Phoenix77
Premium
Here's some random other screens / details of developments....
Needed to get some much better water shaders for down by Big T's dam area...
Have got landscape / sky reflections on the water.. so with the pines and bushes... will be reflecting nicely
Also here's one type of guardrail end treatment...
There will be another type of end treatment in addition to the above Fishtail...
Got the overall shaders doing roughly what I want them to do... Getting a nice Californian look...
Also have managed to fit 32 pit boxes at the starting paved area..
Pit box 1 (actually PB 0) is in the usual Smoking Tire position.... So on a single player practice that's where you start...
Here's some random landscape shots...
Have managed to get the overall polys down from 3.9 million... to 2.6 million... Mainly by having a simplified visual road mesh... the current FFB mesh is only temporary, the final meshes (unrendered) will be much more detailed ... these will take a while (not in the next release).
Have named the various road sections differently to get 19 surface types in the surfaces.ini
I decided this had to be done to control which roads are valid... depending on layout.
And useful to turn off the shoulders / parking areas when recording AI.
Even though I have edge splines all lined up and ready to go
There are probably more developments that I have forgotten... But these are most of them.
A 39km... Angeles Crest downhill run, from Newcombs - Flintridge... In a LaFerrari... in 13 minutes.. at night... is pretty fun against AI
EDIT:
Oh and a Race Weekend is a possibility... but so far only works up until Qualifying... then it locks up. Maybe something to do with tyres or fuel calculations... But I'll worry about trying to sort that out later, if possible.
Needed to get some much better water shaders for down by Big T's dam area...
Have got landscape / sky reflections on the water.. so with the pines and bushes... will be reflecting nicely
Also here's one type of guardrail end treatment...
There will be another type of end treatment in addition to the above Fishtail...
Got the overall shaders doing roughly what I want them to do... Getting a nice Californian look...
Also have managed to fit 32 pit boxes at the starting paved area..
Pit box 1 (actually PB 0) is in the usual Smoking Tire position.... So on a single player practice that's where you start...
Here's some random landscape shots...
Have managed to get the overall polys down from 3.9 million... to 2.6 million... Mainly by having a simplified visual road mesh... the current FFB mesh is only temporary, the final meshes (unrendered) will be much more detailed ... these will take a while (not in the next release).
Have named the various road sections differently to get 19 surface types in the surfaces.ini
I decided this had to be done to control which roads are valid... depending on layout.
And useful to turn off the shoulders / parking areas when recording AI.
Even though I have edge splines all lined up and ready to go
There are probably more developments that I have forgotten... But these are most of them.
A 39km... Angeles Crest downhill run, from Newcombs - Flintridge... In a LaFerrari... in 13 minutes.. at night... is pretty fun against AI
EDIT:
Oh and a Race Weekend is a possibility... but so far only works up until Qualifying... then it locks up. Maybe something to do with tyres or fuel calculations... But I'll worry about trying to sort that out later, if possible.
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