October 09 Update

Brendon Pywell

Bob's Track Builder
Feb 26, 2009
418
156
Hi Guys,



It's been slow going but here's some progress which I would like to share.

This pic shows off the new in-tool shaders which will more closely resemble the final in-game result. Different games give different results; RBR will be the closest since we have full control over those shaders.

Also on display is the new ability to blend the edge of the roads into the terrain; that is how the dirt transforms into grass.

To make this work best there is now the ability to use global mapping on the roads so that the terrain and the road-to-grass blend map using the same UV coordinates.

The two road textures shown here also blend smoothly from one to another.

Finally the last item is the smoother shading where the road meets the terrain; no more harsh edge is visible.

There's a couple of other features which I won't go into yet but with any luck a new beta should be available in a couple of weeks.

Cheers,
Brendon.
 

ALVAZ

100RPM
Mar 28, 2009
187
0
HI, ok lets see if in this new version you solve:
;)
1- Xpacker, sobjects, shadows, the set you set is not set, :(
2- BTB Objetcs, move rotate, by numbers, like Sobjetcs, and bigger icons
3- I dont think you will do this, but I will take the risk, Shadows, partialy can be set in Xpacker, and the other part in BTB, no!!, Shadows, collision parameters ....should be set in Xpacker, this way, they can be set once forever!!!, it is a waste of time. I ll never understand you changed the way of setting shadows of 0.5-06 version, :(

The new feature is cool :)

Thanks and Regards
 

zuikki1

50RPM
Mar 31, 2009
68
8
What an update. I thought it was impossible to blend textures like that... That we should do it in photoshop .. this is superb- RBR is still visually the best driving sim! Not to talk about it´s other features... By the way what happened to shadows and movable properties in rbr anyway as we allready had them in rbr with the older plugin?
 

banger

500RPM
Mar 24, 2009
661
33
55
great piddy, couldn't reply has the picture wasn't visible to me,but looks great now,

Ed
 

Simon Dove

25RPM
Mar 16, 2009
45
0
Outstanding. That road edge has always been a hard choice on what do to. Thanks so much for all your hard work
 
M

Mightymopar

Would it be possible to show us how to use the new features that are being implemented, so us new guys know how to use it.

Thanks
 

Alex Forbin

500RPM
Apr 3, 2009
727
125
Any chance for some Racer fixes? I would love to use some of the new features but Racer crashes on the BTB tracks now.
I might point out that we also have full control of the shaders in Racer, if you would like some help with Racer I'm available anytime.

Alex Forbin
 

jay_p_666

100RPM
Mar 21, 2009
200
2
To make this work best there is now the ability to use global mapping on the roads so that the terrain and the road-to-grass blend map using the same UV coordinates.
Piddy, can you elaborate on this... does that mean we will be able to use roadside texture (a texture that have transition between road and grass) directly on terrain polygons instead of using the road itself to create extra polys on each side? Because now, this is not possible because of wrong mapping coordinates on terrain that doesn't face the road so we cannot use a roadside texture.
 

gegewrc

75RPM
Mar 19, 2009
97
1
Hi,
Just a little question about new features... Do you plan to work on a merge track tool in a future update or not? Great tool anyway!
Thanks for answer!

Gégé
 

Tobbe Bergman

@Simberia
Jul 11, 2010
758
109
Road Texture blend

I downloaded the current demo 0.8.0.3 and this is the only thing I missed !

When will this be released ?