rFactor 2 Limerock Update

Discussion in 'rFactor 2' started by Blkout, Dec 22, 2014.

  1. Blkout



    Lime Rock Park v2.0 Now Available!
    Originally intended to be little more than a quick weekend project to implement the latest RealRoad and terrain shaders, this extensive update definitely deserves to carry the v2.0 version number.
    Plenty of issues have been addressed, and virtually every object has been optimized for a smoother experience. Apart from those fixes, the rebalanced art provides a more detailed, natural and consistent look. As a little extra, we’ve placed some cones in the paddock for some R/C car action.
    Lime Rock Park v2.0
    Lime Rock Park v2.0
    CHANGELOG (v1.43 -> v2.0)
    Updated roads, curbs and concrete to use Real Road Shader
    Replaced trackside vehicles with more detailed ones
    Replaced all sector timing lines
    Redone all verges and fixed the most important mapping glitches
    Redone groove mapping
    Set new static reflection map position
    Filled hills with more treelines
    Applied new terrain shader and re-blended terrain
    Applied vertex-based terrain shading (Radiosity + manual tweaking)
    Added billboard weeds on terrain embankments
    Added collision object for vehicles (hit at own risk)
    Added crude –but effective– concrete wall to close off infield terrain gap
    Added (lightweight) RC Layout
    Increased number of pit spots
    Included Test Team RealRoad Preset Pack
    Fixed black faces on pit, paddock, Skip Barber and outer buildings
    Fixed vegetation Vertex Alpha
    Fixed crowd Vertex Alpha
    Fixed unusually odd glitches on building glass
    Fixed glowing marshals
    Fixed hard seams at treeline edges
    Fixed oil waste bin normal map
    Fixed curb mapping
    Fixed seam in curb mapping
    Fixed tree mapping
    Fixed gaps at T1, Podium and Paddock terrain
    Fixed smoothing issues on some trackside objects
    Fixed tyrewall popups
    Fixed vegetation popups
    Fixed tyre collision detection
    Fixed building collision detection
    Fixed floating crowd due to missing buildings on lower detail
    Fixed outstanding shadow popups
    Fixed some texture saturation
    Fixed Paddock stripes to line up with pit building
    Fixed Paddock cones to line up with pit building
    Attempted to reduce tree transparency issue
    Improved movable objects reaction
    Improved crowd material
    Improved pit building normal maps
    Improved outhouse normal and specular maps
    Improved vegetation materials and textures
    Improved and optimized glass materials
    Improved road and terrain texture sets
    Improved painted stripes
    Improved armco normal map
    Improved vegetation randomness through vertex shading
    Added bump/spec maps for fence-mounted ivy
    Added key terrain reflections
    Moved fire truck to narrow the incorrect pit exit shortcut
    Reduced aliasing on Barriers and Tyres
    Reduced aliasing on Terrain
    Reduced aliasing on Vegetation
    Reduced aliasing on Buildings
    Reduced aliasing on Structures
    Tweaked fog
    Optimized roads, curbs and terrain for smoother performance
    Optimized road and verge decals for smoother performance
    Optimized armco for smoother and better performance
    Optimized fences for smoother performance
    Optimized tyres for smoother and better performance
    Optimized buildings for smoother performance
    Optimized structures for smoother performance
    Optimized small props for smoother performance
    Optimized vegetation for smoother performance
    Optimized crowds for smoother performance
    Optimized vehicles for smoother performance
    Optimized wet surface reflections
    Optimized environment reflection on carbody
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