OK guys, want to have some REAL fun?
Sebring International Raceway V1.1
I have busted my butt on this track (as David can tell you how different it is from the original conversion)...here's a summary, and not everything, that I have done to this track since getting permission:
- Changed ambient and specular color hues
- Increased frame rates by changing shadow values (as you had already mentioned). The key is to keep the shadow values to a minimum unless it's a bridge that you're driving under or a large object or group of objects that the shadows will be seen from in car...not that I have all of that figured out yet!
- Added lights for night racing
- Reduced the trees to match the existing track (sorry, I know you added a bunch of very nice trees, but was working on realism..)
- Started working on new textures for the track racing surface and walls, and have added specular and bump mapping to all surfaces
- Changed the main folder name to Sebring, and created a Sebring1993 sub folder with your current textures and logos, and created a Sebring2006 which will have current day logos and be set a the 12hour race
- Created a track loading screen with photos from the 1993 race
- Added more starting lights to the grid, and relocated the glow to the lights so they now work at the start of a race
- Worked on the AIW file to include starting spots on the grid for 60 cars. The garage positions still need work however, and I will get to that, as well as the values for the AI cars leaving the paddock and entering pit lane (they seem to wreck all the time!)
- I have altered a value in the AIW file to make the "racing groove" show up darker on the lighter colored pavement to look more realistic.
What's left...
- More texture updates for 1993
- Creating a 2006 version of the track with all new textures and setup with the schedule for the 12 Hours of Sebring.
As usual, your comments are most welcome...and I hope everyone enjoys it!! I love this track!!!




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