Looks great! Gotta PM Stefano about that new DLC needed ASAP
Cheers, glad you're trying out my track 1st... good to hear.Just bought AC and this is the first track mod I've installed, thank you so much for the work here that you have contributed. I am looking forward to driving up and down the coast a lot.
As a rookie, I think I'm "doing it wrong" and could use some help. I see three tracks loaded into the menu, are there really three separate tracks (each with two-way driving?) or are these elements of a single composite track?
I couldn't get "northbound" to load for me, just kept kicking me back to menu. So I switched to Mansion, and I see the prominent warning about which modes are allowed. I switched my drive mode to one of the two allowed modes and Mansion loaded for me. [So is it the case that the same mode limitations apply to the north/southbound maps?]
I descended the hill and headed north. At the end I drove off the cliff into the ocean. Is there some way I can foresee the end of the map/track better? In a video i watched, the driver used a turnaround point. Where's the visual cue for the turnaround point?
Thanks again, gonna drive this in a convertible next.
Nice to know you're local to this section of PCH, awesome!... even though IRL this section of the PCH is currently undriveable after the massive landslide at Mud Creek.>>Glad you're enjoying driving in California
Yeah I live in SF, but usually I head north, Marin side.
>>why Northbound wouldn't work for you
I was using an unsupported mode I believe. I think it might have been on time attack. Mansion worked great when I switched to Practice.
Cheers
Track's lookin' good.View attachment 221446
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If anyone following this thread feels like trying out the new ocean early....
https://drive.google.com/open?id=159q_2WKDMttXFnwqET3G9xbLHo0Opz7b
Try it reasonably soon though, as I'm not sure how long I will leave it available for...
I've also included a backup of the current (0.95) files... in case you want to go back... and I've tried these online and they work fine.
These new ocean textures may not be the most economical...
But to get a reasonable detail level that works at the lowest and highest point of the track meant a higher res detail texture (4k) is required... I'll probably tweak these further later on.
Cheers Terry, it's getting there, they're the same texture (tileable over approx 8,350km² of ocean / horizon plane) and as I explain below, it's a balance between getting it right at the lowest... and highest point of the track (a difference of 726ft in altitude)... Bit of a tradeoff.Track's lookin' good.
Suggestion....the ocean's surface on that second to last shot looks very realistic and I've viewed it from helicopter quite a few times.
The view below it (last picture)...needs a bit less ripple on the surface..
Cheers mate, at a later date I might put some foam near the coast... but there are limitations (see more explanation below) and also there's not much point putting it in all along the coast... as the only way you'll be seeing it is if you've fallen off I won't be rewarding crashingIf it's an ocean I would expect some sea foam but your getting there man!
Glad there's no performance hit, good to knowAfter some tests I think it's really better than before. I will stay with the new pack, as I can't find any performance hit so far
Don't know if it's connected with time of day I was testing the pack, but textures look quite too bright. I mean any ocean or sea is dark blue at deep parts and bright blue where it is shallow. There is also a lot of white near the coast, where waves meet land, hit some rocks, etc. and foam is created. Is it possible to recreate somehow?
Cheers for bringing that to my attention mate, think I've seen that track somewhere... Nice looking water & great looking track...@Phoenix77 you may also contact the author of Sveg-Sweden who is dealing with water, too:
http://www.racedepartment.com/threads/sveg-sweden.142223/page-12#post-2623477
there's also the (in my eyes) weird way AC does transparency priority, as afaik it uses all priority values on a global scale, meaning for example the rear lights of some cars (from those with many alpha layers,like the RX-7) have a lower priority than the inner windscreen of some cars and are rendered ignoring the windscreen (hope what I write makes sense, I'm at work and don't have any screens at hand).By the way... I do know what waves look like lol
Blame ******* Z-fighting!
If Kunos ever get their clouds looking like that... I'll try my best to get the waves looking like that
That's the thing mate, the AC engine does have some limitations... It's probably getting a little old now... And probably why night and rain are never going to be a reality for the current engine.there's also the (in my eyes) weird way AC does transparency priority, as afaik it uses all priority values on a global scale, meaning for example the rear lights of some cars (from those with many alpha layers,like the RX-7) have a lower priority than the inner windscreen of some cars and are rendered ignoring the windscreen (hope what I write makes sense, I'm at work and don't have any screens at hand).
So if someone were to use several layers of alpha clouds they could be rendered in front of the windscreen in some cars.