GTR2 Conversion and revised by derDumeklemmer
Melbourne was converted from GP4 to rF by Frank Alexandre, he kindly agreed RacerM to do the GTR2 conversion who kindly gave me permission to convert it to GTL. Please notice the original rF>R2 Readme-Files incl. in the archive.
Track Infos from Wikipedia :
The Albert Park Circuit is a motorsport street circuit around Albert Park Lake, three kilometres south of central Melbourne. It is used annually as a racetrack for the Formula One Australian Grand Prix, Supercars Championship Melbourne 400 and associated support races. The circuit has an FIA Grade 1 licence. Although the entire track consists of normally public roads, each sector includes medium to high speed characteristics more commonly associated with dedicated racetracks facilitated by grass and gravel run-off safety zones that are reconstructed annually.
However the circuit also has characteristics of a street circuit’s enclosed nature due to concrete barriers annually built along the Lakeside Drive curve, in particular, where run-off is not available due to the proximity of the lake shore.
The GTR2 Version :
In advance of 2008’s F1 opening (and so our 911 Supercup) we noticed serious FPS issues with current version. So I asked RacerM for permission to rework Albert Park once more and he kindly agreed.
The GP4 structure with ~12.000 objects was killing GTL’s game engine. So I merged everything to one single big object and started the puzzle to create a logical structure of objects at reasonable sizes. Uff that was a tough job, at least ~50h of sorting everything out. I hope the result are reasonable in FPS now. Pls. notice the FPS will scale for lowend systems regarding the ingame detail settings by using VisGroups now. Beside of this I sorted out some probs with the grid and sector lines and implented dynamic shadows for all (now singular objects) bridges and pit building and created a (hopefully) nice BIK viedo for the jumbotrons…
In advance of 2009’s F1 opening I’ve cleaned up the floor onces more to move the track to today’s technical specs. All ground geometry is completely rebuild with quadpumped road polycount for more smooth corners. Environment is mapped with a (hopefully) nice multi texture shader. All curbs remodeled to have them inside the main geometry. The new palm trees where taken from SimBin shelf. The nice new tree shadows are borrowed from Frank’s latest rF version.
Now after Koelschbierbude.de opened I’ve noticed that the improvements of the latest GTL version are missing in GTR2. So I’ve reconverted the GTL version to GTR2.
– Working Start-/PitIn-/Pitoutlights
– Animated marshals&spectators
– Ingame .BIK videos
– Full featured GTR2 AIW for 36 cars
– Rain refelections
– Multi texture environment mapping
– Franks Alexandre for his rF conversion
– RacerM for his initial GTR2 conversion
– Taku for loading sccreen
– Luigi for TV-CAMs
SPECIAL THANKS :
– DutchDevil for getting me started in conversion issues
– MotorfX and Greybrad for their kind AIW guidance
– Brendon Pywell for Bob`s track buider
– Dave Noonan for 3dSimEd&Trkmaker
– ISI for rFactor, the Gmotor2 engine and the documentation about
– SimBin for all the great SIMs
– The Blender foundation for Blender project
– My loveley wife for all her patience and understanding.
..and all the guys I’m in contact due to conversion issues.
KNOWN ISSUES :
We’re offering the result of all our working hours free of charge, but we ask for one single fee from the user. Pls. give a little respect to all these working hours spent by everybody involved in this version: This project is a “take it as it is, or leave it”-release. Pls. see EULA for more detailed information.
2019-04-23 V3.05 :
– fixed texture issues inside the pitbuilding
– fixed garage positions
– fixed AIW cut warning issues
2016-12-04 V3.04 :
– reconversion of the GTL version to GTR2
have a lot of fun with this nice track,