I mean are you goin to elevate your track. Are you going to make the height different, like at the RED BULL RING race track in Austria has a lot of height difference. So what I mean is are you going to make a track where the ground is going to be uneven or is the whole track goin to be flat.
I see you only have 12 pit garages, there should be about 20 or 21 at the real circuit. If you are only making enough to fit the teams that participated, you must have 9 because Murussia never participated at the Australian GP. I can also see that the pit entry road has a slight curve, just check and make sure that the real track is curved that way.
Have a look at the the picture I posted of the track, the one that looks down the straight. You can see a minor change in elevation, the rest of the track also have minor changes but it is relatively flat.
I disabled the shadows, the thing could barely run with hard shadows. I still have to reduce the amount of polys. That is why I was struggling in RAD, I removed every building and all the barriers, but it still had an fps of 45. If it wasn't for such an fps drop imight have stayed at RAD.
yum great looking track mesh!
yeah, 3drad isnt ideal solution for any complex object scene, Unity should be the right way... anyway, some things are doable in 3DRad. I was trying to port Mics Indy track (I got it from him as a gift) into 3DRad, here is a video sample:
Ive just merged all same material shader objects into a single mesh. and the hidden rigidbody was a simple surface with walls. note: the presented videofootage low fps was there because of the record and car suspesnion arms animation logic
Jun 22, 2015 10:04:22 GMT
2D and 3D stuff creation, game add-on / game development