After a lot of work, I have updated the track to Beta. This will be the final update for a while but I did a lot of improvements.
Added tree shadows, this makes driving on a sunny day much more immersive.
Improved several material shaders to blend in better.
Corner Arrow Signs, so you can see all those hairpins better
Improved a few corner run offs so that the AI doesnt fall off the track as much.
Straightened a few guardrails and walls.
Now back to add things that I have learned like RainFX to my other track that I am working on, Slea Head Ireland.
Version 0.2 Beta Candidate
Improved Track Cameras
Seems like the update messed up the cameras, so I had to redo AI & Track Cameras. Tried for more realistic trackside cameras, less fly in the sky drone cameras.
Better Normal Maps
I learned how to to do normal maps working on my Slea Head Track, so a lot of textures have been improved. Metal is shinier, and rock and stone is rougher.
Improved water shader
Learning how to do better normal mapping really helped
Improved modelling bridge area and railings.
Improved Grass FX
Improved RainFX Shaders.
Learning more about how to do RainFX, so surfaces work better now.
Added a few road signs as tests.
Mostly arrow signs for sharp curves, plan on adding them to all the hairpins on the track.
Coming Soon Version 0.2 Beta
New update:
Added RainFX Shaders
Better Road Shaders
Added 6 KM more of roads and terrain to start testing open roam possibilities.
Temporary Moved Hotlap Start so that you can start on one side of the map to drive from Taylor Creek Visitor Center, through Emerald Bay, to DJ Bliss State Park. Areas beyond the original loop are very ALPHA and WIP.
This was a test to see if I could do Flood AI.
Major Graphics Overhaul.
Optimized frame rates by lowering textures loaded into RAM (used to be 35-40 fps now 55-60 fps on my 3gb graphics card). Due to this I could do a lot of things to improve the variety and quality of grass and tree textures.
4k Terrain textures
New water shaders
New road shaders
Improved Grass-fx that is tied to the multi-mapped ground texture.
AI now has better boundaries and pit lane AI spline.
Improved terrain smoothness and road smoothness.
Working AI and Track Cameras -
This was a lot harder (now up to 1500km driven on this track testing) than I anticipated but at least it works now. Still need to tweak AI boundaries (If you turn up the aggression its like Mugello all over again)
New double sided pit lane & Pit Sign
Improved curbs, runoff areas, and road shoulders. I had to do this to have working AI. A side benefit is that the road looks more realistic.
Video of AI and Cameras
Getting really close to a Beta Candidate.
Grass-FX (you must have Custom Shader Patch Grass-fx turned on)
Distant mountain horizons
Improved terrain smoothness
Refined ground objects and textures
Improved scaling of guardrails to match real-life.
Added multi-layer terrain textures
Improved frame rate by 10-20 percent in some places.
Added collision objects for guardrails and walls
Smoothed several bumps in the track
Added more ground level vegetation
Complete built-from-scratch American-style guardrails
Better pit location on a side road rather than trying to cram into tiny parking lot.
WIP shots from Alpha v.02