While that's true (or at least expected by everybody) they could work with current version just by adding a bit of a slope to them. So they don't make the tire change suddenly 3 cm in vertical axis.
And we know that collision mesh and visual mesh is independent, so they could do whatever they want and fix with new version (or have now a workaround and then release the intended version).
We want to show some nice pictures. We noticed some flaws and thought I might as well work on them. It's a way to get things done. It's part of the development process, in just the same was that it was a good thing that Eric took a few days off the track he is currently on, to go over the already updated tracks to fix a few things.
It's a good thing that we are brushing up our work for the screenshots, not a bad thing!
Indeed it is a good thing, you hopefully do not photshop the thing like so many other game companies do !
NB : hope the new track Eric was/is working on could be part of the screenshots
I'm not sure if we are thinking about the same corner. I'm talking about the second to last corner in WE1 configuration where, if you put the rear tire a bit over the end of the kerb, it throws the car so violently.
(screenshot attached)
Maybe ironing a bit that end of the kerb would do until new tire physics are introduced?
I dunno about fresnel, but the post's making a shadow, the lighting in general is much better and the textures throughout the whole scene have been upgraded. A preview of the upcoming preview, and it's looking good
I don't think you see any reflections what so ever. It's just lit in a way where the sides are a bit brighter. Or it's in the texture. But hey at least we got fresnel on the cars, where it really counts
Our plan is to do a small presentation in August. We want to write a little about the shadows and lighting and do some high resolution shots to illustrate.
Anyway, to thank you for being so patient, here's another medium resolution Westhill shot from a different angle in that same weather.
Again 1600x900 at this camera position:
/cp -8104131 21192096 392929 3623 300 0.0 40.0
These shots are quite an evolution and made me question if it could eventually lead to adjustable hour of the day (or night). Either way it's great, thanks for sharing Scawen!
It's a start. Dynamic shadows and ambient lighting are steps in this direction. Then it needs at least procedural sky and clouds, and after that, it would need to support spotlights on tracks and cars. And all of these can be long to develop if you want it to be fast, stable and nice looking.