Moderadores: mapashito_8, Astral, Namco69
denis74 escribió:mahiques escribió:Slightly Mad Studios Announce Ford Licensing Agreement !
Eleven different Fords to be available in Project CARS...
1966 Mustang 2+2 fastback (foundation trade dress for 1966 Shelby GT350), 1967 Ford MK IV, 1972 Escort RS1600, 1980 Capri (Group 5 – Team Zakspeed), 1988 Sierra RS500 Cosworth (Group A), 1997 Mustang Cobra (SCCA Trans-Am), 2012 Fusion NASCAR Stock Car, 2012 Focus ST, 2012 Focus ST (BTCC), 2013 Falcon FG (Australian V8 Supercar Car of the Future), 2013 Ford Shelby GT500.
Esto está puesto en el Facebook
Grandísima noticia el añadido el acuerdo con Ford y que estén presentes 11 coches de esta marca. Gran lista. Gracias mahiques![]()
No obstante Ian Bell deja caer que la lista de coches será más larga que la que en su día se votó:We'll probably have a larger car list in the shipped game. Lot's of requests for road cars so we've included some here. More to come soon BTW
Ya tenemos el Caterham SP/300 en el juego. En su primera versión el Sonido, Piloto y Físicas son sustitutorias del Radical SR8:














We now have 2 cloud layers and 9 cloud types. Each condition will have 2 cloud layers which we will dynamically blend between. Each cloud layer has lighting settings, cloud density and weighting of the different cloud types. The layers are called high and low although the altitude is actually set up elsewhere in the cloud definitions file so clouds of any altitude can be used on any layer. As a rule though, I intend to use the high layer for higher cirrus style 2d planes and the lower layer for the 3d billboard clouds.
The clouds are fully dynamically generated, move in the wind and fade in and dissipate using a new optimised shader Kevin has created. We are also looking at morphing tech for the 3d clouds.
2d planes
- altocumulus
- cirrus
- cirrocumulus
- cirrostratus
3d billboard clusters
- stratocumulus
- cumulus
- stratus
- cumulonimbus
- stormcloud
The cloud definitions file specifies the meshes used for each of the cloud types above, I have between 6 and 12 meshes for each type currently. The file also sets the min and max altitude at which they will spawn, we will add rotation and scale variation in here later.
The texture is now one complete map with red - diffuse, green - thickness, blue - dissipation, alpha - opacity. Then a second texture with 3 channels of nmp on the thicker clouds that need it.
There are still several issues to sort but here are some early images to show progress.









denis74 escribió:Acuerdo con CLASSIC TEAM LOTUS Así vamos a tener coches históricos de esta marca fundada por Colin Chapman. Son 10 coches:
1962 Lotus 25 (Formula One car)
1965 Lotus 40 (open-top sports car)
1965 Lotus 38 (Indy 500 winner)
1967 Lotus 49 & 1970 Lotus 49C (Formula One car)
1967 Lotus 51 (Formula Ford car)
1968 Lotus 56 (Indy Car)
1970 Lotus 72 (Formula One car)
1977 Lotus 78 (Formula One car)
1986 Lotus 98T (Formula One car)
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