Thanks to Johannes from fixing the link
Kenneth, I'm 3ds Max stumbler, can't say user as I lack one part, graphical skill, but simple shapes are not much of issue really, textures are more of issue, even I know alpha, I can't produce correct results, texture guide for dummies might be nice.
Anyway I can first try it with Polish textures as you say, but need to learn quite few things for that. Collision column is another object at location of tree, right?
From my memory collision worked between edges and vertices, but not between edges and edges, but it had also some polygon to vertices type of detection which worked worse further from edges and vertices collision point was, but this is memories from 2006 of course, can't remember that much from those days anyway.
Closer the vertices, better is collision, but hit enough fast and there is no time for collision detection to stop vertices entering wrong side and then FPS drops and result is buggy, if too little vertices then one just goes trough the object, that is general idea how it works from my memory and one should adjust collision object of course accordingly.
There is of course odd chance that it was some other sim that has this kind of collision model, in my memory old things tend to get mixed up, but I think it was only rFactor that I studied that much back in those days. I think that we would need some Finnish XPack, nokanmov has made quite lot of photos, which could be used to make textures and then put it up as Finnish nature pack, if many would work together it would not be long until we could have few trees, maybe some traffic signs etc. to create some of our beautiful country to digital life.
I would like to get something that looks like real road, but complexity of scenery is easily issue, like in here, streetlamps switching sides, many different kinds of trees, ground type is sometimes forest, sometimes ex forest, in that pic there is also sundog that is very close, but that is of course not necessarily, that photo just shows nicely different shapes of surroundings as being so dark that it is easier to see what of those actually would need to be objects, at least so it works for me.
I have been thinking about multilayer tree walls and sawtooth profile treewalls which might work better than simple treewall, but yet have better performance than making all those trees, some places trees are fine, some places forest is like a wall at side of road, but edge of forest hardly ever is straight, so it needs some tricks to look correct. Ground at side of road varies quite a bit too, that needs some planning too, simple ditch at side of road does make proper effect for sure, there is not hope for saving a car on that road if one goes off the road, but quite often looks of it are not correct.
I'm not very worried about performance, it is point to point, not really suitable for multicar driving, unless one wants to emulate traffic, also I build road firstly for myself, so as long as it works on my outdated rig, it is ok with me, if others can enjoy from it, all the better, but for some track will be too heavy to run, but when they sometime in future upgrade hardware then they can run and I hope it still would be usable. Of course it can take so long to build that any hardware is good when it is completed and nobody is no more using rF1 by then so many things have to be redone for newer platform, but hard to predict these things.
As I support greatly goal to have as brutal damage as in reality (for car that is), there will be quite severe results from hitting ditch or tree, that is with my own car mods of course, creating that fear one experiences in real world going fast on such course is very important, hopefully I can achieve that goal, at least it is very difficult to get back on track now, which is good, drive off and race ends, that is the goal
This is how that current test version of track's scenery looks like, I'm getting around 280fps with my old 8800GTS and Core 2 Duo:
I did put here some photos from roads and roadsides, also one stop motion video, which can be loaded to VirtualDub and then scrolling by mouse wheel one can move in video, good for general view of road area and how it varies and what one sees on Finnish roads, also as it is spring time, ditches etc are most visible, at winter covered in snow at summer grass and such covers most of it.
http://jtbo.pp.fi/tiedostot/rfactor/ditches/