it looks ready to release for me, man!
Its close, there are few details, which you don't see on this video. And some work on few more textures.it looks ready to release for me, man!
This weekend is the 1st ever event on The Bend circuit, with round 2 of CAMS Australian GT3 race there. Does anyone know for any live stream?If you havent decided for a new project yet, next week we r finally gonna get some proper visuals from THE BEND
http://australiangt.com.au/2018/04/06/australian-gt-set-to-make-history-at-the-bend
There has been a discussion on the beginning of this thread, of preventing cutting.
Well, in 2018 they introduced some yellow sausage curbs and back in 2016 they used some different kind of yellow-black curbs, which are perpendicular to the track, which I put into 3 turns to prevent corner cutting.
@Andreas Knöpke, will be good?
This is how it looks the 2016 solution, and I use it still now:
No, since there is nothing in reality, I will not put anything there (would be even dangerous). White, blue curbs can be used as part of the track (my best option), but in case if we want to stick to white line rule, you can set CURB as not allowed surface to drive on. But based on the nature of the track, I would leave it as its now - its so much fun to use whole curbs, and even now its very easy to go off the curb, which means a penalty.Forgot to ask, u also got anything for the exit kerbs where theres plenty of tarmac following?
If it is paved on corner exit you can use a slight slowdown with surface damping. I used it on Watkins and it works very well. It allows you to go there but takes away any speed advantage going wide.No, since there is nothing in reality, I will not put anything there (would be even dangerous). White, blue curbs can be used as part of the track (my best option), but in case if we want to stick to white line rule, you can set CURB as not allowed surface to drive on. But based on the nature of the track, I would leave it as its now - its so much fun to use whole curbs, and even now its very easy to go off the curb, which means a penalty.
Thats what i had done from the beginning.If it is paved on corner exit you can use a slight slowdown with surface damping. I used it on Watkins and it works very well. It allows you to go there but takes away any speed advantage going wide.
Low DIP while important is not everything. Tri count is also very important. Separate objects is fine in moderation. The important thing is that an object that say has 20 pieces isn't 20 separate objects. But 20 buildings as 20 separate objects is usually fine and will allow the use of LODs that one large object will not.
If joining them all together won't work well then I would probably join them per section or per turn.Lets say I have 20 curbs all around the track. What would you do? To have 20 separate objects, or one object (all 20 jointed together)?
I know on 20 separated you can set LOD (on 1 you cannot not, since its covers whole area).
But I would still say fps is more important that DIPs. Specially in my case (170 and 1100 or 150 and 850 - 1st is a better solution). Agreed?
So its the game of trying and finding the best possible solution, right (same I am doing atm)? Btw, DIP is a CPU related, right? It comes into play when there are more cars on track.If joining them all together won't work well then I would probably join them per section or per turn.