Racegroove map balancing to avoid a pitch black groove line for saturated RRBINs. Improved outer scenery (mostly to hide bigger holes)Ĭompletely new set of LOD Out values to reduce models popup while drivingĬompletely new set of Shadows Out to reduce shadows popup while drivingįixed terrain holes (tuned LOD out) in the distance (for both back and front)įixed terrain edge textures to avoid lateral “”running”” white glitchesįixed buildings element detaching/smoothingįixed buildings/houses with broken AO mappingįixed Vehicles albedo, saturation and reflectionįixed Blue sponsor flickering on buildingįixed overhang composition to limit flickeringįixed Loading Screen to show correct max vehicles and new logoįixed stickers on marshal huts flickering Various 3D models fix to limit flickering and glitches Various MIP texture fix to avoid flickering and glitches Le Mans challenges drivers like no other, with 24 hours. With the nature of the track also comes a unique race. The 24h Le Mans circuit is over 13.6 km and unique in nature with long sweeping corners and high-speed straights. It seems that due to some hard drive failures this track was hard to bring up to date as they had lost some of the original content used to build this track, but they have now released version 2.0 and much like Monaco it uses a lot of the new rFactor 2 technology. The rFactor 2 version of this amazing endurance circuit is officially licensed by the Automobile Club de l’Ouest (ACO). TO DOWNLOAD THIS TRACK PLEASE – CLICK HERE Replaced loading screen with new HD version The only things I can find are very complex. I can't find anything which points me in the right direction. I like to build tracks for rFactor 2 but don't know how to do it. I have learned this by looking on the internet how to do this and trial and error. Optimized and cleaned up night lighting glitchesĭefined more realistic movable object reactionsĬleaned up, replaced and improved trackside cameras 1 I know how to build tracks for the old rFactor. Removed pitlane props to reduce the load in the busiest areaįixed dozens –if not hundreds– of object and shadow popups Slightly enhanced billboard crowd textures ![]() Optimized LOD and shadow distances on all objects for better performance Optimized building objects for better and smoother performanceĬleaned up and improved building textures Removed messy cubemap reflection property from building materials Optimized billboard vegetation for better and smoother performanceĪpplied subtle random vertex colours to vegetation Optimized armco and other barrier objects for smoother performance Vertex painted terrain for new terrain shader -Added MetallicNoise.dds to Vehicle Common Maps so that it does not need to be packed with each car. Replaced textured stripes with physical ones Improved trackedge and sidewalk specularity and wet mask Optimized road and terrain objects for smoother performance They have brought this old track bang up to date technology wise with a massive update as listed below, ![]() ISI have just released two newly updated historic tracks from 1966 for rFactor 2.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |