Planned: - reverse - different routes - all extra roads driveableexpanded they are now, but marginal - cram more details in environment if possible Thanx Xpack creators: Dosgraphix - basic city Eric Tozer (ennisfargis) - Objects 01 jayp666 - GB(RBR) Duff Buckets - Race Objects the awesome Formula 1 Mod 2009 v2.1 for GTR2 by PO911, for the promo vid Please respect my work.This track is a mix between ISI Brianza track and Carrera.4 1988 Monza track.
So, it is basically Brianza track with old chicane layout with lot of Monza 1988 stuff, and lot of stuff that I had to make from scratch. Credits goes to ISI and Carrera.4, and some credits goes for me. Gtr2 Tracks Zip This FinalIf you have downloaded previous version I posted here, please delete folder Motorland2011 (inside locations folder) and unzip this final version. ![]() All users from f1classic who tested all layouts and modifications giving feedback to this conversionmodification project. If you want to have this, rename the file: t0s61ORI.gmt - t0s61.gmt Credits thanks to ceSniper for this track an give me permission. Nifar published Mikawa Motorland with raining and snowing for rFactor. Mostly I was interested to use CrimsonRoad as a fantasy-rally-track. The track guides through a (wider) valley with many curves, up and down, 19.1 km long. The way back is in a long-winded tunnel, only of interest for very fast cars.) A new AIW-file (for Reverse) I created with rF-Tools AIW-Edit.EXE with parameter waypointspan6.90 (m). The X-files (XFinish, XSector12) I moved with 3DSimED, so the XFinish- mark was located before behind the tunnel. XSector12 I positioned new, so the whole no-tunnel track was marked by these XSector12. For Reverse the markes needed to be changed to each other). So You can start at the top at CrimsonRoad before the tunnel and drive down (mostly) the way under open sky (VERY CLOUDY) until the under intrance in the tunnel and there You get Your drive-time in GTL or gtr2. YES, I used this track WITHOUT modifications in BOTHs games, GTL or gtr2. You need NOT any modification in this track. May be, BOTH Talent.gtrGTL and Stex.gtrGTL I had in the main directory.) My next interest was in getting active raining and even snowing in GTL too. See the TRK-files for (REV)ChrimsonRoad with INSTANCESkyBoxI So, snowing is in gtr2 available too. Barcikahas used a little bit different methode in his track Liptonwinter: He integrated the (very complex) SnowBox in the SkyBoxI.GMT. I ADDED this SnowBoxas SkyBoxI.GMT in REV(CrimsonRoad), so TWO SnowBoxes are active in REVCrimsonRoad. I could not achieve snowing with Barcikas SnowBox over the whole track. For activation the.trk rename it: Kaiserberg.trk - Kaiserberg.trkORI Kaiserberg.trkWithoutBridgeShadows - Kaiserberg.trk ATTENTION This is one of my experimental projects which pushes BTB and GTR2 to its limits. Lots of inefficient patches to make the road junctions fit, insane amount of streetlights, 3D spectators, bridges and objects constructed with walls, bridge shadow planes, high road and armco divisions. Probably will make your machine struggle if its not so young anymore. I managed to keep the framerate reasonable but please adjust your settings (especially the shadows) if performance drops to much. But. if you can run it, it runs fine Everything works as it should. ![]() Not gonna fix that. I think GTR2 throws a fit when more then 2 lights. I made 180. Still working on it, open for suggestions. I kinda like it they are always different. Tip: Do an endurance race with 100 cars in the rain, speed up the time x60 and enjoy the daynight cycle. Completely scratch made in BTB (most objects constructed with walls), adjustments and rain reflections with 3dSimEd.
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