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Hondsrugring | Page 5 | RaceDepartment Forums

Hondsrugring

Discussion in 'Bob's Track Builder - New Tracks' started by Erwin Greven, Aug 5, 2009.

  1. Erwin Greven

    Message Count:
    787
    i don't know exactly what you mean, but is there a way to "switch" them off in groups? At some places light is really needed. But how do other track builders build up their 24h tracks? Some cars really produce almost patheticaly no light with their headlights.
  2. Erwin Greven

    Message Count:
    787
  3. Erwin Greven

    Message Count:
    787
    Problem fixed!! A new install of rFactor did the trick.
    • Licensed Member

    Kris Vickers Hardware Staff

    Message Count:
    1,193
    Excellent news Erwin :)

    You put too much effort into this project for any kind of cancelation!

    Hope it hasn`t dampened your spirits any :)
  4. Erwin Greven

    Message Count:
    787
    It did for a while, but after PT's tip i reinstalled the game and now i found my spirit back to go to work at the track again. I have a lot of work to do in Buinerveen and Drouwenermond. Terrain and TSO's. The trees have to be put at the right places and two essential constructions have to be build and added. A mill and a bridge.
  5. senna4ever

    Message Count:
    51
    -How in the world do you get so many trees so close together without killing your fps??? are they all individual objects?

    I am building a 22-turn, 15.5km long city track through the streets of Buenos Aires, Argentina, driving by most of the city's landmarks. I need to save on fps as much as i can because I need to add many (MANY!) buildings (I counted up to 85 authentic buildings, plus fill-ins).

    -How are your editing times in BTB with a track so long??? My track has a lot of width changes and it took me about 12hrs of work just to widen the corridors to match the track's width.

    -What do you refer to as a "TSO"??

    Search through the forum, there's a really good tutorial for converting objects from SketchUp to BTB.
  6. Erwin Greven

    Message Count:
    787
    In version 0.8.5.0 there are still too many trees close to the track. Before version 0.9.0.0 will be released, i will delete or replace some trees. One thing i did to raise the frame rate is to uncheck "recieving lights". It is the amount of shadows that drops the frame rate. TSO=Track Side Object.
  7. senna4ever

    Message Count:
    51
    Did you use the trees that come in the default XPack??
    What method did you use to put them in the track? individual objects?? String of objects? tree wall??

    By the way, great job on the track!
  8. Erwin Greven

    Message Count:
    787
    They come from the Great Britain xpack. At least the most of them. I use a lot of strings. No walls. Just "forest" and "trees". I still have to manage to get a object from sketch up into an xpack, like a mill or a bridge.

    http://www.mediafire.com/file/1wzzmmmyzjz/HRR24latest.zip

    This is the last version now. Version 0.8.5.0
  9. senna4ever

    Message Count:
    51
    -Download and install SketchUp 6
    -Look up in Google 3D warehouse if there's an already built mill or bridge that you like, if you find something, download it's SketchUp 6 file.
    -Open the file in SketchUp, delete unnecessary polygons (like the bottom, internal walls and everything that won't be seen in-game)
    - Export in *.kmz format
    -Change kmz file extention to *.zip
    -Extract the zip file
    -Import the *.dae file into XPacker
    (make sure all your textures are a power of 2)
  10. Erwin Greven

    Message Count:
    787
    Thanks! I will work on this this evening! I was already busy working on a bridge. I have uploaded a picture of it in this topic.
  11. Erwin Greven

    Message Count:
    787
    There is still one thing that bugs me. When i let the WDC1970 AI cars drive around the track some of the cars, and in particular the 5L class (Porsche 917, Ferrari 512S), fail to keep on the road. They brake by far too late. I asked this question too at the rFactor forum, but no one reacts.
    • Licensed Member

    Gee Truelove

    Message Count:
    13
    This i would say is a mod specific problem,i find i get varying degree's of AI "skill" from mod to mod.
  12. Emery

    Message Count:
    259
    If you want them to slow down a little earlier, add an extra node in the fast path ahead of the curve.
  13. Erwin Greven

    Message Count:
    787
    I tried a lot to get the WSC1970 mod working on this track, but to no avail. It won't work, the cars are sliding around the road no matter what.
    But there are al lot of mods who do work so, it is not the track what is the problem.

    What have i done the last couple of weeks:
    Narrowing the track at places. Was 8.80m is 7.00m.
    Adding and removing trees.
    Started to do some work at Buinerveen.
    Changed road textures.
  14. Erwin Greven

    Message Count:
    787
    Some news from here.

    Changed some things:
    • width > Huge parts of the track are made more narrow now. Basicaly the track is 7.5 meters in stead of 8.80m.
    • The chicanes at Gasselternijveen are now 6.5m wide.
    • Added some bumps to add more realism at the Twee-derdeweg.
    • Buinerveen is finished now. Next village on it's way to completion is Drouwenermond.
    • Licensed Member

    Kris Vickers Hardware Staff

    Message Count:
    1,193
    Excellent stuff, keep going! :)
  15. Erwin Greven

    Message Count:
    787
  16. Erwin Greven

    Message Count:
    787
    Busy with finishing the road from Drouwen to Gasselte. Also working on Gasselternijveen in the AVEBE factory erea.
  17. Erwin Greven

    Message Count:
    787
    This is what i have to do.
    Finish the road between Drouwen and Gasselte.
    Finish the Gasselternijveen village.
    Finish the Avebe factory erea.
    Finish Drouwenermond.
    Work on a chicane version for the track.

    [IMG]