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Gp tracks rfactor 23/28/2024 ![]() I have no idea on how to handle GP4 Builder and probably that Kyalami won't see the light of the day, but the fact that I'm starting with GP4 Builder with something that doesn't make me feel absolutely lost straightens a lot the learning curve of the program, and in my humble opinion this is something that should not be misregarded.Įdited 2 time(s). The real work (which is enourmous) consists exclusively in building the dat file, which must be adjusted to the 3D objects' heights variations, bankings and the different surfaces on the track, and that's (I mean, on the physics side) were the quality of a GP4 track lies. Moreover, with the new GP4 ability to read texture names from 3ds files, there is very little (if any) work to do with the graphical part of the track. Yesterday I started to mess with Kyalami from TRD2, and as far as I know, when converting a track one starts with the whole graphical stuff already done. ![]() I can see some romanticism on the point you are making, and I absolutely admire your outstanding tracks, but I still can't see why converted tracks are so bad. I don't really understand what's wrong with track conversions. > an unending issue, but I´d like to say my > opinion) track-making tool for racing simulator > I´d like to see more people trying to handle > I´ve not speak about these issues too much, but > they are going to be just as in original > looking, but convert them to GP4 doesn´t mean > Tracks in GTR may work well, and are really good > from another game, its behaviour will be One must understand the once you convert a track
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