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  Click here to go to the first staff post in this thread.   Thread: rFactor 2 WIP Screenshots

  1. #21
    Sam Moss's Avatar
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    Quote Originally Posted by Scott Juliano View Post
    One of my favorite props :P When you gotta go, you gotta go...
    But they are realistic portaloos are common to be behind Most marshals posts here..

    One the 2nd screen shot in sequence the orange/yellow advert looks partially lit.. Is this just a material not having shadows cast on it or actually set to be lit? If the latter that's pretty cool and wasn't around in rf1..
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  2. #22
    That's it! We need grass color variation based on in-game rainfall. :P

  3. #23
    It looks really nice thanks for the screens!

  4. #24
    Quote Originally Posted by Scott Juliano View Post
    Let's see how long it takes for someone to find the revelation in screen2.jpg (third in the sequence [weird]) :P
    The are marshalls, one with a green flag on the right!
    Sorry for my English!
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  5. #25
    Quote Originally Posted by Scott Juliano View Post
    Just a VERY simple example of the new animation system. Instead of flying in circles you can now animate planes and helicopters to fly along paths.

    Let's see how long it takes for someone to find the revelation in screen2.jpg (third in the sequence [weird]) :P

    Oh lordy I can imagine a helicopter chasing the leading pack over the top of the mountain at Bathurst.....Awesome!

  6.   Click here to go to the next staff post in this thread.   #26
    Quote Originally Posted by Javibeza View Post
    The are marshalls, one with a green flag on the right!
    Probably Although I guess I need to feed them some more :P
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  7. #27

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    Is it the 'tank barrel' on the right?

    I don't see any marshall BTW.

    Edit: I was looking at the wrong picture
    Last edited by Lenniepen; 10-07-10 at 03:33 AM.

  8. #28
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    Grass is green, sometimes darker but not with yellow touch like in the screen preview.

    http://www.flickr.com/photos/alyazizi/4336659259/
    http://www.flickr.com/photos/alyazizi/4336666957/
    http://www.flickr.com/photos/hazrin/3622882254/
    http://www.flickr.com/photos/alyazizi/4408524772/
    http://www.flickr.com/photos/razuryza/2359608356/
    http://www.flickr.com/photos/francisg/3427968322/#/

    I like to see in rF 2 such a sky as in the last screen.
    I hope we will have differents skies for the same weather conditions.
    Last edited by shum94; 10-07-10 at 03:33 AM.

  9. #29
    Spacekid's Avatar
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    Thx for the new wip shots.
    "rFactor - Simulation for the Soul!"

  10. #30
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    The transparent roof of the grandstands looks very nice.

  11. #31

  12. #32
    Flaux's Avatar
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    I also like the transparent roof and the marshals... and the 3d?-Crowd?

  13. #33
    FONismo's Avatar
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    Looking good although not as stunning as the last shots. Remember people these are WIP an we banged on for so long about getting nothing and when we do all peeps can do is pick at things. I take these how they are intended and that is WIP.

    Cheers Scott/Tim and ISI
    Last edited by FONismo; 10-07-10 at 06:10 AM.

  14. #34
    FONismo's Avatar
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    Also, those first 2 while they don't look that much better, if i was to run RF1 on low detail settings it would not look like they do, so there is an obvious improvment there.
    Last edited by FONismo; 10-07-10 at 06:10 AM.

  15. #35
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    This looks great! I like the look of the track alot and im looking forward to driving the panoz just to compare rf1 with rf2, and yeah i spot a corvette there too

  16. #36
    Hmm, is that one of these "Track-Status Light" on the third picture under/behind the, i guess, 50m sign?
    At least it seams that there is something green which does not look like a green flag

    ...or maybe i just always drove the wrong tracks in rF1

  17. #37

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    Quote Originally Posted by raven View Post
    Hmm, is that one of these "Track-Status Light" on the third picture under/behind the, i guess, 50m sign?
    At least it seams that there is something green which does not look like a green flag

    ...or maybe i just always drove the wrong tracks in rF1
    Nice find!
    It could also be a pit-lane light, because the pit-lane entry is around the corner, but I hope it is a Formula1-like system for yellow/blue/green/red flags.

  18. #38
    Quote Originally Posted by Scott Juliano View Post
    Just a VERY simple example of the new animation system. Instead of flying in circles you can now animate planes and helicopters to fly along paths.
    Very very nice, glad to see this implemented
    Are you able to disclose any info on it? Like how does the engine handle it? have you found a limit on how many points or how many moving objects you can have? and I presume there is an option to turn it off for serious league races?

    Cheers

  19. #39
    6e66o's Avatar
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    Nice WIP shots,
    I always liked Sepang

    Quote Originally Posted by mianiak View Post
    have you found a limit on how many points or how many moving objects you can have?
    Cheers
    Good question,
    iŽd love to have animated street traffic following a path of, lets say, a 70 km track in Sicily
    http://simscreens.blogspot.com/2010/...ctice-day.html
    One can dream...

  20. #40
    Sorry for a bit off-topic, but it is WIP-related (an improvement opportunity for RF2).

    What do you think of these trees?



    One of biggest problems with billboard trees is that they do not have any real shape (just a square), so you can't apply lighting to them.

    But you can use cheap tricks instead.

    In picture above, I've replaced L2DIFFUSET0 shader in tree material with my own that does this:
    1. Check if we are looking at the bright side of tree or the dark one - dot(eyeVec.xz, lightVec.xz)
    2. The more we are looking against the sun, the more I darken the tree, since it's the darker side
    3. Perform a very simple blur on alpha channel by sampling at 5 nearby texels - blurred alpha will let the shader know how far from three edge is current pixel
    4. Lit all pixels near edges with intense green color Scale this effect by sun proximity and texture's y coordinate (more intense at top of trees, and less ad bottom)

    And that's it.

    For better results, artist should create a copy of tree texture with blured alpha instead of this blur being performed by the shader. This would allow for artist control over the effect.

    Also, having tangent and binormal vectors one could add litting trees from one side when sun is on the left or right side of the screen.

    With this simple trick you can add 3D-feel to a flat tree.

    Damn, I should patent it

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