theme, that is trickie
I tried one in the Levante and it worked.
[INCLUDE: common/navigators.ini]
[Navigator_StyleModernLight]
Meshes=secondary_display
Resolution=1024, 1024
Offset=484, 0
Size=539, 405
i just don't get why people still using rfactor 3d models for ac. The cars would need a complete new 3d model not just a shader fix. It's just sad that People really paid for the cars and still say that those are good mods because they drive well. Yes they do because they use Kunos physics. But thanks for people like you who don't support them and share them for freeFixed the shaders / reflections whatever on TonyB's cars. You hide your (illegal I bet) rips behind a paywall, yeah let's not talk about it anymore - but the fact that you release those in such a state that disrespect the original modders just irks me to no end.
This is after fixing the values - yours were totally, utterly wrong lmao. This car was matte and so white when the light hit it I temporarily went blind. And you're asking money for it ? Anyway. I'll zip it.
If anyone wants the values I lifted those from the Kunos' Abarth 595 - works surprisingly well.
If the track is split up in a proper way, it can be done. Many of my tracks have a track edge that differs in grip and debris effects. Already I have tracks with several types of sand/dirt/grass with varying degrees of grip. Coming soon I will have a track with 9 different surfaces of differing grips and effects.
How do i bind it to my headlights so when i turn the headlights on it turns on or when i turn them off it turns off
When I'm not using the TrackIR it's neckfx for meOk guys...
whats better Neckfx or RHM ?
this version of Dirt bristol is amazing. only issue i have is plain texture overlay of the cleaner road. It's ok in replay, but not when you driving
This works --Do you know some HUD that shows you the entire map and not only where you are?
i agree with you.i just don't get why people still using rfactor 3d models for ac. The cars would need a complete new 3d model not just a shader fix. It's just sad that People really paid for the cars and still say that those are good mods because they drive well. Yes they do because they use Kunos physics. But thanks for people like you who don't support them and share them for free
[QUO
yes, 717 was made matte. Just to try. All others has glancy shaders as you like.
okay, will fix it