Changelog
- project has migrated from Bob’s Track Builder (Thanks Piddy!) to 3dsMax
- a few small tidy-up things
- uv unwrapped gravel areas (inc. new textures, based on textures from cgtextures.com)
- uv unwrapped road intersections
- vertext paint on road, terrain, vegetation, and some other things
- aerial photo of terrain now lerps closer to road edge
- road surface has additional texture channel, mapped to give illusion of racing line
- performance improvements from shadow optimisation
- performance improvements from mesh batching, reducing the total number of objects from ~9000 to ~3000
- new road decal meshes, and now tagged as ‘decal’ (can be closer to road without z-fighting)
- adjustments to wet road effect
- adjustments to wet road cube map
- viaduct normal map and higher res main texture (same old model)
- smoother corner radius for viaduct corner, pub corner, tannery corner, newry corner, mountford corner
- pub corner road surface now has bump where union street joins wellington street
- control tower now has textures reflecting block construction of the ground floor, and timber construction for the first and second floor
- control tower now has higher res normal mapping
- control tower now has a smoother windowpane, removing some z-fighting
- scratch-made 3d marshal/mechanic meshes
- remapping of some fence posts
- loading screens biased to 75% width, to display correct aspect on 16:9 monitors
- mas files reorganised to reduce overall download size
- added missing mipmaps on willow textures, causing a tearing of the texture in “high” texture detail mode (so it’s fixed now)
- simple water animation (water is probably flowing too fast, & only spec and normal maps are animated)
MHVwyZEOF3w
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