GTR2 10th Anniversary Patch

Non exhaustive list of fixes in HQ Cars&Tracks (all these bugs are present in Original GTR2 + Official SimBin patch 1.1) :
- fixed bad engine sound location in some cars
- fixed bad driver/hands/feet positions in some cars
- fixed BMW_MCOUPE_CHASSIS_A.GMT
- fixed MC12 steering wheel in showroom
- fixed Anderstorp/Donington/Dubai/Monza/Enna max vehicles
- fixed Donington pitcrew position
- fixed Oschersleben safety car position which blocked cars pit exit
- fixed Oschersleben invisible start lights box
- fixed AI qualification/race speed huge gap
- fixed Viper Roos Optima wheels style
- fixed GDB championships (skip Qualif.1 to avoid random grid bug)
- fixed BMW M3GTR CPIT03 MASK
- fixed Chrysler Viper Zwann's cockpit
- fixed F575 BODY MASK
- fixed MAGNETTI MT940 SURROUND MASK
- fixed 996 INTERIOR3
- fixed Viper GTS-R rear lights bloom
- fixed F550/F575 steering wheels
- fixed safety car roof lights
- fixed Lamborghini masks
- fixed TVR masks
- fixed dash redlights misalignment (MC12, 993, 996RS-RSR)
- fixed wrong tyres for 993GT2 Proton Competition (Yokohama and not Dunlop)
- fixed 996 RS 03072 Seikel Motor Sport logo on side wing
- fixed 996 RS 03085 JVG exhausts transparency
- fixed 996 R 03061 EMKA GT3 R logo on back
- fixed 996 RS 04105 Emeraude Racing skin and wheels
- fixed Mosler rear lights
- fixed Stack LCD glitch (PRACTICE/WARMUP/RACE were randomly displayed over laptime)
- fixed Gillet shoulders in mirror
- fixed 996GT2BT gearbox
- fixed Seat toledo gearbox
- fixed F360 spin when downshifting from 2nd to 1st gear
- fixed F360 03052/03053 wrong tyres (Pirelli and not Dunlop)
- fixed F550 Wieth wrong tyres (Dunlop and not Pirelli)
- fixed M3GTR cube maps in mirrors
- fixed F575 wrong cube maps on steering wheels
- fixed RSR hood/door misalignment
- fixed TVR rain screen wrong direction (rain falls from top to bottom and not right to left)
- fixed mosler wrong cube maps in cockpit
- fixed 350z cockpit/banner
- fixed 996GT2 chassis style2 black polygon
- fixed tracks black polygons
- fixed shaders
- fixed unfair AI tyre wear in default game where AI can keep tyres longer than player
- fixed crazy damage bug for viper GTS-R
- fixed all brake discs size/position, disc glow and added nice aluminium reflection on every brake disc
- fixed radiator opening reversed values
- fixed Z3/Lotus/C5R/viperCC/F360/F550/lambo/lister/morgan/mosler/GT3Cup-RS/saleen missing wing shadow
- fixed Viper rear shadow bug by night
- fixed TVR rear shadow bug by night
- fixed BMW M/F360/Lambo/Lotus slick tread always ON : now you will see intermediate/hard wet/soft wet tread too
- fixed BMW M3 GTR too dark tread
- fixed wheel ffb clipping for some cars and central dead zone
- fixed Corvette C5R steering wheel position to see oil pressure needle
- fixed Seat toledo steering wheel black polygon
- fixed Viper Roos broken LCD gear indicator and enabled it for all Vipers
- fixed F575 center mirror (image is no more deformed and tiny holes have been removed)
- fixed Murcielago mirrors (removed abnormal cube map reflection)
- fixed MC12 motec bug : removed the black polygon and made the RPM lights work
- fixed F360 cockpit glitches (fixed roof blurry texture, fixed misspelling "IGNITION", fixed "PULL" misalignment)
- fixed F550 Wieth anti-roll bars wrong spec map
- fixed Saleen broken RPM lights
- fixed M3GTR classe to be seen as G2 and not GT
- fixed Vertigo gear display position for better visibility
- fixed corvette black polygon on right door
- fixed lamborghini broken 6th RPM led
- fixed GT3CUP-RS-RSR low fuel led misalignment
- fixed F550 Pi dash fuel/speed misalignment
- fixed broken dash lights (Rev limiter/Shift) in F550 Wieth
- fixed chassis holes in 996 GT2 biturbo
- fixed center mirror in 350z
- fixed Lotus Elise mirrors position and wiper glitch in cockpit
- fixed Morgan broken wheel leds
- fixed P993 GT2 black polygon bug on front chassis
- fixed F550 Wieth deformed mirrors
- fixed Anderstorp weed
- fixed Barcelona bridge reversed textures
- fixed fake gauges in F550 cockpit with real working ones
- fixed broken LEDs on BMW Z3 dash
- fixed C5.R rollcage top front bar which was too low and too big
- fixed headlights flickering and added White/Yellow/Endurance styles
- fixed non working endurance lights for RS#160/RSR#66
- fixed hockenheim speed limiter bug on pit exit
- fixed Barcelona flickering pit walk under rain
- fixed missing ExtDriver-ShiftR_M.LMA/ExtDriver-ShiftL_M.LMA driver animations
- fixed rain bug in TVR cockpit doors
- fixed F360 #72 endurance lights
Plus,
- increased resistance to damages to prevent AI to pit in for small aero damages
- increased driver seat position range (use LEFT or RIGHT MOUSE BUTTON then drag mouse to adjust view)
- removed bump maps from Morgan/ViperCC/350Z cockpits because of cartoon/plastic effect
- removed spa invisible wall in pits
- updated Enna tyres stack with moving ones
- updated 996CUP #123/124 ugly safety net with nicer one from ViperCC
- updated 996 RS with 3 styles : Motec+H gearbox / Motec+Seq gearbox / Stack+H gearbox
- updated all MoTeC/Pi/Stack fonts, display and cube maps, added red zone to Stack and added rev limit to MoTeC
- added 996 GT3 R versions
- added missing brakes/tyres temperatures motec line : now available in ALL cars (cycles show lap time, oil/water/tyres/brakes temperatures)
- added specific Ferrari/Porsche brakes
- added missing #109 Porsche GT3 CUP from 24h Spa 2003 event
- added laptimer to all cars with flags/pit icons
- added missing safety net in #108 C5R cockpit
- added wipers and dirt/rain effects on side windows
- fixed many black polygons on some cars
and many more (as CocaCola I will not give my detailed recipe because of people copying my work but you must know that there are more than 300 patches) during 7 long years of work on this project...


GTR2_SETUP :
------------
GTR2_SETUP.CMD (double click on CMD file to run it) is a basic DOS-Shell menu I have made and which allows to set 45 pages of options very easily, quickly and flawlessly ; you don't need to ask you where to put files because ALL IS AUTOMATIC, you just need to type a number or letter at each page :
I - language
II - HUD style
III - Corner Marker Arrows
IV - Pit Chief voice
V - movie intro
VI - binary choice
VII - plugin
VIII - FOV defviews
IX - tweaked PLR
X - HEAD movement
XI - Settings.DDB
XII - UI theme
XIII - Music on/off
XIV - GFX shader
XV - nude GTR2
XVI - PnG3 HQ Anniversary Patch
XVII - wiper animation
XVIII - Safety Car skin
XIX - headlights style
XX - backfire effect
XXI - spark effect
XXII - cube maps reflections
XXIII - Lens Flare effect
XXIV - MARBLES
XXV - rain effect
XXVI - HDR skies
XXVII - gravels on tyres
XXVIII - smokes effects
XXIX - driver suits
XXX - GTR2 base cars ON/OFF
XXXI - driving school cars
XXXII - HQ textures for base tracks ON/OFF
XXXIII - HQ textures multi-patch
XXXIV - daylights
XXXV - AUD sound files
XXXVI - SVM files ON/OFF
XXXVII - AI talent RCD files
XXXVIII - AI and physics for HQ game
IXL - tyres for HQ cars
XL - start lights animation
XLI - SpecialFX file
XLII - Stock game files to play ONLINE
XLIII - cheat ON/OFF
XLIV - configure video settings
XLV - options to run GTR2
 

Attachments

  • GTR2_original_headlights.jpg
    GTR2_original_headlights.jpg
    433.4 KB · Views: 423
  • GTR2_HQ_headlights.jpg
    GTR2_HQ_headlights.jpg
    427.1 KB · Views: 343
Last edited:
Good news : @Peter Boese has just given me permission to use his wonderful AC SOL clouds in hq patch so next v16.0 will be a major update with real 3d clouds animation over your head and not just a static 2d map as we see since 2006 ! The big work is just starting for me with Gimp to make clouds animation(*) so do not ask for a release date, all I can say is that it will be release somewhere in summer 2022 for the 16 years anniversary of gtr2, thanks again to my new friend @Peter Boese :)

(*) no @The Iron Wolf I will not make 60fps animation :D because this new feature uses larger maps than the wipers I did and it will need a 3rd part to be downloaded (hq anniversary patch will be much bigger) : my first beta test with 10fps takes 160mb uncompressed (x3 for the 3 regions=near 500mb!) so 60fps would be near 1Gb per region (north/center/south so total of 3Gb) moreover it is a crazy work to animate 60 images cycle x3 with Gimp, so I will be more reasonable and stick to something around 20fps (I will make various tests between 15-30fps) like I did with wipers.
 
a bit more pics to show you what exactly are my new dynamic clouds : actually I set 15fps for 360° animation but here are 10 pics. These new 3d clouds bring more life to the track environment, indeed this layer is lower than main background sky map so it moves faster so speed sense is increased, this is a moving animation so not static as main sky map and last but not least they have shadows projected on ground and inside cockpit : pay attention to the nice shadow animation everywhere on track :)
I used my base clouds animation made with gimp here so peter boese clouds are not implemented yet. Will be available in next hq anniversary patch v16.0 this summer 2022 so be patient...
 

Attachments

  • GTR233_dynamic_clouds_beta1.08.250.jpg
    GTR233_dynamic_clouds_beta1.08.250.jpg
    256.1 KB · Views: 83
  • GTR233_dynamic_clouds_beta1.08.500.jpg
    GTR233_dynamic_clouds_beta1.08.500.jpg
    262.3 KB · Views: 80
  • GTR233_dynamic_clouds_beta1.09.000.jpg
    GTR233_dynamic_clouds_beta1.09.000.jpg
    273.6 KB · Views: 82
  • GTR233_dynamic_clouds_beta1.09.250.jpg
    GTR233_dynamic_clouds_beta1.09.250.jpg
    259 KB · Views: 84
  • GTR233_dynamic_clouds_beta1.09.500.jpg
    GTR233_dynamic_clouds_beta1.09.500.jpg
    270.1 KB · Views: 82
  • GTR233_dynamic_clouds_beta1.10.000.jpg
    GTR233_dynamic_clouds_beta1.10.000.jpg
    270.8 KB · Views: 78
  • GTR233_dynamic_clouds_beta1.10.250.jpg
    GTR233_dynamic_clouds_beta1.10.250.jpg
    267.3 KB · Views: 80
  • GTR233_dynamic_clouds_beta1.10.500.jpg
    GTR233_dynamic_clouds_beta1.10.500.jpg
    262 KB · Views: 76
  • GTR233_dynamic_clouds_beta1.11.500.jpg
    GTR233_dynamic_clouds_beta1.11.500.jpg
    264.3 KB · Views: 80
  • GTR233_dynamic_clouds_beta1.11.750.jpg
    GTR233_dynamic_clouds_beta1.11.750.jpg
    274 KB · Views: 80
Last edited:
I have added peter boese clouds layer : there are 2 layers with different speed, 15fps for my clouds and 8fps for peter ones, they are at different altitudes so combined with speed difference you do not see often exactly the same scheme.
Still lot of work before final version as sky dome must be tweaked for each track and I need to make different textures for the 2 other regions...so v16.0 should be released around august/september if everything goes well ...
 

Attachments

  • GRAB_000.jpg
    GRAB_000.jpg
    319.8 KB · Views: 61
  • GRAB_001.jpg
    GRAB_001.jpg
    326 KB · Views: 73
  • GRAB_002.jpg
    GRAB_002.jpg
    319.5 KB · Views: 67
  • GRAB_003.jpg
    GRAB_003.jpg
    348.4 KB · Views: 70
  • GRAB_004.jpg
    GRAB_004.jpg
    333.6 KB · Views: 63
  • GRAB_005.jpg
    GRAB_005.jpg
    344.7 KB · Views: 66
  • GRAB_006.jpg
    GRAB_006.jpg
    338.5 KB · Views: 61
  • GRAB_007.jpg
    GRAB_007.jpg
    340.7 KB · Views: 69
Preview of my new dynamic clouds feature by night at brno : peter boese AC SOL clouds look awesome :)
 

Attachments

  • GRAB_001.jpg
    GRAB_001.jpg
    88.5 KB · Views: 64
  • GRAB_002.jpg
    GRAB_002.jpg
    87.9 KB · Views: 68
  • GRAB_003.jpg
    GRAB_003.jpg
    86.7 KB · Views: 53
  • GRAB_004.jpg
    GRAB_004.jpg
    86.5 KB · Views: 60
  • GRAB_005.jpg
    GRAB_005.jpg
    85.4 KB · Views: 58
  • GRAB_006.jpg
    GRAB_006.jpg
    85.3 KB · Views: 63
  • GRAB_007.jpg
    GRAB_007.jpg
    85.5 KB · Views: 59
  • GRAB_008.jpg
    GRAB_008.jpg
    87.4 KB · Views: 55
  • GRAB_009.jpg
    GRAB_009.jpg
    87.6 KB · Views: 62
  • GRAB_010.jpg
    GRAB_010.jpg
    87.6 KB · Views: 68
Last edited:
It is an old request from @The Iron Wolf : since the beginning he was not happy with my 20fps wiper animation (more fps will use more ram which is always limited to 4gb in gtr2) so I started to make a new 26fps anim which is much smoother for human eyes (cinema/blu ray are 24fps) and there will be an alternate single wiper with 0 at middle of windscreen like MC12/AMDB9. It is lot of work so do not ask for a release date...
 

Attachments

  • GTR233_WIPERv16.jpg
    GTR233_WIPERv16.jpg
    292.9 KB · Views: 64
Stunning work @GTR233 !! If i recall correctly some very interesting cloud textures came packed with the RFE plugin for rfactor. Maybe worth looking at.

Ps: I wonder if there is a way for environment reflections to be applied also on materials other than wet road, like force a car body.gmt through crew chief to be reflective.

Ps2: maybe it's time to get @AndreasFSC again on boat for some shader work?
 
Last edited:
It is an old request from @The Iron Wolf : since the beginning he was not happy with my 20fps wiper animation (more fps will use more ram which is always limited to 4gb in gtr2) so I started to make a new 26fps anim which is much smoother for human eyes (cinema/blu ray are 24fps) and there will be an alternate single wiper with 0 at middle of windscreen like MC12/AMDB9. It is lot of work so do not ask for a release date...
This is a great news, even 6 additional frames is a step forward, so huge thanks for that. Variation with wiper centered will come handy with great many cars and series, I missed that a lot in my personal wiper patches, much appreciated.

I have a quick question - it sounds like this new sky approach will require editing track skybox, meaning, we will not be able to use those skies with random tracks, right?
 
Ps: I wonder if there is a way for environment reflections to be applied also on materials other than wet road, like force a car body.gmt through crew chief to be reflective.
Just wanted to tell you that... unfortunately this is a very low priority for me, and I have years of stuff to do before I will (if ever) get into eye candy like the above. My 2ct though: I think there's huge, unrealized potential with SRPL/SSTR shaders. Not via blanket forcing them, but by meticulously upating tracks piece by piece. surface by surface and applying them where needed. With SRPL/SSTR car bodies look like pCars to me. I wonder how much better tracks will look if those shaders are utilized correctly. I am theorizing though, I do not know if it is possible. There's a guide at Trackaholics on converting cars, if anyone is interested to take a stab.
 
Last edited:
Just wanted to tell you that... unfortunately this is a very low priority for me, and I have years of stuff to do before I will (if ever) get into eye candy like the above. My 2ct though: I think there's huge, unrealized potential with SRPL/SSTR shaders. Not via blanket forcing them, but by meticulously upating tracks piece by piece. surface by surface and applying them where needed. With SRPL/SSTR car bodies look like pCars to me. I wonder how much better tracks will look if those shaders are utilized correctly. I am theorizing though, I do not know if it is possible. There's a guide at Trackaholics on converting cars, if anyone is interested to take a stab.
I was thinking more about real time carbody reflections rather than shading. Nevertheless there's a huge potential in enhancing gmotor shaders, as @AndreasFSC showed with his efforts for race07.
 
Last edited:
I was thinking more about real time carbody reflections rather than shading. Nevertheless there's a huge potential in enhancing gmotor shaders, as @AndreasFSC showed with his efforts for race07.
It might be possible to replace cube map with a reflected view (as in rain reflection), but it might be slow, or require too much too much "shader space". There must be a reason it is not added to the game as standard, probably some hard coded things, like what is sent to textures (game tells d3d to render textures that are used as cubemaps)... :unsure:
 
Last edited:
I was thinking more about real time carbody reflections rather than shading. Nevertheless there's a huge potential in enhancing gmotor shaders, as @AndreasFSC showed with his efforts for race07.
I understand, but reflections can be done via shaders - that's modern, much faster way of doing that. Have you seen how bodies of cars using SRPL/SSTR shaders look like? It's very nice (by me, but I am not picky around visuals in a racing game, so I am easily pleased).
 
Last edited:
First in game test of my new wiper animation : 20fps was choppy but I can assure you that new 25fps is butter smooth :)
I have added a nice blur movement on wiper and resolution is increased to 2048x2048 : raindrops are much more detailed now.
It is nicer with new dynamic clouds but you must be aware that it is also a bit harder fps wise : I lost 10fps with 1 clouds layer...but 30fps with 2 clouds layers animation with dynamic shadows so at the moment I think I will use only 1 cloud layer at high settings and 2 clouds layers at full track settings, or maybe cancel the 2 clouds layers animation and focus only on 1 cloud layer animation : do you prefer 1 animated cloud layer updated every 1,5 laps or 2 static clouds images layers at different altitudes (not animated) ?
Dynamic clouds shadowcasters are really fps greedy so there are high chances that I will turn them into Static shadowcasters only which means no cloud shadow inside car cockpit to keep reasonnable fps.
 

Attachments

  • GRAB_01.jpg
    GRAB_01.jpg
    302 KB · Views: 67
  • GRAB_02.jpg
    GRAB_02.jpg
    339 KB · Views: 73
@GTR233 - sounds like a nice progress. One thing I want to make you aware of is that modern GPUs work very differently than something from 2010 or so - they are not afraid of much bigger textures so to speak. For example, I hear people complaining about wipers costing FPS, or increased rain reflection resolution costing FPS. But I cannot replicate that locally - I measure stuff a lot and with precise tools - both wipers and rain reflection resolution bump cost nothing on modern GPU. What costs the most is shadows/headlights and rain reflection itself (does not matter the resolution), because they are calculated mostly on the CPU, and CPUs did not make much progress recently. So bottom line, you may see FPS drop on your hardware, but it may be 0% impact on newer hardware.

Great progress on wipers. Could share screenshot with rain and wipers stopped? I am curious how much it hurts the visibility, so that user has to turn wipers on.

Also, will it be possible to use your new skies on not-HQ tracks? Thanks.
 
Last edited:
Yes I think you won't notice much fps difference with 2 years old RTX cards but Bjarne warned me that even RTX cannot handle well gmotor shadows especially on dynamic so I am quite sure to set them on static which will still be nice anyway.
I have only made the hq standard single wiper anim, I must do the double wiper anim (twice more work than single) then I will duplicate the wipers S single into wipers M single with 0 at middle (it will be more simple to use than editing the S version), and then I have to make all extra textures ON/OFF for crewchief and finally make a beta pack for beta testers via mp...so you will have something to test in june :)

I use the skyboxi of tracks to make the cloud layer so like skyboxi it is not universal, indeed you must adjust size/position of sky dome with 3dsimed then add an instance for the gmt (2 for 2 layers or 1 for 1 layer) in track trk.
 
@GTR233 - just to triple check. For single wiper stopped, you are adding just 2 sets of frames: rain/stopped/single/middle/vertical and rain/stopped/single/middle/horizontal? I think other sets can be reused by simply changing animation sequence. Like, for dry/moving/single/middle/vertical it can start from frame 10 or 12 or something similar, and it will match rainy stuff. Are we on the same page, or are you taking another approach?

It will be awesome to have this new set of frames - so many, many series have wiper stopped at the center for aerodynamic reasons. I will be able to use those new sets and remove 3D blade, it'll look much more natural and clean.
 
just finished to make all new wiper textures : there will be 3 variants instead of 2 previously
vD for dual wipers
vS for single wiper with off horizontal
vM for single wiper with off vertical : like AM DB9 in hq2005 and MC12 in HQ2004 (preview below)

Now I must update all gmt with 3dsimed to set 0-25 fps instead of 0-20fps, there are 5 gmts per car to update and nearly hundred of cars (hq2003-2005+png3) so I will take the time...
 

Attachments

  • GRAB_000.jpg
    GRAB_000.jpg
    261 KB · Views: 66
  • GRAB_001.jpg
    GRAB_001.jpg
    292.4 KB · Views: 63
just finished to make all new wiper textures : there will be 3 variants instead of 2 previously
vD for dual wipers
vS for single wiper with off horizontal
vM for single wiper with off vertical : like AM DB9 in hq2005 and MC12 in HQ2004 (preview below)

Now I must update all gmt with 3dsimed to set 0-25 fps instead of 0-20fps, there are 5 gmts per car to update and nearly hundred of cars (hq2003-2005+png3) so I will take the time...
Are those screenshots with wiper running or stopped? Thanks.
 

Latest News

Are you buying car setups?

  • Yes

  • No


Results are only viewable after voting.
Back
Top