started working on this track again
Lovely job on the road and the near ground!
I have few suggestions how to make some more goods for the track:
- the pines can benefit from some smoothing of vertex normals to make them look varied and not that bright overall.
Also in that conifer forests there has to be some smaller scale or height pine-babies and toddlers, and patches of ferns on the forest floor and near the road edge. This image
is what I used with good result to re-skin the ferns on my copy of Applecross
It's easy to make it even thicker
- the far terrain looks alien because of the silhouette of the peaks. In v09 those are vulcanoes in a valley and spaced too close to each other. Their green color would match their nature if it was Africa or an island in the tropics with cocos palms near the road. To make them fit they have to get wider bases by raising the valleys in between and maybe the texture on some of the tops and sides has to be darker, grey or scwartz and texture-painted with properly scaled small vucanic debries (txDetailA.dds can work as main diffuse too). The top of the biggest peak will look better with an open crater and some glowing lava peeking through the cracks. The sight will be worth the effort to get up there, much more so in low light;
- there is a much more direct and performance-friendly option for the far background - the photo-textured funnel around the circuit.
The vertex normals on that funnel have to point all up to hide the not-round shape. Any tile-able pretty photo of mountain would do for texture as much as it don't clash with the color temperature that's already established on the circuit. Those backgrounds can be easily selectable by skins and cost meager few MB of storage. Only drawback is the shadows from 3d clouds reveal the shape of the funnel so in Sol config it has to be 2d clouds.
- the waterfalls need some additional low vegetation and rocks along the edges and maybe a strips of bright white "foam" at the ends. Using of CSP-water shader doesn't give good results, so Stereo's animated shader is the way to go.
- for the physics it would be better if anything that is not meant to be road surface is renamed accordingly - 1WALL for the rocks on the sides, 1GRASS for any green and brown ground, 1PIT for the spawning areas, 1GRAVEL for the unpaved roads (defining in surfaces.ini is a must and order of paragraphs there matters as the last takes precedence over all previous).
- the road visuals can be improved if you change the main "TarmacBrightAC3_schz" material to use a "ksPerPixelMultiMap_NMDetail" shader for example as it gives the varying of the surface with WetFX of CSP and Sol and spares the need of additional overlay
- for the proper working of CSP check and fix all wrong "ksAlphaRef=1". On almost all materials that disables shadows. Pick values of 0 for solid objects. Driving in properly shaded version of this road is much more fun as the close situated heights cause quick changes of lighting seen from behind the wheel.
Thank you for the accurate use of the most common assets for track-modding in AC. It's the best I've seen and shows you got skills and a plan.
I would love to see more of your work!