TheGreenGenie Posted August 15, 2007 Report Posted August 15, 2007 Just been messing about trying some track modelling and thought i'd try a fantasy shale circuit (a few early screenshots below). My question is has anyone got any idea on poly limits for tracks. Cheers TGG [attachmentid=18460] [attachmentid=18461] [attachmentid=18462]
splinter Posted August 15, 2007 Report Posted August 15, 2007 ...as little as possible I have sent a PM
Nick M48 Posted August 15, 2007 Report Posted August 15, 2007 (edited) Looking good, keep up the good work. Poly limits for rFactor are simply huge if things are done correctly, LOD's etc. Half a million polys is possible for big circuits but you shouldn't need or use anywhere near that amount for a short oval track. As Splinter says, use as few as possible, just because you can use the a set amount doesn't mean you should, always optimise. Edited August 15, 2007 by Nick M48
freew67 Posted August 15, 2007 Report Posted August 15, 2007 The track surface at Birm is only 230 polys, just the track. At Sexbierum, the track, pits, infield (minus birms and mounds), and edges around track are a little over 3000 polys. You can have great detail, with not a huge amount of polys. Have to remember on shorties, you draw everything often, and fast. What poly count is your track? Track looks very good, great start!
AndyG Posted August 16, 2007 Report Posted August 16, 2007 (edited) Think next gen There's nothing worse imo than a track with lovely track detail and textures, but which has blocky corners where you can see the individual polys, instead of a nice smooth curve. In the grand scheme of things it' a pointless compromise to make, especially with today's graphics cards which can push huge numbers of polys. The material, shader and texture settings have far more of an effect. Just my opinion of course. Nice work on the track so far! Edited August 16, 2007 by AndyG
TheGreenGenie Posted August 16, 2007 Author Report Posted August 16, 2007 Is it ready yet when can we download? OMG gimme chance, I only started yesterday and i'm just trying to learn what to do hahaha
wrighty496 Posted August 16, 2007 Report Posted August 16, 2007 OMG gimme chance, I only started yesterday and i'm just trying to learn what to do hahaha lol you and me both m8 , track looks a good base......further info on trackmaking hints and tips (poly counts for track sections are useful, poly counts for scenery etc etc) would be greatly appreciated
splinter Posted August 16, 2007 Report Posted August 16, 2007 Is it ready yet when can we download? OMG gimme chance, I only started yesterday and i'm just trying to learn what to do hahaha hehe, sorry, but someone always asks a stupid question like that. The basic track looks very good so far.
The London Allstar Posted August 16, 2007 Report Posted August 16, 2007 Track looks great, from the screenshot its looks as if one bend is tighter and narrower than the other, thats will privde cracing racing as aldershot on heat has shown us!
MarcG Posted August 17, 2007 Report Posted August 17, 2007 Looks good so far, can we have a clockwise paved version once completed?
Guest kempy475 Posted August 17, 2007 Report Posted August 17, 2007 where is brum and tht i wanna download it but cannot find it anywhere and is there any other tracks i should be lookin for lol part from tht the game is so gooood
Haadee#525 Posted August 17, 2007 Report Posted August 17, 2007 im not pushing u or something,but if i would try it,i would have done a RL track. I u succeed with it u created an epic track.Like warneton
Hutch#331 Posted August 17, 2007 Report Posted August 17, 2007 looks cracking mate, are there any tracks simler to the one you've made
splinter Posted August 17, 2007 Report Posted August 17, 2007 (edited) No there isn't really at the moment Hutch. They're all bigger, based on the US sized tracks, etc click here: http://www.rfactorcentral.com/list.cfm?cat=Tracks On that page move "All Tracks" tab to "Dirt Ovals" and click GO. You will see the one's you can download. There's 5 or 6. Kiwi Speedway's alrite though lol (if only the straights weren't so long) Edited August 17, 2007 by splinter
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