Frankenstein (WIP)

Frankenstein (WIP) 0.475

Login or Register an account to download this content
Ok with no update last week, because I screwed up and lost everything that i worked on that week...this weeks update is considerably not too bad. I had to go through it all again, and try to remember what id done etc.

So this update consists of:
A new massive sign at Camelot.
Finally, a somewhat decent looking control tower.
Reflection.
A wee bit of advertising.
New rock texture.
Couple houses added.
Added a rumble strip.
Fixes.
Various touches here n there.

Camelot corner sign.

Control Tower.

Rock texture.

Reflection.


I did actually have things looking better, but when i went to save as kn5, kseditor said NO. Something to do with the shaders i was trying to use, and diffuse i think. So i rolled it back to normal shaders, and will have another go at it again sometime.
Ive kind of winged it so far, and it shows lol.

Im not sure about the rock texture..it looks better and worse to me.
The houses added (opposite farm), im planning some sort of estate there.
Also im itching to do more track...just trying to find somewhere to add it lol.
Still an overwhelming mass of things to do,and tweak, and learn..but i'll get there!

Anyways, hope all is well with you..and thanks for playing :)

P.S. Almost forgot, i'll try to get a new AI line done for next week.
Hey guys!
This weeks update includes some new building, flags that flow with the wind, and a somewhat working waterfall :whistling:

Ive also made the "bump" leading into the tunnel, towards the sea, a little smoother. I noticed with 40 cars, it often lead to mass pileups of AI, refusing to either manoeuvre or bash their way through...like i do...but its fake AF like that. So hopefully that should be better. In testing i came home last, in position 28th (two lap race), so yeah not too bad :cry:

Also added new texture to the tunnel(s) of the start/finish straight. Looks pretty cool, considering it was done by mistake :ninja:

Ive also noticed a few more things that i need to get done (like a gaping hole under a barrier at camelot, behind sand bunker).
That being said..i need to work on the sand traps, theyre lumpy.

New Buildings:
Motel with waterfall.
Hotel with a...carpark.
Started making a new terrace at Camelot.

Some other things here and there, and many more things to come. This track has a chance of turning into a circus, but so far ive tuned it back on what im putting in.
I want it to be/look as semi-realistic as i can.

Here are some screenshots from 0.45:




Anyways as always, thanks for playing...and hope your all well :)
Theres honestly not that much in this weeks update, although i think it improves the track by a lot!
Added 40 car pits, which makes it more chaotic..if thats your sauce.
Finally got shadows looking pretty good imo..though as always, still needs work!
My big break through this week is tunnel reverb. Chuffed i managed to figure it out (from lots of different posts on the internet, with little bits of info, here and there). Shame you cant hear it from the cockpit, but in chase-cam and replays its all good. Its not spot on..so further tweaking is needed.
Done some further tweaking on the shaders.
Added more flags..cos everyone likes flags right? :thumbsup:
Had to change the cameras a little, to fit a new tunnel near the entrance of the new section that was added recently.
Ive done a little bit of aesthetics in places.
Still loads to do!
Hope you guys are good, and let the demolition begin ;)
This past week ive made a new pit-lane, as the old one was..well..wonky :poop:. The new one is much better imo, though it still needs work!
Added some flags, still have loads of 'em to put down.
Done a wee bit of work on parts of the aesthetics, nothing major.

I also played around with the specular(?) amount on the trees. Im not sure if i like it, or not. It looks a little less mario-kart, but still very far from Picasso lol.
Im now looking into shadows...im still learning as i go :thumbsup:

Thanks for your patience, i think i may have put this up for public use too early.
  • Like
Reactions: Alexandr66
So this update was supposed to have been focused on the aesthetics...but after doing some virtual gardening for quite a few hrs, i got bored. I have added/hidden a few things around the track, but to be honest ive been pretty busy with RL this last week.
Yesterday i had the bright idea of adding a new part of track to the circuit..forgetting i need to do new AI line & cameras!
Anyways i managed to get it somewhat done just now. The AI at least survive better now, but also are slower and more psycho! It does make for some crazy situations lol.
So...hope you guys can see im slowly improving things (maybe not AI or cameras), and are still having some fun on the track :)

Here's some stills of my gardening work, and some of the new added track (teasers).
Be sure to let me know, if you think anythings gotten worse ;)
FRANKENSTEINscreen1.jpg frankensteinscreen2.jpg frankensteinscreen3.jpg
Thanks for playing.
New AI lines, and cameras. Which took ages!!!!! :O_o:
Squashed some glitches, like trap doors to eternity...cant find any others atm.
Helped a couple roads. Pit lane actually works! Pretty chuffed lol!
Done some tinkering with the scenery.
Baby steps ;)

Latest News

Do you prefer licensed hardware?

  • Yes for me it is vital

  • Yes, but only if it's a manufacturer I like

  • Yes, but only if the price is right

  • No, a generic wheel is fine

  • No, I would be ok with a replica


Results are only viewable after voting.
Back
Top