Flüela Pass (Switzerland)

Flüela Pass (Switzerland) 0.5.1.2

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Reverse layout has not been working, as it spawned you in the default start all the time. This hotfix will fix this problem, else nothing has changed.

Update will also be available in ContentManager itself as usual.
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Finally I do have another update ready! I am sorry for the long wait, its still not in a perfect state, but i cannot keep you any longer away from this version ;)


Many behind the scenes work has been done to keep performance where it needs to be. New for this version:
  • Increased background texture resolution to 16k
  • Added some more little visual details to the track
  • Refined the physical road mesh according to the feedback i received from all of you
  • A few fixes here and there, mostly shaders - track should be enjoyable in every light condition now
  • Basic reverb sound integrated, will probably need some adjustment in the future
Procedural trees has sadly not made it into the update yet, but will be somethin i keep an eye on and implement to a later date.

Some more cameras are in a wrong placement now, this will be fixed in a later update as well. Maybe there will also be some nice traffic soon?! (shhhh)

Hope you enjoy this new version, as always happy to answer any questions or solve problems through the discussion.

Have fun!
Long time without any updates again, this time because of a job change, did not have to much time to invest into my track. But there have been a few things i managed to get done anyways, including:
  • Increased background texture resolution to 16k
  • Added some more little visual details to the track
  • Refined the physical road mesh according to the feedback i received from all of you
  • A few fixes here and there, mostly shaders - track should be enjoyable in every light condition now
Since the new Custom Shaders Patch with procedural trees arrived, i plan to take a look into it and maybe finish the second part of the track and fill it up with some more trees :)

I expect this update to hit you guys in a few weeks, definitly before christmas time.

Here you have a small preview of how it looks right now, enjoy!
(Video quality might need a few hours until youtube decides to process my 1440p resolution..)

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Here we are again, long long time without any updates. And this had its reason. On one side the blender learning curve had its cost and on the other side i wanted to prepare the existing mesh and finish it to a point, where i feel comfortable building on top of it.

Must of the work in this update is "behind the scenes", but there are some other things that you will actually see:

- Implemented additional (reverse) layout
- Some additional road details (middle lines)
- Lake on top implemented
- Fixed all existing collision mesh problems
- Completely reworked the whole phyisical mesh -> much better performance for the future updates
- Some trackside stone walls implemented (still WIP)
- Other minor things i might forgot...

A few objects have been perepared, but have not made into this update yet. This includes models for rocks, buildings, road signs and other road side details. Expect more eye candy in the upcoming updates ;)

Tip: I highly recommend you drive around with SOL (and/ore Pure) enabled. Set the time between 6am and 8am or 7pm til 22pm for the best lighting / most beautiful shots.

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ATTENTION: Because of layout changes a clean installation is required once (if not coming from 0.2.0)! Sorry for this inconvenience.

Seems like I managed to mess up the normals on my rail guard collision walls, this hotfix release should solve this problem.

Update will also be deployed via CM auto update feature. Nothing else has changed vs the 0.2.0 release.
ATTENTION: Because of layout changes a clean installation is required once! Sorry for this inconvenience.

After several weeks of no updates, it is finally time to fill the track with some life after all. As im really happy about the physical road surface and the terrain mesh, I thought it would be time to include some "life saving" features.

As already mentioned in my sort of "todo" list and last update entry, I took most of my time to implement rail and post guards to the track. These caused me a few headache problems regarding the collision mesh, but most of them should be solved. Sadly im still having a few problems with the walls I wanted to include in this update, all of them linked to texturing. As I think the track looks quite good in its current state, I did not want to destroy it with my awful wall creations. An update will follow as soon as these problems have been resolved.

But enough words, lets get some facts going on what's actually included in this update:
  • Rail guards with collision model
  • Post guards with collision model
  • Update to itchy parts of the road, which haven't matched with their real life counterpart
  • Small adjustments to the road feeling on the physical mesh
  • Fix for some places in the road mesh where you could actually fall through
  • Implemented around 100k trees in the first section, also included a layout version without them, in case they are too performance hungry for your pc
  • Included a really barebones simple AI-line
  • First set of cameras included to enjoy replaying your cruise (This is not the best camera set and will for sure need a rework, which follows later on)

If you find any problems with the collision meshes or the forest I implemented (being performance hungry or whatever it is) please tell me, so I can try to fix these. Also keep in mind that the AI-line has primarily been created to be able to have a first set of cameras in replay mode. It is not optimized or even tested for doing races and the AI will most probably fall of the track or get stuck!

I want to thank everyone who has left such a kind review even in this early state of my project, never thought I would get such a reaction. If you have any suggestions, just reach out to me. Let's see where this track is going, I'm really hoping I can live up the expectations you guys already have about what my track could once be :)

I really hope you can enjoy it. Leave a comment in the discussion if there is something wrong or even if you just liked it :D

To end this update entry, here are a few screenshots:
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So for quite some time now there has not been an update, but the next one is just around the corner. Thought I should update you with the current progress and state of the project.

I have been working on the basics to make the track more enjoyable to drive, meaning the next upcoming update which will follow somewhen this week will include the following things:
  • Rail guards and corresponding collision models
  • Improvements to some sections of the road, to match more with the real life situation
  • Post guard roadsides with corresponding collision models
  • Walls around the terrain edges with collision models, to match the real life situation and make it feel more natural and enjoyable
  • Maybe some placeholder house object and trees
  • Implementation of the automatic ContentManager update system, so you get the updates as soon as they are available
Here comes the first update, with multiple small fixes and a large overhaul regarding the physics.
  • Separated the visual from the physical layer
  • Implemented "road feel" to the physical layer - will need some feedback if it is to strong or just about right
  • Fixed small "jumps" in the last section of the road
  • Adjusted background texture mapping - should look a lot better now
  • Implemented first test of a small forest in the beginning of the track
  • Very few objects placed as placeholders
  • Track should now be updateable via ContentManager when an update is available
That should be all, I think. Happy to hear what you all think about the changes / track itself :)
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