

- #Rfactor 2 nascar mod mod#
- #Rfactor 2 nascar mod trial#
- #Rfactor 2 nascar mod series#
- #Rfactor 2 nascar mod windows#
– Removed 24 hour spectators and tents from Tourist layouts. – For Tourist layouts saved as much resources as possible by removing many GP track objects not seen from Tourist track. – Added back both Summer and Autumn Tourist layouts. – Spaced out ‘Fast rolling start’ grid for 24H layout. – Removed, changed or added some Ad banners. Gives the track a somewhat track day feel about it. Even less in practice session almost none. Reviewed many videos of VLN races found there are not that many spectators in the GP part compared to the 24hour event. – Thinned out spectators on the GP part of track. Removed many objects West side of track that are not seen. – Added few more night flares to GP track – Added track side Marshals back in for VLN new parts. – Added flashes of orange colour to ends of them like videos I saw on YouTube.

– Fixed Tyre barriers in Mercedes area, some were floating above track showing gaps. – Added brake markers into correct places to suit new VLN corners. – Added Cones in all the right places for new layout. I also used some objects from Mianiak’s Nuerburg DTM layout for VLN, so this was quiet easy. A lot of the work was already done in our previous version but temporally disabled until now. – Made tyre barriers and fencing all correct to match new VLN layout. New Layout VLN, using Toschs Autumn coloured trees. – Real road preset (medium_rubber) for each layout – New VLN loading screens + spinner pics. Rotated the multi-, spec- and bump-map by 90 degrees. – Made some more shadow casters for both GP track and Nords. – Extensive changes to Forest cover texturing, alpha blending. – Modified the terrain at bridges antoniusbuche, aremburg – Made further colour adjustments to Autumn coloured trees. – Modified tree textures, especially spec maps. – Removed negative lod bias of some fences (less flickering from the specular reflection). – New material settings for fuelling rigs + tweaked texture

No more issues with too bright cockpit views and reflection maps. Modified some settings with very low direct and ambient light to compensate very high auto exposure. I removed the “shadow caster” setting in the scn file from the skyboxi (panorama) and under-shadow instance (both huge objects) and the shadow “precision” was back to normal. There was a gap of 20-30 cm (with low sun elevation) and it looked like the object hovers above the ground. We had problems where the shadows didn’t start at the base of the guardrail especially in cockpit view.
#Rfactor 2 nascar mod trial#
After lot of trial and error found way to have both work at same time. The problem is that the live cube map is much brighter than the default map. Before we had to disable them from Mianiak’s GP track as they were conflicting with the Cube-maps on the main Nords track.
#Rfactor 2 nascar mod windows#
– Re-enabled the reflection mapper for glass windows for GP buildings. Tested a lot of cars and most of them make the lap without a crash. Adjusted the corridors and some slow down points (under the bridge at tourist start for instance). Pit extension, left right path, fast path, and block path. In this thread we will share for you some renders, pics and videos of our work.– New VLN layout AIW file. Liveries: Otávio "Kesk" de Barros, Fabiano Tomaz Do Nascimento
#Rfactor 2 nascar mod mod#
Also we're proud to work with original author of S397's StockCar mod Mike Schreiner! Mike will make physics for us to bring this cars as much close to reality as possible! This mod will include all the latest rF2 features like PBR tire and body shaders, rain effects, tire model and new UI icons.
#Rfactor 2 nascar mod series#
My name is Nick and we with my team working on NASCAR Truck Series mod for rFactor 2! All 3 cars will be scratch-made with unique exteriors and interiors, complete pack will have all liveries from 2020 season.
