WIP rbr ss1 tuomioja 11.1km

my update was07-09! but now I realized:) thanks! truly amazing we can now drive new stages online there was a good battlle today:mean:

my project is almost ready! i added some line streams tight corners and signs and more spectators and something special:wink2:

sorry my english skill is not goog:sad: but I will try this at the same time learn:)

When you'll release your final version of the stage, it will be for sure included in the next BTB pack for "online" use (if you agree of course) .:woot2:
 
I made small changes to road rextures and terrain textures

I think it looks much better now:good:

[ame]http://www.youtube.com/watch?v=bN2tdnlIBwk[/ame]
 
thanks! here is the last test version before final version:good: http://rapidshare.com/files/289479790/tuomioja.rar.html

and tell me if there is still something that should be change or fix!!??

I didn't have time to test drive the newest version stage but based on the video you recently released on the stage I'd suggest the following:

* More spectators. It'll be a huge boost on the atmosphere. It'll be a marginal thing in spite of the fps as you already have a huge amount of vegetation on your track - a little crowd here or there isn't going to kill the fps. So, place some spectators also in the forest sections, not only in the junctions.

* In some places the roadside surface is a bit too flat and there aren't quite enough ditches. You've got this better than most of the track builders, but there's always room to do even better. :) I like how you have added a lots of rocks on the roadside - though!

* The finish line should not be close to a tight corner. It's kind of a anticlimax for a stage if you get better time by driving flat out to the finish line and then crash after it. On the other hand, if you don't crash, your time will be worse... I'm not quite sure whether this is the case with this track or Saksantie - nevertheless I think that the finish line should always be in a such place where you can go flat out to the finish - because most of the driving is hotlapping anyway. It's not nice if you gain advantage with crashing. This is my tip for _all_ the track builders around.

* I like how you have used those small rocks on the track surface with your other stage, Saksantie, I would like to see that on Tuomioja too. It adds a nice little touch to the visual realism. :)

* It'd be nice if you made a few more "special" places on the stage. Places which help to remember "yeah, after that red house, there's a tight left corner". And it's not only about helping to remember the stage, it's also otherwise nice touch for a stage, if there are some special places like some prone tree over the road or something like that.

Otherwise, it's been great to see the development of your tracks and driving the test versions. You're one of the most talented track builders around in the RBR scene and I definitely want to see more of your work.

So, huge thanks for you. In my opinion, these are among the best tracks released (even the test versions) for RBR so far!
 
I didn't have time to test drive the newest version stage but based on the video you recently released on the stage I'd suggest the following:

* More spectators. It'll be a huge boost on the atmosphere. It'll be a marginal thing in spite of the fps as you already have a huge amount of vegetation on your track - a little crowd here or there isn't going to kill the fps. So, place some spectators also in the forest sections, not only in the junctions.

* In some places the roadside surface is a bit too flat and there aren't quite enough ditches. You've got this better than most of the track builders, but there's always room to do even better. :) I like how you have added a lots of rocks on the roadside - though!

* The finish line should not be close to a tight corner. It's kind of a anticlimax for a stage if you get better time by driving flat out to the finish line and then crash after it. On the other hand, if you don't crash, your time will be worse... I'm not quite sure whether this is the case with this track or Saksantie - nevertheless I think that the finish line should always be in a such place where you can go flat out to the finish - because most of the driving is hotlapping anyway. It's not nice if you gain advantage with crashing. This is my tip for _all_ the track builders around.

* I like how you have used those small rocks on the track surface with your other stage, Saksantie, I would like to see that on Tuomioja too. It adds a nice little touch to the visual realism. :)

* It'd be nice if you made a few more "special" places on the stage. Places which help to remember "yeah, after that red house, there's a tight left corner". And it's not only about helping to remember the stage, it's also otherwise nice touch for a stage, if there are some special places like some prone tree over the road or something like that.

Otherwise, it's been great to see the development of your tracks and driving the test versions. You're one of the most talented track builders around in the RBR scene and I definitely want to see more of your work.

So, huge thanks for you. In my opinion, these are among the best tracks released (even the test versions) for RBR so far!

there will be more spectators!

ditches, I have already changed the shape and also of the shape for the road!


Small stones will bring great look of the road and have also been tuomioja:)

there are new specific place in a few more :wink2:

and a new project is already running which is 100% real road:)

thanks for the good feedback:wink2:

I hope you understood because my english skils is not very good:disapointed:

but I will try to learn at the same time:)
 
thanks! here is the last test version before final version:good: http://rapidshare.com/files/289479790/tuomioja.rar.html

and tell me if there is still something that should be change or fix!!??

can someone download this and but the file megaupload and but link here?:thanks:

Hi, I consider this stages to be great, but here are my suggestions.
1. I think that something that would improve the realism is to try to hide the hard line between the road and the roadside.

2. Another thing could be add more grass to the sides of the road very close to it, it gives a great sense of speed.

3. I love to have an increase in fps too, specially in tuomioja.

4. Homogenize the color of the vegetation, some trees are way much greener than others. I really don't know the flora of Finland, but maybe a little research on the species of trees that grow ther could help to give an overall realism (I know that maybe this is too much... but these are only suggestions :party2:)

5. Hide most the ditches with a lot of grass... it will be intresting not to know where they are... :giggle:

Bye and thanks for your time and great stages :good:. Sorry if my english sucks i'm from Argentina
 
Hi Madmike,

I tested your last release and I have to say That I really love it. The way you build the road (specially the camber:snicker:) gives you the impression to be on a real stage form rally Finland! thanks for giving me such feelings! :thanks:
On the other hand, I'm really frustrated by the low level of FPS...
For example, I got : 35-45FPS on Tuomioja , 130-170 on Las Majadas (from Zaxxon) and 25-30FPS on Tervianiemi....
It's drivable but not fluid... (for info, My PC is 2 years old). I talk to RBR friends (Rallysim community) about that and all said to me the same thing : the quality of the stage is great but like Tervianemi, you need a big big computer to run it! That means that 80% of the players will have problem with it.:starving:

I copy you the explanation of Eno72 (Sweet Lamb) giving advices in order to build a low FPS stage. It think it could help you to reduce the FPS level.

regards,

gegewrc

I sum up quickly:
- make your own xpacks, with as few texture files as you can.
- group textures in plates, mapping several different objects with the same .dds
- group the shared materials (pointing to the same .dds. file) in xpacker, so that you have just one material for each texture file
- use LOD!! this applies not only to objects but also to terrain areas, walls and sobjects
- use tree walls for far trees
- divide your terrain into not so big areas
- use bigger poligons as you go away from track
- use LOD wisely: 200-300m for grass is already OK, 400-500m for bigger objects, also depends on their visibility on track. If you have a bend in the forest, then upcoming trees can have lower LOD
- don't make objects with thousands poligons: make them as simple as possible, because a good texture will better do the work then a complicated model
- add collisions only where reasonable (beware that with closed mesh objects, if some have collision and some not, in game they will not be rendered, it's a bug)

as you can understand, it needs compromise and practice. I would say the two most important things are: few materials and low LODs.
Unfortunately, by using xpacks made by other users, there's the risk to grow quickly the megabytes of textures, the number of materials and also the risk to use predetermined LODs around 2000m, which is useless.
I'm not saying they should not be used, but they should be examined, after unzipping them, in xpacker. At least one can reuse textures.
I know this can be a bit disconforting, but believe me: much less disconforting than making a track without btb!
 
thanks for the good feedback:wink2: because it is needed!!

maybe i make a new looking sky and maybe I change the appearance of houses because i now learned to do those objects:wink2:

but I will do my best:)


but this is a really good learning of The next project!
 
It's pleasant to have the opportunity to give feedback and pleasant to be heard so thanks for it Madmike.:good:
I suggest you to maybe take contact with Zaxxon, Eno or liquido. These other great RBR modders change their first BTB creations in order to reduce the FPS level and it worked! I think Tuomioja can be a little bit changed too for a FPS reduction. Don't give up with this stage. I'm not a BTb specialist but they are... and you're! :lashes:
 
It's pleasant to have the opportunity to give feedback and pleasant to be heard so thanks for it Madmike.:good:
I suggest you to maybe take contact with Zaxxon, Eno or liquido. These other great RBR modders change their first BTB creations in order to reduce the FPS level and it worked! I think Tuomioja can be a little bit changed too for a FPS reduction. Don't give up with this stage. I'm not a BTb specialist but they are... and you're! :lashes:

thanks!

I have to try eno ways to make track:mean:
and perhaps i ask Zaxxon,Eno or liquido the different ways to make track which would also work as the older computers!

but I do not give up I will certainly not:mean:

but one ask Zaxxon,Eno,liquido how have you done the sky??
I'm 5-6 hours try to do but I not succeed:question:
can you help a bit?:mean:
 
I posted the english Zaxxon's explanation (copy-paste) on the rallysim forum Here is the link (http://forum.rallyesim.fr/viewtopic.php?f=51&t=2312). The original version of the post was on the BTB racedepartment forum but I cannot find it back... sorry.

On the spanish forum "simracing, you have an Spanish explanation (use google to translate because I don't know your mother tongue ;-) ) with some interesting files...
http://foro.simracing.es/bobs-track-builder/3897-rbr-cielos.html#post49787

If you want more information, ask Zaxxon or Eno, their last creation have got amazing sky. They look very nice and I'm sure they will help you.
 

Latest News

What would make you race in our Club events

  • Special events

    Votes: 26 22.6%
  • More leagues

    Votes: 24 20.9%
  • Prizes

    Votes: 22 19.1%
  • Trophies

    Votes: 12 10.4%
  • Forum trophies

    Votes: 6 5.2%
  • Livestreams

    Votes: 20 17.4%
  • Easier access

    Votes: 66 57.4%
  • Other? post your reason

    Votes: 17 14.8%
Back
Top