To me, it looks great already. Opinion: I think it would look much cleaner if you could use a more modern traffic light image there, an image of a traffic light with LED lights. If you wish, I can go out and take photos of those.
Eric redid the pit-lights for patch Y. I think the new (start) lights have a slight LED look to them already, and I like them more than the untextured plain fill ones.
I just noticed that the original Y15 start lights are already very LED-like, but ingame they don't look like that. The reasons I've found are:
1) Too bright background. Due to being rendered additively a lot of detail/contrast is lost when it's in front of the bright sky texture.
2) It's influenced by the interface mip bias, so it can easily happen that lower detail mip levels are used where the LED style is not as apparent or completely lost. So if you're using an interface mip bias greater than -1, try setting it to -1 to see the difference.
Though I don't know if it's worth to lose too much thought about this. The start lights fulfil their role perfectly fine either way.
Here's an idea for that problem - If you have some set grid lights built at the standard starting grid on the Carpark + AutoX (just an overhanging steel structure with some lights glued on) then that solves it that way, for custom start points why not combine the actual start point ("S" in the editor) with some small objects? It could be a prebuilt object, consisting of a few cones, maybe a hay bale and then a small traffic light start light, similar to those on the drag strip.
No idea really, tried reinstalling LFS yet? The dragstrip start is supposed to have the "tyremarks1ALPHA.dds" overlay, seems like that texture is for some reason corrupted on your machine.
On topic: gave Y15 a quick test last night, and couldn't find any problems. Just looking forward to this patch going official, so that my main LFS installation looks smooth and anti-aliased. Regarding the virtual start lights, I don't think they're really important, and can't believe people really think it's a significant issue that they've changed slightly. You only see them once per race for a few seconds (unlike the actual start lights, which you see every lap when you go past the start line) and as long as they're clear and do the job, then it's job done imho.
Talking about interface polishing.
I've found that F12 menu with polish language and asymmetric cars settings produce a little bit off mess at left/right-camber/pressure lines.
Looks like two strings are not concatenated, but displayed using some tabulation, which overlaps at left/right translations longer than original ones.
See attachment:
The reason the GTR Interiors were delayed was because of the FBM. Eric had to make all the textures and so on because of that. In the dev's opinion, I think that getting the FBM done was the priority because of the V1 thingy
It is hard work to make good looking interior(s), and I doubt that eric wants to rush them
The test patch is working fine here. Thank you!
Scawen, you mentioned that you want to use hardware draw for subobjects. Could this be done in a compatible patch to increase frame rates (without the more advanced damage modelling)?