SpecialFX update:
Added "undefined, unidentified" materials, that their names start with
MAT,TEX,OBJ,ELEM,0,1,2,3,4,5,6,7,8,9,#,_
They use the definition of low grip road LGROAD.
The "definition of undefined" materials is an experimental feature, but it works correctly.
Added materials:
SIGN (sometimes used) added to WOOD
ALU - added to metal
WFALL - waterfall is restored, although it caused unexpected water splashes on dry roads in the past. if it happens again, the definition must be removed or reworked.
Added a material name FOUNT to waterfalls.
WATER - completely rearranged, when driving through water, the bumping is almost real, the skid effect is finally looking good.
Sound restored to "grass", the custom sound "water" was incorrectly played.
A white spark texture named spark1wht is assigned as "spark effect" for "water", but the game still displays standard, yellow sparks.
Even if the RGB is changed, red colors reduced. I cannot understand this.
driving through water
Water, the material looks like a normal road in the Surface Test track.
It was intended. To see how the reactions and effects change, on the same road.
The track will be re-textured when the reactions for selected materials are sufficient.
So, water may be textured.
Water is a complicated term. There is water that you drive through (a river or a puddle), water where you fall to (with a big splash) and water that you crash with (waterfalls, fountains).
There is a problem with "sparkwhite" effect in the materials: MARBLES, WATER - sparks are still yellow.
It is possible that the game engine understands "sparkwhite" and "spark" as the same effect.
I renamed "sparkwhite" to "whtspark" = no progress.
If there are are whitesmoke, blacksmoke and shardsmoke defined separately, and they work, why sparkwhite (or whtspark) does not work?
Added emissive RGB to "fire" and "flame".
FIRE and FLAME are newly added as drivable materials, there are no visual effects yet.
The goal is:
your car driving THROUGH flames (fire, stronger effect) and OVER flames (flame, low on the road).
or variant 2
FIRE = constant effect, as long you drive on the material. FLAME = effect only when you collide with the material.
Time will tell if the goal can be reached. Doubtful.
Material VLGROAD (very low grip road, skidpan effect) a little reworked.
Looking for the definition of TERRA material. Terra is Earth, it may refer to the whole planet Earth (or just ground roads).
Temporarily added "terr" name to Terrain MRSB (Medium Resistance Small Bump)
Added a new material: ICEA
ICERD already exists. This is a ROAD, completely or partially covered with ice.
ICEA is frozen water, not a road. It is more slippery, lower grip.
Starting to differentiate similar materials - selected different textures for dust effects, more yellow for sand, more red for offroad terrain.
Dust growth on sand.
The next step will be separating materials that you drive on, from materials that you only collide with.
You can drive on fences, walls, bridges, buildings if your car "attacks" the surface at low angle.
This is why such materials as: build, stone, house, tree, car*, bus*, truck*, barrier** are added to drivable materials.
These material names are very common on tracks, they were not included in specialfx.
*cars parked on a track, not the race cars.
**barrier as material name is shortened to BARRI in specialfx. This name is safe, for a "barrier, barricade",
but not shorter, not BARR because there are also barrels, barracks...
Separated materials: STONE and STN. "Stone" is a drivable stony road, based on the definition of "marbles".
"Stn" is a stone that can be crashed by your car, the material is not drivable (theoretically).
Any object with any material name is drivable, if HatTarget=True, but it depends from specialfx if you can really drive on this.
These variables define if a material is drivable: Dry= Wet=, probably also CollFrict=
If they are absent, the material is not drivable.
The others are optional, they define visual and sound effects.
Restored the most of original sounds. The custom sounds caused unexpectable reverbs (or I don't know how to tune them).
This is still work in progress. Every release is experimental.
Now I see that the spray2 effect in the rain is too strong (original values, not modified by me).
A few types of road use the spray2 effect, it requires more work.
Many effects do not work, as we expect, for example:
Textures assigned to some materials are not displayed, or the game displays other (default) textures.
If a dedicated texture exists in a track folder, it is not used. The texture from GameData\Teams is used instead.
I still don't know what some parameters in specialfx mean:
Legal, Spring, Damper
Max - is this the maximal size of the texture file or the maximal size of the visual effect on the screen?
ASDEnvelope - does it define texture growth or sound effect? Or both?
In this case, what parameter is responsible for frequency - 5 sparks or 1000 sparks for a second?
Is this possible to define the visual effect size in meters?
Scale (X,Y,Z) says nothing in the 3D world.
It seems that Ai cars partially ignore the terrain definitions. They jump on bumpy terrain, leave skids and clouds of smoke,
but they go through every surface like it was a smooth road, they do not slip, do not lose speed as the player car does.
Please test tracks, just play, share screenshots and impressions.
I am not able to test all tracks. I test the effects mainly on Surface Test track and newly converted tracks.
If anything does not work, as it worked before (visual and sound effects), please report it.
For track developers: if you want to test a visual effect on a selected material,
replace (temporarily) the texture to camglow01.dds
it will display a large red dot when you collide with this material.
The big red dot on a tested material.
It is removed from the release version of SpecialFX.tec
-------------- -------------- --------------
TRACK
SURFACE TEST update:
AIW reworked, added fastline, now AI cars are faster.
More types of roads, more objects.
Added Loading screen.
The track is interchangeable between GTR2 and GTR Evo.
All required objects and textures are in the track folder (sky too).
It should start in both games without modifications.
Problems:
1 - Jump on the road - only my car jumps, other cars pass through it. New hat was generated. The jump will be removed in the next release if Ai cars ignore it.
2 - The hook in the right lane, after start. Probably caused by Bobs Track Builder terrain generator or/and HAT generator. Cars flip on this, no idea how to remove it, because there is no object there.
AI cars ignore the jump.
This helicopter can really fly
... away
The 2nd race is at night (GTR Evo)
You can make the sky blue, if you remove the Clouds object from .trk
Animated stormy sky is not used (and probably not usable).
I wanted it to be visible only when it rains, adding the layer to "rainy"
instances: DayR, NightR, SunriseR and SunsetR.
When I added the objects, they were visible during sunny weather too.
rFactor uses VisGroups and what about GTR games?
DOWNLOAD:
ATGT_Track_SurfaceTest.7z is publicly shared
185.216.182.132