rFactor 2 Lime Rock Park V2.0 Released
Image Space Incorporated released an extensive update of their Lime Rock Park track for rFactor2. The initial idea was to implement the latest RealRoad technology and terrain shaders. Then things got out of hand in a good way. The development team ended up with a full blown V2.0 release.
The update fixes number of issues and lost objects are now optimized for a better performance. The Development team put a lot of effort in rebalancing the artwork to improve the detail and consistency of the track visuals. For all update info you can check out the Changelog below.
CHANGELOG (v1.43 -> v2.0)
NEW BITS
- Updated roads, curbs and concrete to use Real Road Shader
- Replaced trackside vehicles with more detailed ones
- Replaced all sector timing lines
- Redone all verges and fixed the most important mapping glitches
- Redone groove mapping
- Set new static reflection map position
- Filled hills with more treelines
- Applied new terrain shader and re-blended terrain
- Applied vertex-based terrain shading (Radiosity + manual tweaking)
- Added billboard weeds on terrain embankments
- Added collision object for vehicles (hit at own risk)
- Added crude –but effective– concrete wall to close off infield terrain gap
- Added (lightweight) RC Layout
- Increased number of pit spots
- Included Test Team RealRoad Preset Pack
FIXES
- Fixed black faces on pit, paddock, Skip Barber and outer buildings
- Fixed vegetation Vertex Alpha
- Fixed crowd Vertex Alpha
- Fixed unusually odd glitches on building glass
- Fixed glowing marshals
- Fixed hard seams at treeline edges
- Fixed oil waste bin normal map
- Fixed curb mapping
- Fixed seam in curb mapping
- Fixed tree mapping
- Fixed gaps at T1, Podium and Paddock terrain
- Fixed smoothing issues on some trackside objects
- Fixed tyrewall popups
- Fixed vegetation popups
- Fixed tyre collision detection
- Fixed building collision detection
- Fixed floating crowd due to missing buildings on lower detail
Fixed outstanding shadow popups - Fixed some texture saturation
- Fixed Paddock stripes to line up with pit building
- Fixed Paddock cones to line up with pit building
- Attempted to reduce tree transparency issue
IMPROVEMENTS AND ENHANCEMENTS
- Improved movable objects reaction
- Improved crowd material
- Improved pit building normal maps
- Improved outhouse normal and specular maps
- Improved vegetation materials and textures
- Improved and optimized glass materials
- Improved road and terrain texture sets
- Improved painted stripes
- Improved armco normal map
- Improved vegetation randomness through vertex shading
- Added bump/spec maps for fence-mounted ivy
- Added key terrain reflections
- Moved fire truck to narrow the incorrect pit exit shortcut
- Reduced aliasing on Barriers and Tyres
- Reduced aliasing on Terrain
- Reduced aliasing on Vegetation
- Reduced aliasing on Buildings
- Reduced aliasing on Structures
- Tweaked fog
OPTIMIZATION
- Optimized roads, curbs and terrain for smoother performance
- Optimized road and verge decals for smoother performance
- Optimized armco for smoother and better performance
- Optimized fences for smoother performance
- Optimized tyres for smoother and better performance
- Optimized buildings for smoother performance
- Optimized structures for smoother performance
- Optimized small props for smoother performance
- Optimized vegetation for smoother performance
- Optimized crowds for smoother performance
- Optimized vehicles for smoother performance
- Optimized wet surface reflections
- Optimized environment reflection on carbody
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