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Some suggestions:
- Maybe the ramp could be a bit smoother, so that cars who don't make the jump could climb slowly back up (in the figure 8-variant, many cars gets stuck already on first lap, after failing the big jump)
- Perhaps some texture inside the tunnels, that would show less apparent "tiling"?
- Water doesn't look very natural :/ I guess Wreckfest limitation. A reflective blue surface without "waves" texture could be better? So it would just reflect skybox. Or just flat blue surface. Because it becomes apparent the waves don't move
The quality varies a lot yes haha! Two years ago I started learning 3ds max, and now two years later I am still learning, but the experience has helped me improve a lot. I intend to backtrack and make tracks look more equal, just takes time hehe.
The background mountain with picture - sure, that is worth to use more time on. As you say, it looks great for BB, so it is just a matter of learning good usage for it, place it right and learn. Will try to utilize this more on new tracks.
You could mod in backgrounds by adding them to a sky box mod, then use that sky box in the tracks.
As for tunnel, agree totally. Should probably try to fund either a totally seamless rock texture or concrete texture (would require some smoothing).
I can get the wather to move, but it will only move in one direction. A side result to this is that it get more green (as you can see in the moving river below the bridge). Is that preferable or would maybe a black and reflective surface be a better choise here? Not sure myself hehe.
Just guessing here :D
Concrete might work for the tunnel, so it doesn't matter if there is "tiling". Or seamless rock, but with concrete tiles it wouldn't matter if 1 texture is repeated, because concrete tiles look all same
Don't know why the AI fails the jump, could that be fixed with AI line? Many cars get stuck in the "pit" under the big jump, and try to climb back up. But it's too steep to climb, maybe because the edge is too sharp to climb overr? So if it was a bit round, could they maybe get (slowly) back on track and continue race? Or create some "side road" that leads back on top
I love the big jump though, official tracks should have some tracks like this, they look great but in comparison are a bit boring tbh
Will also play around with concrete textures and see what works best.
There is a small side road on the jump, but poor AI has never been interested in learning how to avoid or use escape paths. Maybe I could extend the ramp a Bit? Like a metal mesh that extends a couple of meters backwards to catch the AIs?
Also, high B class AIs and A class seems to manage the jump. Low B and C does have a hard time (which that extra ramp might help with).
Not sure if reflective water is such a great idea hahah! Will try to see if I can make it somewhat better, but that looks... jesus it looks like something.
(tested with just black color to see how it works with a fully reflective surface).
One other thing, been playing this track a lot, and noticed the performance is clearly worse than in any other of your modtracks :/ Tried to disable grass totally and put less cars, still get pretty bad FPS drops (under 60).
Where as I can use 24 cars with Ultra grass in most other TVTP tracks, and get solid 60 fps. There is few others TVTP tracks with slight drops, unless I put Grass or cars down, but not as bad as this. Bit of shame, since I can use ultra settings in official tracks with always 60 fps (sometimes comes pretty close to 60, triple screen is demanding.. but always stays over it)
Yeah noticed that too, and tried several methods to improve it;
* reduced resolution of texture and decal maps
* reduced grass
* removed all trees
* removed spectators
* removed general objects
* used (and using) several anti portals, which basically is a rendering limit to increase performance
Sadly it does not seem to be related to this. I suspect that the lights might be the culprint, but will test more tomorrow. Hopefully I can pinpoint one thing that increased performance.
Still think the water could be improved, the texture is (imo) too high contrast, too detailed. Just dark blue with very little or no waves texture would imo look better.
Same with Assetto Corsa mods (which also doesn't have water effects), I've seen best water comes when it's "played down" and just one simplistic dark blue color. So it doesn't draw attention. Water can look almost like one blue tint, from upwards and far distance (like in this tracks it's seen, from this corner before the tunnel)
Image examples:
http://www.horizont.fi/horizont/wp-content/uploads/2017/06/cr4-Horizont.fi_Jyri_M%C3%A4kinen_kuortaneen_j%C3%A4rvi_ja_lapuan_joki_2016-900x630.jpg
http://holycityhelicopters.com/wp-content/uploads/2016/06/Website-7.jpg
https://i.ytimg.com/vi/A5qcNDw-6v0/maxresdefault.jpg
Third thing, I still get a bit low FPS compared to your other tracks :/ Even with grass on medium. But big improvement over previous version.
Then one thing, I don't know if you want to keep this faithful to some classic track? But on the full layout, taking the left tunnel route (that leads up to the lake view, talked earlier) it is very narrow. And stays narrow for long time. There is no chances for overtaking, and it kind of creates very cautious driving style. Perhaps AI can get even stuck here?
Could there be layout, where the left tunnel is just tarmac, no armco fences making it narrow? Or armco only in some parts or wider road overall, so it's mostly higher speed, with room for overtakes and battles? Line of cars driving in this "tube" for long time, unable to overtake, isn't as much fun as battles and options to take inside/outside line. Maybe wider left route could be optional layout? Or the narrow armco would be only in some parts.
But overall great work, I can always take the right tunnel anyway. My only issue is the water texture now, and if you could find few more FPS maybe?
Yeah the water needs work, tried looking for some sea textures but guess I will just have to make something myself that is in the right color range.
I think some of the fps loss is due to the size of the track. Larger areas has to be covered by fences, props and so on, and coupled with all those other small things it all adds up. Hopefully next track I make will be less size / object orientated, which shoukd demand less performance.
As for the layour; someone asked for an faster layout on the right side tunnel by removing the narrowing fence "bulk". What if I make a layout with that, and as well opens up the left one? What I can do is to remove the fences, opening up the road a lot. It will still be risky as the outside of the road path is extremely bumpy.