apart from new interiors which they should be updated in the next patch, i'm absolutely a +1 for custom HUD right now i'm forced to use a custom view but inside the cockpit so to make the big indicators to show up
the texture i released are not dark, but "bright as the original" at the end i plan to release the final ones a bit darker (i'm one of those who like darker tarmac), about the dark tarmac i posted only 1 screenshot.
i'm glad that you like those textures, i'm working always without any AA/AF to be sure they look good despite of graphic card, i know there are some parts of tarmac not replaced (finish line and strarting grid) and also other things to be adjusted, it is just a quick and dirt release to give the sensation of what it would look like in action, my purpose is to end with a professional work, so then will be only a matter of taste
so don't worry, when i will release textures as final, they will be bug-free
cheers
PS i'm also confident that the base texture with tire marks effects (you cannot see them, they are only sublte low-freq shadows), can be considered quite final, but still i have to finalize the white lines, cracks and tarmac juncture, after all that i will make textures for all tracks
"not hard", but useless!!!!!! as soon the skin is loaded into memory to be visualized (unencrypted of course) then everyone can save it with tool like winhex or similar...of course, in less than one month there will surely be someone that write a tool the does it in a just click (for lazy robbers).
it's so bad that there are people that steal skins, but is also that bad that exist some big-ego guys that pretend the devs will develop a "starforce"-like engine to protect their crappy skins... you don't want to share? then don't upload it to lfsworld!
hi guys, it took me some time to get rid of the eric's weird mappings, but finally i removed the aliasing that it causes.
2 screenies: first is dark tarmac (the one i like), second bright tarmac (like original lfs)
in the attachments you can find the Aston textures for bright tarmac, so that for those who wants to test it, you can properly compare it with original textures.
omg...omg, you're right about my typing skills increased (because i use mouse + keyboard...), but actually, was my mind thinking too fast because it switched to "italian thinking" too early!!!
english -> IQ
italian -> QI
mmm, maybe it's better to see also with AA/AF off to check final look, because without filters sometimes the difference is huge
ah, ok...it doesn't bother me, i only thought it wasn't on purpose, but if i had to chose i'd prefer without the black line
i know how tricky it is with such weird mappings, i have made a texture with grids and coordinates to measure the exact mapping of lfs (if it may be of any help i can release it) basically there are 2 ideal vertical lines where textures are flipped and mirrored i can understand the insane logic behind it, but i also think is really masochism...
lucky me, my base texture was totally aliasing free, so it wasn't bothered by the double "flip n mirror", but adding effects forced me to face it seriously (hence the grid-texture)
don't worry i don't think that really interested people in an hi-res addon (like me) are in such a hurry, some other people released something with too much hurry and in such cases the results aren't better than originals...
me too have few time to work on it (i have photoshop only at work and it's not on my workstation, so i have to borrow it when it's possible), if there is something that we lfs users learnt the hard way over our skins is patience for releases lol devs taught us very well to be patient
i always forget to make the white line layer to be visible for screenies, btw the white line is still like in my old screenies, even tough i already have some ideas to make it more realistic...however i'm still not working on it, only tarmac atm, maybe tomorrow or friday i will work on anew version of the white line
yes the edge is not convincing myself too, i will try with a much smaller one, if it will not add something, i will remove it.
thanks! said from you who made great works with textures, i'm just flattered
yep also originals textures are mostly the same base and from track to track only change some bright/dark sections or floor paintings
that may means that we are on the right way and/or we are on the same wavelenght...or also that we may be both plain wrong
we both are using similar base texture wich is imo very realistic (i started from a real tarmac photo, so...), i also tried in the past tests (as you can see in my past screenies) with other types of tarmac (smoother), but the one you are using and the one i choose as my final tarmac are of the type that everyone has in mind when thinks of tarmac.
my doubts may be on how it looks when going at high speed, because when i used the original depth (similar to your screenis), i had a bad flickering effect when moving, thus i had to make textures with less "depth" and more smooter, if you don't see such problem (with AA/AF off) then you did a very good job in respect to this issue.
about the junctures on the tarmac, i think would be better to keep 2 of them just like the original, the effect is very well made, but imo they should be straight, a randomic line like in screenies is not realistic imo and also imo don't look good, if straight (with small curves at the end of the texture, like the originals) they would be awesome.
the white lines are very good and i guess that the vertical black line is there only because is still a WIP in the end is a very good work
if you would try a bit different look i'd suggest to make it smoother (for more "f1-like" tracks like aston or kyoto i think it may be more realistic -> check also cue-ball screenies) and add some vertical light low-freq randomic shadows to simulate tire marks and to add sense of speed
EDIT:
PS: do you use AA/AF in your screenshots? what size do you use for textures, 1024 or 2048?
here is a new update of my work:
i recall that this week is dedicated to work on imperfections.
in the attached screenie, you will see the basic texture improved by mixing seamlessly different tarmac grains to bring more variety, then i recreated the juncture of different tarmac areas (the black lines also present on original textures), but i have to make realistic, now it look like just the originals...i also made the border of tarmac looking like a real border, but i don't know if it really adds something or make it look worse -> give me opinions please
about cracks i'm thinking of putting cracks only near borders, because in real life no one will race on a too damaged track, but maybe i will add some very small also in the middle.
...and the best thing i did is reproducing quite realistically i think, the effect of tires passed on since a long time, actually the screenshot doesn't make it evident, but while racing the sense of speed let me stunned (but could be me overstimating myself ... ), i didn't posted the dds to try yourself because the actual version has too aliasing (repetition effect), so i ill make it available as soon as i will create a non-aliased version.
i voted for pit early (in LFS) because for most lfs races it semm to be the best to win (not for fun), BUT first thing is tires, if tires are an issue you'd better plan pit strategy based on them, if not you should see if your car+setup is very unstable or too slow with much fuel, if so MAYBE you should pit in the middle of race, not of the above, you should know who you are race against, if there aren't too slow racers you'dprefer pit early so you should have free road (unless others do the same), free road means you are not blocked or distracted from anyone in front of you, you can concentrate more and hopefully be more consistent and fast, but if you are one of the faster guys and start from pole you may prefer to pit toward the end of race.
yes i had in mind to replace each texture (one at time) with a grid where each cell contains numbers, so to have accurate enough "coordinates" of "inner" texture, i know how to do it i was seeking for someone that already did, or if the devs are willing to disclose such information.
nooooooooo! i'll try to make a picture to make more clear.
what i need to know is texture n°2 boundaries inside texture n°1, otherwise i have to reverse engineer by myself, easy to do but a very waste of time...
yes but the problem is that i have to find the inner boxes so that i can made them to behave as tiles otherwise that boxes will cause the "repetition effect" when used alone.
because it isnt the texture just repeated, it is the texture close to parts of the sam texture...an asphalt texture is a texture itself an at the same time some regions of it are used as texture as well, is it hard to understand?
i dont care of the stretching (i already got rid of it somehow), the problem is the "matrioska" is like creating a skin without knowing where is the left side where the uper side etc. you could end up by putting a logo half on one side and half on the other side being cutted sharply in the middle.
well i guess nobody did this mapping before, and i dont believe devs will disclose it, so i guess i have to do it all by myself... damn is not difficult to do it, it's only a waste of time
yep you're right! i knew it but as i said those are "wild tests" for imperfections, at the end i left it dark just to see how it would look like (also im biased: i like dark tarmac ), btw your observation is perfectly right
do you mean only because of the dark color or also for the graphical look overall?
obviously i wasnt clear enough: if i needed that, lol i don't really need...BUT, armac textures are used in a weirdo way, just htink about car skins wich have regions mapped to different side of car (up, right, left, wing, etc.) now imagine a skin that has a region for right a region for left and the entire skin is mapped to the upperside...like a matrioska! do you get that? weird isn't it? that's why i need the matrioska mapping not the borders...that's why Eric takes months to update textures and not to mention that such a graphic puzzle doesn't have a "solution" (mathematically speaking :razz
i'm wondering if someone already extracted the texture mappings for asphalt, because i'm working on the LFS Hi-Res textures project (as many others) and since lfs textures have weird mappings (the same texture is used sometimes as whole sometimes only part of it and a lot diifferente stretches), it would require a lot of time to extract this information, so if someone already did, he would save me/us a lot of work, thanks!
obviously the devs (Eric) have for sure this information but i guess they're not willing to disclose this information.