WIP Cannonball Run USA

Version 1.0 is now finished: http://www.racedepartment.com/bobs-...1019-cannonball-run-usa-johnstone-county.html


I might as well announce my current project, which is open road style race within a spirit of Cannonball races, as made famous in such movies like Gumball Rally and Cannonball 1 & 2. From vast desert highways to twisty mountain roads, from gravel roads to dry river beds. Enjoy landscapes of mountains, lakes, valleys, deserts, farmlands and sympathic country town Johnstone.

My goal is to make this track FUN, this is not your typical race track. This is open road full speed entertainment with lots of surprises and funny stuff. Now its your turn to be virtual Burt Reynolds against your buddies online :cool: (AIW might be implemented, not sure at the moment)

This is something new for rFactor. Not maybe graphic wise that much, but entertainment wise :) Some WIP(!) screens:

http://dl.dropbox.com/u/7364491/cannon13.jpg
http://dl.dropbox.com/u/7364491/GRAB_011.JPG
http://dl.dropbox.com/u/7364491/GRAB_015.JPG

Not much good screenies yet, cause I'm more busy doing the track than taking pictures :D
 
The pictures:
cannon13.jpg

GRAB_011.JPG

GRAB_015.JPG


But I got to say, I really like the idea. :)
 
:D .. looking forward to this so much... another reason to get rf

I know so much work and dedication is going into this.

I will have my cannonball sound track cd ready ;)
 
120-150km with all routes

jawdrop.gif

I wish you the best of luck-I'll just note that the rFactor Targa Florio team has yet to finalize their creation, despite the fact that it was a conversion, and not from scratch, in more than a year now. There are apparently a number of technical challenges for a long track-insufficient AI pathnodes, flashing textures, etc. Hope you can find workarounds for all that.
 
View attachment 35098
There are apparently a number of technical challenges for a long track-insufficient AI pathnodes, flashing textures, etc. Hope you can find workarounds for all that.

I'm aware that they might have some similar issues which I have. Some of those cannot be completely solved, like flickering shadows / lights. I try to make shadows into textures when ever possible, thus avoiding dynamic shadows. Flickering lights should not be very bad issue in my track, if player doesn't go too far into a open desert ;) I haven't really looked into AIW yet, but I am holding a option of making this track for online play only. Other than that, theres really not other issues regarding the size and lenght of the track. Thou I wouldn't mind having a option of setting LOD sometimes over 10km... :D

Little sneak peak of some object work I'm doing:

dodge.jpg
 
View attachment 35098

I wish you the best of luck-I'll just note that the rFactor Targa Florio team has yet to finalize their creation, despite the fact that it was a conversion, and not from scratch, in more than a year now. There are apparently a number of technical challenges for a long track-insufficient AI pathnodes, flashing textures, etc. Hope you can find workarounds for all that.


Maybe because it is a conversion it takes such a long time.
 
map_v05.jpg


Small low detailed road map of the area.

Still some modeling stuff left to do and small details here and there. Most of the area is finished, and will support working point to point timing, but not AIW.
 
Really great idea. I've always liked the Cannonball/Gumball races.
I hope this project will be finished :p

If rFactor only had AI traffic, it would be most fun.
 

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