Sorry for the long break of the development. I was investing all my time and effort to finish the track at one stretch, but I simply wasn’t able to achieve this goal before running out of the saved financial resources.
That is why I had to suspend the creation temporarily and search for a commercial job instead.
The project made some impression on Simtraxx which gave me an offer to work on a private laser-scanned gravel tracks for RBR. I have created some very nice tracks there and I really hope the client will allow to release some for the community so you can drive them too. This was also really great chance to learn some new tricks, workflows and also the limits of the game (I plan to make a separate post about my findouts, I am sure you will be nicely surprised).
During this period I still tried to be useful for the RBR community:
- I have established the FMOD project to enhance the audio significantly
- made a prototype (video here)
- created a team around it (FMOD Discord here) to implement it properly and maintain the project
big thanks to WorkerBee (implementation) and Lorenzo (sounds creation, team management, documentation …)
- Created some simple tools for other RBR trackbuilders which use Blender:
- the addon which helps exporting the track from Blender to Wallaby editor (for Blender 2.79, GitHub project)
- the addon helping with planting the vegetation (for Blender 2.79 & higher, GitHub project)
- As I was asked about the trackbuilding specific questions on FMOD server regularly, I have initiated the creation of another Discord server – related to RBR trackbuilding exclusively (Discord link)
- me & other experienced modders are trying to provide some help for the noob creators there, but this activity turned out into much more important project, a future RBR gamechanger, because …
- some excellent new programmers joined the team and now are working on a direct export / import of tracks from Blender to RBR, during this they will also work on implementing new graphics features to the game!
(Tom Smalley is the main developer here, WorkeBee sharing all his knowledge with him)
But now back to the track …
As I have recently left the Simtraxx team, this gave me some spare time to work on Zlín again.
Since the next progress report I have finished almost all the near buildings in the center of the city (locally called the “Svit area”) which need to be the most detailed.
Current status of the buildings:
Now an overview of the each new model!
Building #13








Building #12




Building #11 (parking)





Svit Entrance



Building #21





Building #22




Building #23





Ingame Screenshots






At this place I would like to to ask you again – as this is entirely a free-time project and I am currently working fulltime on it again, any donation is highly appreciated.
Also please let me know if you have any tip for a potential sponsorship – I can offer various kind of advertisements in the track, a commercial licence, loading screen, web / FB page, possibility to test the WIP track etc.
If there is anyone willing to support this project significantly so I can work fulltime on it, I expect it to be finished completely within 2 months. And I am really dying to finish this!
Thank you for the patience and stay tuned!
Jan
Incredible work Jan, it looks so damn good. Keep up the good work. Can’t wait to drive this 🙂
Thank you! But especially for your beautiful FMOD sounds! 🙂
Great work Jan! And well done for your experience with Simtraxx!
Jan, great jobs, extremely competent person and very important guy for the future of RBR. Thank you.
Nice work dude, the detail you are doing is crazy high! Have you considered a Patreon account to help you get paid for this project and other stuff you work on? Might be popular.
Tenhle projekt vznikl před čtyřmi lety, wow. Teď to hlavně neuspěchat, je to opravdu bomba! 🙂
It looks great and very realistic. Have you tried rendering any scene in a blender for fun? I can’t believe that your views from the game look better than my renders;) I keep my fingers crossed for the next progress!
Thank you, what do you mean by rendering for fun exactly? 🙂
I understand that the photos above are views in viewports in blender with only some shadows created by vertex colors. I meant rendered views with a light like sun to get hard shadows. Do you think you can add hard shadows cast by buildings on other buildings and terrain? Or you will just bake ambient occlussion to vertex colors when you have all objects? (When I look at comparisons of screenshots with real photos, it seems to me that the building always has one wall lighter (from the sun side) and the other slightly darker, mayby it could looks good when all vertex at one side of building have a little darker vertex color)
I make sides of buildings shaded differently by manual vertex paint, just to get it little more realistic look (i.e. here you can see the left side is darker), unfortunately I can’t bake anything to vertex colors in my track because of how lowpoly the mesh is (I want to make the track as lightweight as possible to be smoothly playable on CZ online plugin).
Baking works great with USA nature tracks I made for Simtraxx where there is much more geometry to bake vertex colors into.
Proper direct lighting & hard shadows are not possible at all in RBR at this moment, but I am pretty sure we will get some kind of realtime lighting in near future, as well as specular, reflection and normal maps. WorkerBee and Tom Smalley currently developing Blender track exporter / importer already said this should be possible to implement once they have the addon finished.
Good times for RBR 🙂
Thank you for the feedback and finger crossed to your own creations!
Hey Jan 🙂
Any news about how this track is coming along?
Hi, will continue after finishing Biskupice II (reversed) and Biskupice SSS (airport superspecial). Neverending project, I know… thanks for the patience.
Are the Biskupice tracks available for Assetto too? From where can we purchase them if so? 🙂
No plans for AC version right now, sorry.
Hey Jan! Long time! Were there any updates after this? 🙂