![]() (3) It seems rF2 engine is not able to automatically load the AI learning files from package yet.Hello sim racing fans, and welcome to our latest full PBR content update and refresh in rFactor 2. (2) There’s no visual indication of DRS zone so you’ll have to keep your eye in car’s panel until get used with the start positions. I suggest to cars modders to have a special attention on their collision feelers, there’re several cars which they are unnecessarily low, producing some bizarre behavior when attacking tall kerbs. In addition, the red material have a high tyre-wear value to discourage human players to cut track. (1) The red obstacles is lower now but the cut corridors are the same. Replaced temporary MM Arena Football Stadium object to the final one and modelled the park area aroundĪdded very low-poly TSO cars in park lotsĪdded invisible walls to avoid driving out of circuit areas and avoid AI to stuck in any unusual accident Insert some simple assets in the boxes to improve immersion just in case (used ISI Toban texture)Ĭorrected Z elevation of several objects as TSO vehicles Inserted animated Le Mans Ferris-Wheel taking advantage of rF2 animation system (bones) Other minor corrections on texture mapping, replaced concrete textures, etc New grass with reversed wrong pattern which induces too dark grass areasĬreated detailed far outfield with blended grass texture Improved kerbs texture 2048 px and remapping Replaced some vertex-coulour painted objects by actual texturesĪdded main yard as real-road to darken when raining Improved terrain ambient occlusion through alpha channel paintingĬorrected excessive vegetation night light reflectanceĪll environmental and car-cube reflections were made from scratch, several objects were wrongly quoted in old SCN file. Replaced placeholders windows frames and other metal structures to final ones. Improved overall ambient by including several track-side vegetation as texture shadow caster (shadow settings = max) Occluded a lot of unnecessary objects from mirrors to improve FPSĮxcluded a number of unnecessary objects from reflected environment and car cube reflections.Īnother pass on track material light properties Remodelled and remapped pit buildings which were carrying a lot of invisible polygons and useless vertices harming the game engine performance aside bad visual aspect. Possibly fixed the Nvidia driver crash that affects many systems using 900 NV series cards (4)Ĭreated far LOD objects for some high-poly instancesįull revision of track geometry: corrected smoothing groups, unused channels cleaned, removed overlapping faces, isolated vertices, converted all normals to Gmotor system.Ĭreated Shadow Groups to improve performance in low end computersĬreated non-rendereable shadow casters for all high poly elements as tyre barriers (performance purposes) Tweaked AI corner speed, reduced slowing when pushed, AI field spread and draft behavior.Īdded specific AI learning files for several cars (3) Reduced some wide corridor zones to avoid AI crazy overtake atempts which would result in disasters. Improved AI fast line and overall speed to increase offline challengeĬorrected AI right and left lines to avoid offs when pace lapsīetter AI defensive line, AI is capable to defend its position whitout lose to much time in corner exits Reviewed track cutting parameters in order to outline what is cutting and what is lose control and avoid unfair penalties. Increased gravel resistance in sand-pits to match real run-offs observed during 2016 LM 24 heures. Inserted new tarmac material in negative kerbs zones to accent the force-feedback in those off-tracks Reversed several wrong 3D kerbs direction and remodelled to match the real thing (Yoss’ picture database) Reshaped tall red kerbs and decreased their height due AI turnovers of some mods with stiff suspension parameters (1). Redone track’s night lighting, eliminated TGA textures, grouped light glows for optmization.Ĭorrected Pit-Out position to avoid incorrect penalty due leaving pits before green and corrected pit and start-lights behaviorĬorrected wrong properties (collide or HAT) of several objects. First track segment totally rebuilt (T1 and small straight before Dunlop esses) to get rid excessive bumping (fixed wrong elevation data).
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