2014 Motosport rF National Rd06: Redbud

Post your tracks here
Forum rules
If your topic doesn't contain a track link, this is the wrong place to post it.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2014 Motosport rF National Rd06: Redbud

Post by barrington314 »

August, I am just curious, in your opinion what national where you able to see the best on so far this year? There were different processes done on each so far I do believe.
KTM57
Posts: 13847
Joined: Wed Jul 07, 2010 2:42 am
Location: TX
Contact:

Re: 2014 Motosport rF National Rd06: Redbud

Post by KTM57 »

Thunder Valley.

Doing laps on a few tracks, I've noticed that the ones you've made or contributed to tend to have pretty weak shading. Is it maybe a go-to lighting setting you use? Lack of shaders? Thunder Valley has pretty strong lighting and shaders.
This is a block of text that can be added to posts you make. There is a 255 character limit.
damon99
Posts: 1254
Joined: Sat Mar 16, 2013 5:21 pm
Team: MXSG
Location: Indiana

Re: 2014 Motosport rF National Rd06: Redbud

Post by damon99 »

YzJarne_196 wrote:Only thing that bothers me is that the "scrub jump" and finish line table are so underscaled
You do realize that the finish line table IRL is like twice as small right?
Image
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2014 Motosport rF National Rd06: Redbud

Post by barrington314 »

KTM57 wrote:Thunder Valley.

Doing laps on a few tracks, I've noticed that the ones you've made or contributed to tend to have pretty weak shading. Is it maybe a go-to lighting setting you use? Lack of shaders? Thunder Valley has pretty strong lighting and shaders.
Haha. This is interesting. I probably have the hardest time seeing on Thundervalley. As for the lighting on Redbud, I used the same file from last year. Any other track Ive done I believe I used the lighting from Millville. I really do want this to be right. But its hard because SMR and I have no problems seeing the stuff, obviously, or it would make it quite difficult to even build/make anything.
bdownen323
Posts: 2949
Joined: Mon Nov 28, 2011 11:00 pm

Re: 2014 Motosport rF National Rd06: Redbud

Post by bdownen323 »

damon99 wrote:
YzJarne_196 wrote:Only thing that bothers me is that the "scrub jump" and finish line table are so underscaled
You do realize that the finish line table IRL is like twice as small right?
Finish line is fine. IMO the run up to T3 (after the whoops) is too long and the face of T2 (the scrub jump) is too ramped out. Just my $.02
KTM57
Posts: 13847
Joined: Wed Jul 07, 2010 2:42 am
Location: TX
Contact:

Re: 2014 Motosport rF National Rd06: Redbud

Post by KTM57 »

barrington314 wrote:Haha. This is interesting. I probably have the hardest time seeing on Thundervalley. As for the lighting on Redbud, I used the same file from last year. Any other track Ive done I believe I used the lighting from Millville. I really do want this to be right. But its hard because SMR and I have no problems seeing the stuff, obviously, or it would make it quite difficult to even build/make anything.
Hmm. I personally can see bumps most clearly on Thunder Valley when riding up to them. I rode Glen Helen, Hangtown, Thunder Valley, and Red Bud back to back.
This is a block of text that can be added to posts you make. There is a 255 character limit.
SMR 510RR
Posts: 2526
Joined: Sun Apr 08, 2012 6:36 am
Team: Privateer

Re: 2014 Motosport rF National Rd06: Redbud

Post by SMR 510RR »

August I appreciate the feedback, we know that it has been an issue so we did try to make adjustments to the overlay that made it 10x better from when we started. I think that if you look at Glen Helen vs. Redbud you can agree that is better, the bumps on GH were very hard to see.

We can try some different lighting setups to see if we cant get the bumps to show up better for everyone. I just want to remind everyone that these tracks come together the day of release, we don't have extra time that we are pissing away so we try our best to get the best track we can out for everyone. That said hopefully some tinkering with the lighting file will improve the shading and make everyone happy. I think most people have been positive this season with a few people that seem to hate everything and I think it is refreshing since last year it seemed like everyone hated everything haha.
KTM57
Posts: 13847
Joined: Wed Jul 07, 2010 2:42 am
Location: TX
Contact:

Re: 2014 Motosport rF National Rd06: Redbud

Post by KTM57 »

Red Bud is definitely an improvement over Glen Helen, and it's geat to know that you're receiving the feedback.

Would the positioning of the light source maybe have an effect on visibility of shadows? I'd think that a 12 o'clock noon sun would make things seem washed out since it would be evenly shining on both sides of a bump.
This is a block of text that can be added to posts you make. There is a 255 character limit.
barrington314
Posts: 6614
Joined: Fri Feb 18, 2011 6:03 pm
Team: me
Location: Charleston, SC

Re: 2014 Motosport rF National Rd06: Redbud

Post by barrington314 »

It could August. IDK enough about it.
Here are some different ones that were used so far this year. (redbud and millville are the same as last year, just referencing correct folder.)

Code: Select all

sun_vector [ 0 0.5373 0.8434]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-env.png
dynamic_lighting 1

sun_vector [ -1.0 0.83 0.871557 ]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-env.png
dynamic_lighting 1

sun_vector [ -1.0 1.0 0.7 ]
sun_color [ 1.00 1.00 0.80 ]
ambient [ 0.50 0.50 0.75 ]
sky_n @2014.motosport.rf.national.rd06.redbud/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd06.redbud/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd06.redbud/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd06.redbud/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd06.redbud/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd06.redbud/skybox/sky-env.png
flare_element [ 0.0 1.0 ] [ 0.5 0.5 0.5 ] 0.75 @glare.png
flare_element [ 0.0 -0.0 ] [ 0.0 0.0 0.125 ] 0.5 @glare.png
flare_element [ 0.0 -0.25 ] [ 0.0 0.125 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.5 ] [ 0.125 0.0 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.9 ] [ 0.0 0.0 0.0625 ] 0.4 @ring.png
flare_element [ 0.0 -0.95 ] [ 0.0 0.0625 0.0 ] 0.5 @ring.png
flare_element [ 0.0 -1.0 ] [ 0.0625 0.0 0.0 ] 0.6 @ring.png
flare_vector [ 1.0 1.414 1.0 ]
fog [ .615686 .643137 .666666 ] .00007
dynamic_lighting 1

sun_vector [ 0 0.5373 0.8434]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd08.millville/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd08.millville/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd08.millville/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd08.millville/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd08.millville/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd08.millville/skybox/sky-env.png
flare_element [ 0.0 1.0 ] [ 0.5 0.5 0.5 ] 0.75 @glare.png
flare_element [ 0.0 -0.0 ] [ 0.0 0.0 0.125 ] 0.5 @glare.png
flare_element [ 0.0 -0.25 ] [ 0.0 0.125 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.5 ] [ 0.125 0.0 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.9 ] [ 0.0 0.0 0.0625 ] 0.4 @ring.png
flare_element [ 0.0 -0.95 ] [ 0.0 0.0625 0.0 ] 0.5 @ring.png
flare_element [ 0.0 -1.0 ] [ 0.0625 0.0 0.0 ] 0.6 @ring.png
flare_vector [ 0 0.5373 0.8434]
fog [ 0 .48 .58 ] .0001

Scotty226
Posts: 2225
Joined: Wed Feb 29, 2012 7:28 am
Team: Crisp Graphics
Location: Sydney

Re: 2014 Motosport rF National Rd06: Redbud

Post by Scotty226 »

I can see all the ruts and bumps easy as while riding on every national this year. I can't see how you can't see the bumps lmfao they're probably harder to see irl
Image
0 | 1 | 0 | 4
2014 Loretta Lynns 250 Pro Sport 2nd
stocksy129
Posts: 1582
Joined: Thu Nov 06, 2008 8:21 am
Location: Australia, VIC

Re: 2014 Motosport rF National Rd06: Redbud

Post by stocksy129 »

#Graphics all on 0 lowest res no shaders

My track doesn't even have bumps when i'm looking at it, just yolo swag the dirt scooter and remember roughly what happened the lap before and wing it :lol:

I don't mind the track at all, haven't noticed an issue with timing gates either, good job.
SMR 510RR
Posts: 2526
Joined: Sun Apr 08, 2012 6:36 am
Team: Privateer

Re: 2014 Motosport rF National Rd06: Redbud

Post by SMR 510RR »

barrington314 wrote:It could August. IDK enough about it.
Here are some different ones that were used so far this year. (redbud and millville are the same as last year, just referencing correct folder.)

Code: Select all

sun_vector [ 0 0.5373 0.8434]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd01.glenhelen/skybox/sky-env.png
dynamic_lighting 1

sun_vector [ -1.0 0.83 0.871557 ]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd03.thundervalley/skybox/sky-env.png
dynamic_lighting 1

sun_vector [ -1.0 1.0 0.7 ]
sun_color [ 1.00 1.00 0.80 ]
ambient [ 0.50 0.50 0.75 ]
sky_n @2014.motosport.rf.national.rd06.redbud/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd06.redbud/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd06.redbud/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd06.redbud/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd06.redbud/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd06.redbud/skybox/sky-env.png
flare_element [ 0.0 1.0 ] [ 0.5 0.5 0.5 ] 0.75 @glare.png
flare_element [ 0.0 -0.0 ] [ 0.0 0.0 0.125 ] 0.5 @glare.png
flare_element [ 0.0 -0.25 ] [ 0.0 0.125 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.5 ] [ 0.125 0.0 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.9 ] [ 0.0 0.0 0.0625 ] 0.4 @ring.png
flare_element [ 0.0 -0.95 ] [ 0.0 0.0625 0.0 ] 0.5 @ring.png
flare_element [ 0.0 -1.0 ] [ 0.0625 0.0 0.0 ] 0.6 @ring.png
flare_vector [ 1.0 1.414 1.0 ]
fog [ .615686 .643137 .666666 ] .00007
dynamic_lighting 1

sun_vector [ 0 0.5373 0.8434]
sun_color [ 1.00 1.00 0.9 ]
ambient [ 0.34 0.345 0.365 ]
sky_n @2014.motosport.rf.national.rd08.millville/skybox/sky-n.png
sky_e @2014.motosport.rf.national.rd08.millville/skybox/sky-e.png
sky_s @2014.motosport.rf.national.rd08.millville/skybox/sky-s.png
sky_w @2014.motosport.rf.national.rd08.millville/skybox/sky-w.png
sky_u @2014.motosport.rf.national.rd08.millville/skybox/sky-u.png
sky_env @2014.motosport.rf.national.rd08.millville/skybox/sky-env.png
flare_element [ 0.0 1.0 ] [ 0.5 0.5 0.5 ] 0.75 @glare.png
flare_element [ 0.0 -0.0 ] [ 0.0 0.0 0.125 ] 0.5 @glare.png
flare_element [ 0.0 -0.25 ] [ 0.0 0.125 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.5 ] [ 0.125 0.0 0.0 ] 0.5 @glare.png
flare_element [ 0.0 -0.9 ] [ 0.0 0.0 0.0625 ] 0.4 @ring.png
flare_element [ 0.0 -0.95 ] [ 0.0 0.0625 0.0 ] 0.5 @ring.png
flare_element [ 0.0 -1.0 ] [ 0.0625 0.0 0.0 ] 0.6 @ring.png
flare_vector [ 0 0.5373 0.8434]
fog [ 0 .48 .58 ] .0001

We should try reducing the values for the ambient, that should make the sun "brighter" in relation to general sky lighting and hopefully the shading will get more "contrasty". Moving the sun vector may help be we are kinda limited to angles that at least look similar to the skyboxes available. Its odd though it looks like GH is lower than the others if I am reading the vector correctly and that doesn't make sense with the theory that lowering it would help. Maybe it is too low IDK but we can test it.
checkerz
Posts: 8787
Joined: Tue Apr 22, 2008 4:23 am
Team: RaGe Factory

Re: 2014 Motosport rF National Rd06: Redbud

Post by checkerz »

I'm pretty sure I used Millville lighting on Thunder Valley lol. I did mess with the shading and incorporate it into the overlay decal with extra strength. Dirt color likely has a lot to do with it too?
SMR 510RR
Posts: 2526
Joined: Sun Apr 08, 2012 6:36 am
Team: Privateer

Re: 2014 Motosport rF National Rd06: Redbud

Post by SMR 510RR »

checkerz wrote:I did mess with the shading and incorporate it into the overlay decal with extra strength. Dirt color likely has a lot to do with it too?
Maybe that is the difference. For this overlay we saved a smooth copy of the terrain and then in PS I put that over the rough one and set it to difference. I merged them and used that as a mask to get the lighter color on the tips of the bumps and ruts. Before we did that you couldn't see anything, I was just getting thrown around by bumps that came out of nowhere. When you say messed with it do you mean adjusted the curves to get more contrast into it?

I think that lighter color on the bumps really shows when they are off in the distance but for whatever reason there is a spot about 25' away that it doesn't show up as well anymore and that is when you need to be able to see them haha.
KTM57
Posts: 13847
Joined: Wed Jul 07, 2010 2:42 am
Location: TX
Contact:

Re: 2014 Motosport rF National Rd06: Redbud

Post by KTM57 »

I think you need to be making shadows darker rather than adding light areas to the tops of jumps. Frosted tips don't seem to do much of anything as far as visibility when moving goes.
This is a block of text that can be added to posts you make. There is a 255 character limit.
Post Reply