Noticed a few flaws and things I forgot since releasing the 0.7 version yesterday.
Changelog:
- Added some more brake markers, especially important in T1 and the hairpin turn
- Added some more reference points where brake markers don't fit visually
- No more grass on curbs
- All signs should have collision and cast shadows now
- Moved one tree, f that tree
Alright, after quite some work here it is, version 0.7 of the Halifax GP!
As promised I'm only going to update this track from now on when significant changes were made. I'm at a point where I'm confortable with releasing the next version for you to try out.
Also, if you have any footage of the track I'd love to see it! Feel free to drop it in the discussion tab.
Changelog:
- Mesh: Offtrack should be smooth (almost) everywhere now. No more weird bumps, no yeets.
- Lighting: At first the light was just a proof of work. The glowing part of the lamp was actually the whole lamp, as in the whole asset. Lamps now have a lightspot as they should instead of glowing themselves. Consider this to be "beta lighting."
- Foliage: A lot of new bushes, trees, etc. Makes the whole place feel more alive and real.
- GrassFX: Added diversity with different kinds of flowers, grass, lengths, etc. Looking very pretty ngl.
- Better track: Changed some corners to have more flow and/or camber. The jump after T1 is now smoother. I didn't want to fix it but at some point the meme's enough. Changed T7 (dip before the brigde) to be smoother as that was (while funny due to the AI drifting) not really close to real life.
- Various Additions: Brake markers; On-track start lights; Street painting; Multiple CSP things, more to come; Self-made assets; More curbs; a lot more stuff I forgot...
- Various Bugfixes: Fixed some textures; Fixed some road lines; Replay cams altered; Performance improvements; a lot more stuff I forgot...
What's next:
Animations, basically. CSP gives me the ability to add animated spectators, animals like geese flying above you, helicopters, windmills/turbines, etc. I can also add a lot of tech found on tracks. I also want to add some background sfx so the track isn't completely silent all the time. Oh and some more lighting like headlights from some surrounding cars, blinking lights on stuff, etc.
So yeah, basically reading and understanding a lot of documentation and looking at tracks of the smarter people in our community. ^^
(Oh and after that probably material and texture work so windows look and behave like windows for example)
Thanks for following the development.
If you've actually read the changelog up until here then you are especially awesome. Thanks a lot!!
The next version of the track is still not ready.
I did however make some assets of houses from the actual city.
I'm still not sure whether I want to match the track/map to the actual surroundings found irl as everything apart from the actual track (asphalt) is fictional at the moment. (The "forrest" part is actually full of university buildings and student flats for example)
But the assets are coming along so I'll do something with them eventually.
In the meanwhile, here's a new trailer for the track:
It will also be featured on the mod page.
If you have any footage of the track, feel free to DM me and I'll gladly add your clips to the RD page of this track.
Minor release with fixed cams. Broke some of them after moving assets.
I planned on releasing major updates only but this one bugged me too much after noticing. There ya go.
Nothing much has changed, just some small Ai tweaks. Also changed some stuff in the folders so CM is less toxic/whiny lol.
Still working on a bigger update but my free time is very limited at the moment.
Also with version 0.6.0 the track has reached a point where it's actually presentable with a result I'm really proud of so any future updates will only be major ones!
Still, here ya go. Hope you enjoy even the smallest of tweaks!
A lot of stuff changed, nothing of which I can show in a nice screenshot.
Please report back and provide feedback as that would greatly help me improve the track!
- Changed geometry: The outside of the track isn't surrounded by hills anymore which allows light to reach the track when the sun goes down.
- Changed geometry: Offside the track isn't as brutal and punishing anymore -> smoother transition to dirt
- A lot of the google maps textures replaced by HD textures
- Fixed a lot of trees
- Fixed many objects which weren't supposed to give off shadows
- More decoration
- Way more models and trees
- Added more easter eggs
- Various performance improvements and bug fixes
Thanks a lot for enjoying and driving my first track. It means a lot to me!
So yeah let's get the big one out of the way:
CSP is confusing as fu- when starting out with track building.
- I've managed to get decent lighting results without too much performance impact but please report back if it's still too demanding for your system.
Fellow mappers, feel free to look at my .ini and give me some tips. Help is much needed!
- Next is the surfaces.ini which brings a working pitlane (as well as the curbs working like curbs)
Pitlane can now be used normally by driving into it with a pit limiter. I might change the length of the pit limiter part as driving the whole thing with 80kp/h is kinda tedious.
Yeah that's basically it.
Update with CM as always.
Added RainFX and GrassFX. CSP is needed!
RainFX works and looks great! GrassFX though is kinda rough as the whole map uses one background texture -> Everything off track becomes grass.
Still, it's an okay trade-off I'm willing to take for the graphical improvement.