Another two days …

Another two days spent bugfixing. So far there haven’t been major reports, but many of the seemingly insignificant things can turn out quite nast. Like one Williams-frontwing, which had the wrong logo on some GPs, sounds simple, but required a new upgrade, remapping, new shadows, slightly changed texture, which due to yours truly needed to be saved twice. But hey, it looks great now. 🙂

We have our Bugtracker, and we are working through everything, Andy and me fixed 10 bugs in the last 2 days. Afborro is working on some last polish in the showroom. I get organising for the release done. Whata and me will doe some work on the manual. Something nobody else wants to do actually. So we threw dices and picked the people with the least time on their hands. That’s how it works, we don’t complain enough.

Enjoy the last weeks, before the mods is released. I tell you, you are going to miss waiting for it.

Cube Map Experiments – Feedback needed!

Hi guys.

6e66o did some experiments with the cube map and he tested it with a beta version of our mod,too. So now we’re a bit unsure what to do. Add it to our mod or not? If we add it, we have to adjust the alpha layers of all of our textures and we don’t know if the community like it or not. So again your opinion is needed. I think all of you now know how the mod looks like so i only link to the pictures from the edited version with the new cubemap by 6e66o.

http://simscreens.blogspot.com/2008/10/rf-ctdp-2006-ferrari-with-new-cubemap.html

2006 Driver suits – The big preview

Hi everyone, as i said in another post last week I’ll post the driver suits, I finished the first versions of all of them tonight so here’s the previews.

Please give me good feedback on accuracy and bugs which you can see every little helps 🙂

Edit: Forgot to add Williams, added now 🙂

Continue reading 2006 Driver suits – The big preview

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.

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.

House cleaning

One job has to be done every now and then. Now I don’t mean this little bit of project management and the regular question “what are you dooooing?” and “any news?”. I mean the job of working through the repositories and cleaning up the mess that collects over time. We have 15 gb of source material: texture, models, all this stuff. However this cleaning up is actually fun, because working through the archives, the old sources, brings up memories …

Continue reading House cleaning

Bugs to hunt down

We are currently busy hunting down bugs. While the physics test are still running, we collect bug reports and fix them. Just to give you a small sense of this, here a screenshot of our today’s bug tracking screen.

So with more than 100 liveries (or is it 150?) and trackvariants, there is a lot of potential for bugs and we put a lot of effort in getting them.