Melbourne 2012 - beta by F1virtual Team RELEASED

Posted by gildoorf 
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 16, 2013 10:39AM
Posted by: Lo2k
It would be quite long to explain everything so I rather thought about a tutorial on this as everyone is not friend with shadow projections :)
But I can't say if and when I will be able to create it anyway...

Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 16, 2013 12:59PM
Posted by: kedy89
Really awesome work, thank you very much guys! :)




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Lo2k schrieb:
-------------------------------------------------------
> It would be quite long to explain everything so I
> rather thought about a tutorial on this as
> everyone is not friend with shadow projections :)
>
> But I can't say if and when I will be able to
> create it anyway...

I think a tutorial about shadows would be great (Y).
Awesome thanks
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 16, 2013 10:47PM
Posted by: gezere
Fantastic track guys (Y) I love it!!





But please re-scale these oversized Mutant...;)



wonderful track and that is still a BETA! imagine if it was not.

out of curiosity ... this feature(s) can be implemented in any track or this was specifically made ​​from scratch?

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RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 09:08AM
Posted by: tojepo
very high quality (Y), the kerbs are beautiful
thank you !
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 09:09AM
Posted by: Lo2k
which feature(s) ?
There's nothing particuliar with this track, just a lot of hand made job...

Indeed, some ideas were used for the first time with this track (afaik) to enhance shadows and lighting, but these can be done to any track with existing tools.





Edited 2 time(s). Last edit at 03/17/2013 04:53PM by Lo2k.
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 09:14AM
Posted by: gildoorf
@TomMK: there´s somewhat a tutorial HERE

@Celso: I can´t make a point around your request...


Next weekend: Sepang 2012 beta. Stay tuned.

Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 09:25AM
Posted by: vesuvius
gildoorf Wrote:
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> @TomMK: there´s somewhat a tutorial HERE
>
> @Celso: I can´t make a point around your
> request...
>
>
> Next weekend: Sepang 2012 beta. Stay tuned.


Great news Gildoorf, looking forward to that :) I cant just get enough of this melbourne track, it's amazing work!
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 10:09AM
Posted by: TomMK
hmm AutoCAD, I will have to look into this.

And a tutorial on those shadows would be very welcome, we need to know how this magic is done!

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Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
@Lo2k & Gildoorf

yes I saw the effects of light and shadow is very different but not only that, everything on this track is unbelievable (depth, spaces & etc ...), the sensation is of being immersed in the environment ;-)

then it was because of this that I asked the question could be added to the material that already exists.

----signature--------------------------------------------------------

RELEASE => Physics (under FIA Technical Regulations)
MagicDatas? Setups? Pit Stop Strategies? Track Specific Performances? Up2Date GP?
Power Torque Curve? Where's this stuff? All download is available at ..
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 05:42PM
Posted by: gezere
I am in love with this track....;) Just magic





Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 05:45PM
Posted by: BobT
Great Job. But with not very big works like update of banners and the visors it would be " much less " Beta and more "real". Congratulations.
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 05:52PM
Posted by: Lo2k
@BobT : The Devil is in details and there's always more to add... A lot of work was done, but not all the work... hence the beta status. But at least you have the track to play with :)

I started the tutorial on RealGPx, so far I started with the very first point : Sun Direction. More to come asap...

Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 17, 2013 11:06PM
Posted by: Soutsen
Thanx for tutor, Laurent!

And I have wondered too why the track has beta status. Probably this happened because the authors have not added birds and gulls beside the track. ;)
Everything else looks just perfectly and very close to real life imo. (Y)
F1Virtual the best as ever!

___________________________________________________________________________
For a list of EVERY download for GP4, look here:[docs.google.com]



Edited 1 time(s). Last edit at 03/17/2013 11:15PM by Soutsen.
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 18, 2013 09:50AM
Posted by: xandy
one comment on sun position and car shadows
perhaps I'm the only one but I have weird (projected) car shadows

for the last years the Melbourne race starts much later in the day than in 2007 (the year for which TTM did his great track)
so the sun is lower in the sky and has a different position - which result in longer shadows with different directions on the track
TTM's track has great shadows too but they are no longer realistic

newer carshapes are considerably larger than the original GP4 shape
this can result in artifacts if projected car shadows are used

one way to remedy this can be to increase the size of the shadow:
512 ; Size in texels for projected shadows under each car
512 ; Size in texels for blurred projected shadows under each car

are the lines I use in f1graphics.ini and for most tracks it's working

now with the fantastic Melbourne 2012 the sun is set very low in the sky
x=.8 / y=-.1 / z=-.5 is the setting in the *.gp4 (sunlight)

last year I was contemplating to do new shadows for Melbourne and with the 2011 cars I came up with a sunposition of
x=.66 / y=-.01 / z=-.65
to get "realistic" shading and working car shadows

now the 2012/2013 cars are even larger (rear wing)
so I got the projected shadows working with a setting of
x=.66 / y=-.01 / z=-.71

what's the downside
dynamic shadow/lightning changes with the new setting:
- car shadows are shorter (but that was the aim of the exercise anyway)
- normals and track shading are slightly different
all hardcoded shadows (walls, trees etc) are not affected

I did some back-to-back comparisons and didn't saw a huge difference in the track lightning
personally I prefer nice car shadows ;)

if you have a better solution (except: don't use projected shadows ;)) please do share
Re: Melbourne 2012 - beta by F1virtual Team RELEASED
Date: March 18, 2013 11:00AM
Posted by: Lo2k
@Xandy : Interesting note. The first step of choosing the sun direction is there to be able to create (or help to create) all the track shadows to create the track mood.
But of course once it's done, if the sun position gives artifacts, you can freely change it to get a nice look with some custom carshapes. Track and car shadows are somewhat independent.





Edited 1 time(s). Last edit at 03/18/2013 11:01AM by Lo2k.
I like the bumps.. Felt it during breaking at 3-4 places.. If only we had such bumps at Interlagos.. (Y)



Edited 1 time(s). Last edit at 03/18/2013 11:12AM by hasbriale.
Awesome work! Thank you very much to Paulo, Gildoorf, Laurent and all involved! (Y)

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