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Aspertsham public road

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Aspertsham public road

Mensaje  LRatafia el Mar Jun 21, 2016 10:32 pm

The track is located in Upper Bavaria (80 km away from Munich) and is 3.6 km long with very narrow roads. The layout is more or less a classic triangle circuit with three slow corners, connected by straights and some bends.

http://www.racedepartment.com/downloads/aspertsham-public-roads-in-bavaria.10806/download?version=35644

Detailed changelog: v0.7

optimization:
- reduced number of materials: 532 -> 370
- reduced number of textures: 468 -> 360
- reduced number of overall objects and splitting of meshes for optimization of DIP and FPS (nevertheless the track is bigger and has more tris now, so fps are likely to be lower than before despite all optimizations)
- improved textures and shaders
- new 3D objects instead of flat textures at some places
- more pit boxes and starting slots (8 instead of 2)

fixed:
- track maps for both layouts
- fall through problem in maize fields fixed

new:
- second layout Wieslinger Schleife (4.290 km), identical to the standard layout but a bit longer - with an additional steep paved road, followed by a narrow gravel path and a very tight hairpin (suitable for cars with high ground clearance and tight steering radius!)
- correct surfaces for most parts of the track (different driving behaviour on road, grass and gravel)
- some 3D trees
- more and simplified collision boxes (for FPS optimization)
- some updates according to real life changes
- four new buildings
- more bumps on MUE 28, road is in a bad condition at the moment (therefore speed limit of 70 km/h)

Included TV cameras, made by dodz27.
Thanks again dodz27 for allowing me to use your camera files.

Known issues:
- ai made by dodz27 is only for cameras, not tested for race
- some placeholder textures and missing objects
- texture mapping wrong at some places
- some small lines above textures (wrong uv coordinates)

New in version 0.6:

optimization:
- reduced number of materials: 632 -> 532 (–100) (still faaar too many materials)
- reduced number of textures: 536 -> 468 (–68) (the same here)
- better tree shadows at high noon (layers for shadows added)
- some improved shader settings / UV coordinates

fixed:
- orientation of starting boxes
- gates for section time are now further away from road
- the layout was a bit off on both sides of the corner in Hargassen, now it's fixed

new:
- track description
- Summer vegetation (late July instead of May/June), therefore maize fields
- updates according to real life changes
- five new buildings
- nine new textures

test:
- 3D tree trunk (at the moment for one tree, first one on the left side of Ellinger Kreuz)

Included are TV cameras, made by dodz27.

Known issues:
- no track map (there is a map available, but I haven't asked the author for permission yet)
- ai made by dodz27 is only for cameras, not tested for race
- some missing collision boxes (especially for trees)
- number of pits: 2
- physics "road" for everything, no grass or dirt surface
- the mesh is not finished yet, its too rough in some places/corners
- still one big mesh, no subdivision in smaller parts
- some placeholder textures, missing objects
- texture mapping wrong at some places
- some small lines above textures (wrong uv coordinates)











Última edición por LRatafia el Sáb Mar 17, 2018 10:02 pm, editado 1 vez

LRatafia

Posts : 658
Join date : 31/01/2016
Age : 40

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Re: Aspertsham public road

Mensaje  LRatafia el Miér Sep 07, 2016 12:02 pm

Actualizado a v0.6
muy linda!





LRatafia

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Re: Aspertsham public road

Mensaje  LRatafia el Lun Sep 26, 2016 4:26 pm


LRatafia

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Re: Aspertsham public road

Mensaje  LRatafia el Dom Oct 09, 2016 7:07 pm


LRatafia

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Re: Aspertsham public road

Mensaje  LRatafia el Sáb Mar 17, 2018 10:03 pm

actualizado a v0.7

LRatafia

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