Norisring 2009

Norisring 2009 v3.23

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Thank for this update man, much appreciated:

For future updates, if you want to implement semaphore (except the ones in the middle of the grid due to meshes - materials limitation you can add this lines

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS= lights
CONDITION=NIGHT_SMOOTH
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS=lights
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.75
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = ALWAYS_ON

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS = lite
CONDITION=NIGHT_SMOOTH
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS = lite
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.050
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = ALWAYS_ON

[MESH_ADJUSTMENT_...]
MESHES = RedLight_1, RedLight_2, RedLight_3, RedLight_4, RedLight_5
IS_RENDERABLE = 0

;;;;;;;;;;;;;; GREEN SEMAPHORE ;;;;;;;;;;;;;;;

[LIGHT_SERIES_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
VISIBILITY_LEVEL=0
MATERIALS= yellowflagmonitor_lites
CONDITION=BLINKGR
OFFSET=2,0,0
DIRECTION=NORMAL
DIRECTION_OFFSET=0, -2, 0
SPOT=250
SPOT_SHARPNESS=100
RANGE=5
RANGE_GRADIENT_OFFSET=0.75
FADE_AT=1000
FADE_SMOOTH=800
CLUSTER_THRESHOLD=10
DIFFUSE_CONCENTRATION=1
COLOR=0,181,9,0.0025

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION= Green Semaphore Lights
MATERIALS=yellowflagmonitor_lites
KEY_0 = ksEmissive
VALUE_0 = 0,181,9,0.75
VALUE_0_OFF = 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = ORIGINAL
CONDITION = BLINKGR

[CONDITION_...]
NAME = BLINKGR
INPUT = ONE
FLASHING_FREQUENCY = 5
FLASHING_SMOOTHNESS = 0
FLASHING_SKIP_OFF_STATE = 0
FLASHING_NOISE_AMPLITUDE = 0
FLASHING_MIN_VALUE = 0.0
FLASHING_SYNCED = 1
Gunnar333
Gunnar333
Thanks, but now the lights do work. They show blue and yellow flag conditions. Your config would overwrite this.
D
  • Deleted member
  • 5.00 star(s)
  • Version: v3.10
Nice work
Absolute 5 star banger! The best Norisring period! This is way better than even the standard raceroom version, FANTASTIC and very highly recommended!!!!
Perfect!
This track just gets better and better. Thank you for all your hard work.
Yeh Gunnar, thats as good as it gets. I recommend the "Top car Series" for best performance.
Great Work, thanks!
amazing
Great
Thank you for uploading my favorite track!
Perfect jobe Mate. Thx a lot!!! :)
Good job. Thanks for sharing
Well done....looks so good
Excellent work! It was a very pleasant surprise to find such a nice version of this track.
Phenomenal. Thank you!
Gunnar, I love all your tracks and especially this, in Nürnberg, near to my hometown. I am so sad that since a few CSP or Sol updates there are poor fps drops on the straight around strat finish and after the U-Turn. I drive in VR.
https://www.racedepartment.com/downloads/rieti-city-circuit.38566/

this track is based on a real Italian city, Rieti. There are some textures missing and still some work to do, but I dont'have time to complete it. Could you finish texturing and also make the sponsorboards look like F1?
Gunnar333
Gunnar333
I've sent you a PM.
0k Thank you
Bon et beau, merci !
Excellent. Thank you very much.

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