I don't know if it's lighting, but the fog lamps (inner lights, I presume) texture seem improved since the previous screens. A orangish tint was noticeable on the brightest parts of the lower half of it (example).
I don't know if it's lighting, but the fog lamps (inner lights, I presume) texture seem improved since the previous screens. A orangish tint was noticeable on the brightest parts of the lower half of it (example).
It can be a pain in the rear to figure out regulation stuff like this. I'm going with the user manual, probably euro spec but I'll stick with the combined side / brake light just in case.What a headache. On this page conversion instructions, the original car didn't seem to even include a socket for fog lamps on that spot, neither the button to operate them on the interior (link), pic 3,4. ITT, that 964 US rear light cluster also has dummy fog light without a socket link
The extra brake lights might be another sort of conversion kit (I've seen one listed in Norway, from fog to brake lights). In NO there's a chance they don't need to follow the EU fog lamp regulations on their euro spec models.
Looks like the best option for a US spec, inner lights without any use and no switch on cockpit (3 instead of 4) just like you modeled on your previous screens (img).
Take a look. All 9 non-circuit tracks from NFS1 in OBJ format.That sounds marvellous. I've only been using RTB though. I'm willing a try it out.
Take a look. All 9 non-circuit tracks from NFS1 in OBJ format.
https://drive.google.com/file/d/1ZE7FXcXr3n82dWk9CdZZA5QMb-HnJ_5t/view?usp=sharing
Note that all tracks is WIP, especially 3D objects and it's textures. al1 means Alpine track, 1st segment, cy1 - City, cl1 - Coastal. All tracks have corrupted last block, just delete some polys and everything will be fine!
How to use: import all obj files from specific folder to blender and setup sun lighting.
Virtrdobj.obj - virtual road for the engine (not visible in the game)
Horizon.obj - simple skybox, only for fun.
Fence.obj - All fences in track.
Objects.obj - All flat and two-sided objects.
Scenery.obj - All surroundings.
Object3D - WIP tunnels, lighthouse in cl3 track and so on.
I'm also working on extracing 3DO version tracks.
They would become a challenge once there is some traffic on the road.Way too crazy indeed! The highway circuits are incredibly boring by modern driving game standards. Perhaps barely a few notches above Atari Pole Position standards.
Do you think that the brake light could be "warmer" red? Like on my Corvette... or am I doing things wrong?
They would become a challenge once there is some traffic on the road.
Also, one could create a scratch-made version based on these tracks, but change the layout or elevation changes a bit to make it more drivable.
I'd imagine the only situation where abandonware can exist legally is when nobody can prove they own the rights to it simply because it is so old. Any game sold more than 20 years ago has been sold and bought, have had its studio and publisher bought and sold so many times that in some cases it impossible to even figure it out who owns it.To be fair when I did Rusty Springs I was originally thinking along the lines that it is "abandonware" and would be no issue releasing the track. As I looked into it I found there actually is no such thing as abandonware and even though it is old as dirt it still is not legal to do a direct convert and release it here.
The jumps and road transitions are generally the big issue. I did a little bit of one of the nfs3 tracks from scratch and basically every hill is big enough to get the car airborne in ac. So a lot of places would need to be manually adjusted because it is really really difficult to consistently land those 2 meter+ jumps. In the end they are just fantasy tracks though and the way I see it it is better to spend that time making something else than to make a track from other game. For for a-b tracks there are actual real roads that could be cool to drive with lidar data available.Also as mentioned much of those old layouts are just way too crazy for an actual sim. Rusty Springs was really the only one I found that was believable as an actual track. I did not look at the A to B tracks at that time as they don't interest me.
I wouldn't say you're doing something wrong, but sure looks different than the rest of the cars. I've went with the Supra as an example and took the values from there to keep all my cars consistent with each other on rear lighting.Do you think that the brake light could be "warmer" red? Like on my Corvette... or am I doing things wrong?