mad_dog 1,144 Posted August 22, 2016 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted September 11, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted September 15, 2020 Report post 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 Share this post Link to post Share on other sites
spyder 947 Posted September 17, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted November 27, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted December 14, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted December 18, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted December 28, 2020 Report post Posted December 28, 2020 Αυτό δικό μας δεν είναι; Quote Share this post Link to post Share on other sites
andre 927 Posted December 30, 2020 Report post 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 Share this post Link to post Share on other sites
andre 927 Posted January 8 Report post Posted January 8 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 Share this post Link to post Share on other sites
andre 927 Posted January 13 Report post Posted January 13 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 Share this post Link to post Share on other sites
andre 927 Posted January 15 Report post Posted January 15 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 Share this post Link to post Share on other sites
andre 927 Posted January 17 Report post Posted January 17 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 Share this post Link to post Share on other sites
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.