As three_jump says, this is just a step in the right direction. I don't think there is time to add night version support in the next release because too many complications e.g. headlights. But what I do plan to do for now is share lighting between tracks, so each track doesn't have to just have 3 weather configs, but they can all use any of them.
It's just an experimental water shine effect as there are sprinklers there at Rockingham but it isn't currently supported by physics.
I don't expect to add any post-processing effects at this release. I need to finish up on the lighting and shadows so I can get to sort out the tyre physics and get that to a releasable state if at all possible. I can't bear the thought of trying to merge the current changes you see in the development version, into the public version. I want to get past that point where there are two branches and I want LFS back on the right track again.
It's more looks like a lack of dynamic range in reflection.
@Scawen, Does your new render supports HDR? Because in scenarios like this, 8-bit environment textures cant handle bright reflections on low reflective smooth surface
@scawen: Might it be worth adding a disclaimer to some of the screenshots (https://lfs.net/screenshots) saying that it's WIP and not actually part of the game yet. It seems some people are getting confused about that point, seeing it as false advertising.
-
(TexasLTU)
DELETED
by Scawen : unpleasant / pointless / spam
Those monthly reports are exactly what community needed. Speaking for myself, now I see how far is the progress and I see it's way further than i thought. Keep it going!
That looks closer to converted-to-monochrome than desaturated-a-little. I'm not convinced of the case for any desaturation, tbh, but that's way too much for me.
How're the colour settings on your monitor looking?
#3 also my favorite. I like really much the colors of current LFS. Those colors make me feel happy always. Unlike the colors in Assetto Corsa, they always give a bit dark and creepy feeling - me not like.
Looking great, pleased to see progress still being made on a game that I spent many hours on! Going to have to dust of the wheel and fire it up for a blast.
Congratulations Scawen for the great work organized by you
As a player and passionate about LiveForSpeed until I have to thank for it, I am quite happy to see that LiveForSpeed is renewed this way.
The trouble is that it's all linked. The grass in your #3 looks good to me for a cloudy day, for example, but it's a little off in a scene with such strong sunlight on the wheel and a blue sky, IMHO.
It's not supposed to be correct - in fact it's just showing the direct lighting part of the total track illumination, the other two being specular and ambient, as you can see in the other screenshots.
Yes, I know there are both direct and indirect (ambient) shadows on the screenshot that I posted. What I meant is that the shape of the indirect shadow is strange, like there were holes in it around the wheels. The parts that may be considered indirect shadows from only the wheels (?) are too narrow and on the outside. BTW, the shapes of indirect shadows are probably not changed from the current public version.
its going to be westhill.
from what we've seen so far, existing tracks which have been reworked a bit are shown first
then we will get to see the exciting stuff.
also it would be cool if Blackwood tirewalls are up to the same standard as aston