mad_dog Posted August 22, 2016 Report Share Posted August 22, 2016 Targa Florio by svictor Special thanks to original author Sergio Loro for permission to update the track and share at workshop. New version update from svictor steam Quote Link to comment Share on other sites More sharing options...
andre Posted September 11, 2020 Report Share Posted September 11, 2020 New version update from svictor v0.21 Changelog: - Updated old GDB entries with new values, new geographical position. Loose objects are lighter (to avoid one KO). Old obsolete values are removed/commented out. - Updated TDF, reduced main road grip by 1%, increased grass grip (help cars recovering). - Updated all textures, corrected brightness (based on DDS files from v0.1, in order to preserve original rich color), see screenshots. - Updated SCN files with new values, including reflectionmapper and IBL probe. Old obsolete values are removed/commented out. - Updated all Tree shaders to T1 no shadow, so they don't recieve shadows (to avoid bad looking shadow on X board tree model). - Updated new haze value to eliminate white horizon effect, make sure you select default weather, or remove old TARGA_FLORIOs.wet inside "UserData\player\Settings\Targa_Florio" folder. - Both GPL & RF2 readme.txt is packaged inside Targa_Florio_Regular_Grid.mas v0.23 Changelog: - fixed objects that flickering during night - restored and excluded some bump textures from batching progress Quote Link to comment Share on other sites More sharing options...
andre Posted September 15, 2020 Report Share Posted September 15, 2020 Changelog: v0.24 (2020-09-13) - Fixed moveable objects that couldn't receive lights due to incorrect pivot points (thanks to senormen's solution!) - Adjusted one of grass diffuse texture (_GRASS_ADD.DDS) for better color/brightness transition. - Each MAS file now includes _batching.scn file with correct tag for easy batching process. Όσο περίμενα τον Mad να βάλει server Targa Florio SMMG F3 2020 Quote Link to comment Share on other sites More sharing options...
spyder Posted September 17, 2020 Report Share Posted September 17, 2020 Changelog: v0.25 (2020-09-16) - Fixed a floating tree (trees589.gmt). - Fixed clipping signs (scilla1,scitopl,scitopr,calta7,calta1,scilla02,scitopl01,scitopr01,rosi). Most of the clipping is caused by incorrect mesh normal (recalculated with 3dsimed or other 3d software for fixing). Commented out duplicated gmt entries in SCN. - Erased many duplicated materials (suffix name _MU,_CR). - Changed most of "Alpha Blending Transparency" material to "Alpha Chroma". - Reverted road grip value back to original. - All trackside crowds and vehicles are now visible in all sessions (as also in GPL). - Reduced base haze value for cloudy and storm. - Fixed pitlane sector timing objects position (Previously was placed outside real pitlane area). Garage area was and still is the only working pitlane area. Quote Link to comment Share on other sites More sharing options...
andre Posted November 27, 2020 Report Share Posted November 27, 2020 Changelog v0.26 (2020-11-24) - Fixed folder/mas structure, default weather is now working. - Added new Haze values to GDB file. - Road sign & stone are a little heavier now. Quote Link to comment Share on other sites More sharing options...
andre Posted December 14, 2020 Report Share Posted December 14, 2020 v0.27 Changelog: - Main 72km road surface was re-constructed with 8 square subdivision across 6-7 meter wide surface. The new surface also includes around 2% crossfall and some random height variation (about 1cm). - Re-adjusted Terrain feedback (TDF) values for the new surface, most of RoadBumpLen values are reduced accordingly. - Renamed track name to "Targa Florio 1967" on track list, added track icon for old UI. Note: Real road is still disabled, due to several minutes long loading time and unstable performance. OP updated Quote Link to comment Share on other sites More sharing options...
andre Posted December 18, 2020 Report Share Posted December 18, 2020 v0.28 Changelog: - New 4 rally stages, all pits&garages&grids are set at same location. (Do not click RACE button until the start of session timer begins to countdown, otherwise will receive penalty. AI current does not work at Stage 4, other Stages are ok.) - New 3D grass, enabled by setting "Circuit Detail" to FULL (lower "Circuit Detail" to disable). - New set of Loading Screens & Icons (thanks to the track map created by John Bradley). - Added some ambient sounds. - Adjusted terrain feedback for grass and gravel. - Reduced cut detection. - Fixed horizon & various objects LOD issue. - Fixed some road texture UV map. - Fixed various objects. - Removed pitlane speed limit. - Original GPL & RF2 Credits readme.txt are now packaged inside Targa_Florio.mas Ήρθε η ώρα να γίνει Event @John@John OP updated Quote Link to comment Share on other sites More sharing options...
andre Posted December 28, 2020 Report Share Posted December 28, 2020 Αυτό δικό μας δεν είναι; Quote Link to comment Share on other sites More sharing options...
andre Posted December 30, 2020 Report Share Posted December 30, 2020 Changelog: v0.29 (2020-12-30) - Added PIT exit sign board. (If playing rally stage, please wait until this "PIT CLOSED" sign board disappear, then click RACE/DRIVE button to exit garage, otherwise may get penalty for exit pit under red light.) - Added hundred of night lights and illumination. - Adjusted start timing position for rally stages, in order to fix rare wrong timing issue. - Fixed AI that taking wrong route at Rally Stage 4. - Added hundreds of bump map textures to road materials. - Up-scaled many textures to higher resolution, various color tweaking to improve overall view. - Corrected most of floating & popping objects (LOD) for cockpit view at forward direction. - Fixed ClipPlanes values. - Fixed visibility issue of some objects. - Adjusted VisGroups for many objects. OP updated Quote Link to comment Share on other sites More sharing options...
andre Posted January 8, 2021 Report Share Posted January 8, 2021 Changelog: v0.30 - Fixed one missing texture. - Added new rally stage sign boards (start & finish). - Moved a camera man away from middle of road. OP updated Quote Link to comment Share on other sites More sharing options...
andre Posted January 13, 2021 Report Share Posted January 13, 2021 Changelog: v0.31 (2021-01-13) - Realroad now enabled with wet support. No changes to base grip level (green road is the same as before). Note: First time loading is also significantly longer due to Realroad preparation, and none default "time scale" setting may also cause performance issue. - Re-split and merged over 2000 gmt files for real road, added and reworked many materials. - Moved all pit spots to the real pitlane, it's now possible to serve penalty without completing a full lap. Note: If starting from garage (any none Race session), entering pit would cancel current timing. Race session is unaffected. - Cleaned up most of 3d grass on bigger walls. - Added hay bales for rally stages. - Fixed various terrain holes and LOD values. - Cut detection is less strict now for full length track. OP updated Quote Link to comment Share on other sites More sharing options...
andre Posted January 15, 2021 Report Share Posted January 15, 2021 Changelog version 0.32 : v0.32 (2021-01-15) - Optimized 3d grass, removed 30% of mesh that is far away from main view, there should be very little visual difference. - Removed all unused AI waypoints from each rally stages. Car positions now correctly displayed on monitor map. Note: the straight line on new UI map is not a bug, AIW must be a closed circuit to have AI working correctly. Quote Link to comment Share on other sites More sharing options...
andre Posted January 17, 2021 Report Share Posted January 17, 2021 v0.33 (2021-01-17) - Fixed unusual AI crashing on Rally Stage 1. - AIW workaround for Rally Stages map to display point to point correctly for new UI. (by moving last waypoint index to the beginning) Quote Link to comment Share on other sites More sharing options...
spyder Posted April 24, 2021 Report Share Posted April 24, 2021 v1.00 (2021-04-24) - Eliminated all surface gaps and holes, simplified great amount unnecessary meshes. - Added additional subdivision for road edge. - Added additional 1-2cm random surface height variation. - Smoothed out all "poly-like" road meshes. Road now bends and changes elevation more naturally. - Improved and fixed most of terrain surface (previously floating land pieces) along with various scenery objects. - Merged over 9000 objects (all road, terrain, tree, wall, grass objects), re-split & grouped them evenly into 300 sections (now about 2000 objects). - Adjusted & added hundreds of trees to fit better with reconstructed terrain. - Rebuilt all 3D grass with extra variations, cleaned up overgrowing grass, planted extra flowers. - Rebuilt all invisible boundary walls according to the new terrain. - Manually set and optimized more than 1000 object's LOD values for cockpit camera at forward driving direction. - Rally Stage now only loads terrain objects that is visible, which helps both performance and loading time (previously this was impossible due to thousands of unsorted objects) - Fixed great amount misplaced UV mapping for background tree walls. - Removed collision for various scenery vehicles at garage area, to prevent stuck inside. - Fixed many half-side buildings. 1 Quote Link to comment Share on other sites More sharing options...
spyder Posted April 26, 2021 Report Share Posted April 26, 2021 v1.01 (2021-04-26) - Reworked and fixed all Trackside Cameras - Removed unused SCN files - Fixed a few objects and textures Quote Link to comment Share on other sites More sharing options...
andre Posted May 14, 2021 Report Share Posted May 14, 2021 v1.04 (2021-05-07) - Fixed buildings and added missing roofs at Collesano, adjusted trackside camera & collision wall - Updated several low-resolution textures to more details - Various small fixes v1.03 (2021-05-04) - Fixed a texture error v1.02 (2021-05-04) - Fixed many buildings and objects - Added additional terrain pieces - Fixed a few objects' LOD - Fixed start line banner Quote Link to comment Share on other sites More sharing options...
spyder Posted July 14, 2021 Report Share Posted July 14, 2021 v1.05 (2021-07-14) - Fixed a surface hole near Campofelice di Roccella - Added additional road subdivision & bumps near SS113 209 Quote Link to comment Share on other sites More sharing options...
andre Posted September 25, 2021 Report Share Posted September 25, 2021 This is the story of the greatest circuit ever made for sim racing. A passion project made by a talented team of artists, developers, designers and motorsports fans. The Targa Florio was an impossible project, brought to life thanks to the dedication of this small group. Developed between 2005 and 2009 for Grand Prix Legends, its release pushed the bounds of what many thought Sim Racing could be. Racing the Targa Florio is in part reliving a legend. Understanding, even somewhat what it was like to push a legendary sportscar through the hills of Sicily. Learning all 72km, a reward unlike any other. Quote Link to comment Share on other sites More sharing options...
andre Posted October 22, 2021 Report Share Posted October 22, 2021 v1.06 (2021-10-20) - Fixed all VisGroups values which conflict with Coll=True value. All road signs & posts now visible at all time(no longer affected by Circuit Detail setting). - Additional side road subdivision near SP24 Bridge to improve surface feedback. - Adjusted Horizon box material to use "Alpha Blending Transparency" instead for better transition. - Disable any chance to trigger FCY & spawn Safety Car. Now "Full w/o DQ" Flag Rule can be safely used without worrying about auto-spawning Safety Car. - CBASH & RRSHD cached files are now packaged into MAS to reduce loading time, main track now takes around 30s to load. Thanks to zxd1997 & Devin for the help and info regarding VisGroups. Quote Link to comment Share on other sites More sharing options...
andre Posted July 23, 2022 Report Share Posted July 23, 2022 Version 1.07 - Fixed AIW for all Rally Stages, track maps are now correctly displayed in new UI. - Fixed a serious timing issue that would result wrong laptime in race session of a rally stage. - Corrected IBL Probe & static reflection mapper position for all layouts. - Improved default weather presets. - Removed overwhelming amount roadside flowers. Quote Link to comment Share on other sites More sharing options...
andre Posted August 30, 2022 Report Share Posted August 30, 2022 Version 1.08 - Add a new 4.5km drag strip layout with two lane grids and working AI: Buonfornello Straight : starts from "SS 113 - 202" to "SS 113 - 206" - Fixed a timing issue where AI laptime would not count during none race session in 72km layout. - Removed collision surface & wall near the end of each point to point layout, which teleports AI back to pit at lap end. - Removed unused collision walls. Quote Link to comment Share on other sites More sharing options...
andre Posted September 3, 2022 Report Share Posted September 3, 2022 Version 1.09 - Added a new full-length layout "Targa Florio 1967 Summer", with all dry grass field as frequently requested. Over a hundred textures has been adjusted to fit the new summer theme. - No more generic flowers from summer layout. Quote Link to comment Share on other sites More sharing options...
andre Posted September 23, 2022 Report Share Posted September 23, 2022 Version 1.10 - New Ultra-Smooth AI Waypoints fully reworked by DJCruicky for 72km layouts & all rally stages. BIG THANKS to DJCruicky for his great contribution & hard work! - Adjusted AI drop off location for rally stage 3, stage 4, and drag strip. - Fixed AI DQ issue with drag strip. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.