Author: (CTDP)Dahie
Clichees are great!
Thanks Andy for this nice piece of work clichees.
A 2D Artist, a 3D Artist and a Project Manager are having lunch. Something in the manager’s salad beginns to move. Nervous and obviously disgusted, he pulls a shacky cocoon from the salad. The 2D Artist beats it with his spoon, the 3D Artist with his knife untill, finally the cocoon opens up and a fairy with butterfly-wings gets out.
“Thanks for freeing me” she said. “For this, each shall ‘ave a wish.”
The 2D Artist imidiately asks for his “own island in the carabbean” and “never having to work again”. The fairy agrees and the 2D Artist vanishes.
The 3D Artists thinks for a minute and wishes to “become Production Supervisor at ILM, this would be nice!”. The fairy agrees and the 3D Artist vanishes.
The project manager looks at the fairy and thinks. Finally he just sais “Well, actually, I have nothing to wish for, but it would be cool, if both of them were back on time for the afternoon meeting.”
Yes, we have come down to telling jokes here! We just have to explain, what the everyday problems, developing a mod are. 🙂
Nobody noticed
Still alive
We’re still alive, though don’t have much to show.
Physics balancing is in the progress, we are bugfixing, finishing the last stuff, soon beta testing will beginn.
Added Tutorials
I took some time during the last few weeks and rewrote some of my tutorials, which cover some basic texture handling in rFactor, CTDP’s mods and the use of our templates. Not everything is ready yet and I have to proof read it in the next couple of days, but to give the impression, I put it online already.
I’d like to get feedback, if there are technical areas, I should also cover in the future.
Muscle training
“no spare mental capacity left to multitask on devblog right now” afborro
Afborro already wrote such a nice posting about his work on the driver body, but didn’t take the last step, glad I help out. This is what he wrote:
Not been doing much bug fixing lately so what have I been doing ?
driver model and rigs
Over the next few days. The old driver wil be removed from the game and replaced witht the new one. Shaun been doing a few paints and having me made the last few model tweaks I put him in the Ferrari.

I never liked drivers in mods that have stick fingers and arms Hope this a bit of an improvement over that. Also the arms and hands can be easily customised via a bones and kinematics driven implementation for rF1 to fit each car as needed, but also that it can be animated in rF2, (or may be in rF1 via Gonzo’s rtfm=1 )
So I thought would be fun to show the bit in him that reminds me of terminator 2, with 20 hand bones and 4 arms bones, the rig that controls it.

This rig is separate from the biped to be used for the spinner, largely to produce somethign that was a lot friendlier in polycount for ingame, the biped didn’t work well or look good after poly optimisation, so this new way of doing it for ingame, the polycount including LODs of the driver is the same as the original.
In the meantime Whata is working on the driver body textures.
Not in ashes
Contrary to popular believe Monaco was not torn down by bulldozers.
Full-resolution video
Gonzo recorded a “small” ingame video in full gaming resolution (1680*1050, 60fps). One lap in monza. The video-file is obviously very large, more than 800mb. It’s compressed with divx. I got some reports, the playing of the video doesn’t work. I tested with VLC and it run good. Due to the big resolution it may stutter during the first run. Let it run through and watch a second time, it should be smooth then.
Physics, so much work …
In response to the question, if the physics are based on the BMW07, Gonzo, one of our physics gurus wrote the following:
The beginning and first tests go back far more than a year. I did first tests shortly after releasing the last patches for the 2005 mod. We had our hands on the 2006 mod and the BMW07, it was a flowing process.
Michael and I worked sometimes apart from each other, sometimes together and we invited testers for the physics-test-team which supported us in our work.
You don’t develop towards a deadline, but you try to steadily improve, to collect and include real data. Always looking for things that are not “real” and to eliminate them, trying to get to the limits of rFactor1.
The 2006/2007 was the base, correct.
But it was just a start, ther is not much left from that physics.
We ve changed all and everything, tweaked all parts which are available in rfactor.
Continue reading Physics, so much work …
Feedback for templates
Like we did for 2005, we will release all templates of the cars. I prepared them back then and I’m preparing the new ones right now. Personally I think the templates for 2005 were already quite complete, the templates as well as the documentation. There are few things to address, but I wanted to ask here, if there are any things, I should consider. If there are things I should adress in the documentation, I should write about.
Questions or answers are welcome.
