Targa Florio for rFactor 2 – Help Wanted

Back in 2011, the Targa Florio Conversion Team has released the 72-kilometer Targa Florio for rFactor.

Now, kuato has managed to convert the track to rFactor 2 as the first preview below shows. Right now, it’s unsure where this project is heading as additional help would be required to get the track ready to be released.

If you`re a track modder with a soft spot for the iconic Italian track, make sure to contact the creators here.

Located on the Italian Island of Sicily, the 72 kilometer track is one of the most epic motorsport race tracks ever used. As safety concerns became an influence in international motorsports, the Targa Florio sports car race lost its world championship status and is still run as an Italian rallye today.

GTOmegaRacing.com

  • Sebastien dieguez

    a dream would come true!!!

  • http://www.facebook.com/profile.php?id=100001244358167 John G. Hill

    Greatest race track ever!

  • http://twitter.com/TheRoggan Roger

    That would be AWESOME!

    Please help these guys out!! :)

  • Anonymous

    Oh yeah. We MUST have this track in rf2, even if our computers wont manage more than 1 car on the track for few years hehe.

  • Lemming77

    What kind of help do they need? As I’ve got experience modding with many different game engines, but have no idea whether I could lend a hand.

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    hoah….i was just daydreaming abt it last nite!

  • Juhan Voolaid

    The sides of the track need more details. It looks silly, the track (road) is good though.

  • http://twitter.com/6e66o 6e66o

    What needs to be done, is bringing the track up to rF2 standards on all levels.
    Shaders, Textures, Mesh (possibly), HDR setup, real road, and all sorts of features the new engine is offering.

  • http://twitter.com/6e66o 6e66o

    Feel free to send us your trackside objects.

  • http://www.facebook.com/profile.php?id=720446041 Nazirull Safry Paijo

    there was a limit to the rf version. wuts the poly limit for rf2 engine?

  • http://www.entropyxel.com/ Tuttle

    A “poly limit” does not exist (in absolute terms) as we’re talking about a scalable platform…and working with selective settings, proper LODs/Textures and drawcalls optimizations…you can use standards even for a track like this. The main problem, imho, is the road mesh, due the very very very long track and the elevation profile. Most of work could be here, because the road quality is the “core” of the entire experience in terms of track feelings. Of course, it’s not just about the road mesh, but even in the road mapping. You can’t use just one or two road textures for 70km of asphalt :)…Pretty challenge work, especially for the optimization side…

    BTW…I love it and I’m sure these guys will find a proper support and help…

  • http://twitter.com/6e66o 6e66o

    Actually we are already using more than 10 different road materials/textures in rf1.
    Also i think the poly count of the road mesh is mostly at an “acceptable” level, with a few exceptions.

    Of course it could be improved ;)

  • http://www.entropyxel.com/ Tuttle

    Yeah I know. The rF1 version is a piece of art!!! I was thinking to the rF2 conversion with the new real road technology (main texture and other dynamic stages)…

    About the road mesh, if your model is already suitable for the new RealRoad (especially for racegrooves and wet lines) then you’re in a very good stage. Of course it’s not just a linear “polycount” problem to solve, but more in the polygon structure (quads and poly resolution per step)…needed to stay choerent with the new standard.

    Keep up the great work…!!!

  • http://twitter.com/StarFoXySxv550 StarFoXySxv550

    One car and this track can keep me happy until rF17.

  • http://twitter.com/Pandamasque Pandamasque

    I kinda agree (I don’t think he meant that in a rude way). Apart from adding new to rF2 features, TF needs more attention to things around the track first. I’d start with fixing currently known bugs such as random intangible objects (guardrails, walls, poles that aren’t colltargets), one-sided materials that make guardrails invisible from behind for example, places where one can get ‘stuck in the scenery’ and things like that. The road itself seems to be up there with the best rF1 can offer.

    Also adding ‘live’ animals would be a dream come true. Btw, are there any llamas on Sicily?

  • Juhan Voolaid

    No I didn’t want to rant and I admire the hard work. I am just pointing out things that are noticable.

  • Borna

    Would any 2D work in PS be of any help?

  • Anonymous

    I think adding to much high detailed track side objects would make the frame rate go down considerably.

  • http://twitter.com/6e66o 6e66o

    Please contact me on isi forums.

  • http://www.virtua-lm.com/ GTFREAK

    I do hope they get the help they need. Targo Florio has been around for a very long time and challenges even the most skilled drivers. I’d love to see this in rF2.

  • http://twitter.com/SuperRantam Rantam

    If it’s ever released (I hope so) we don’t have any doubt there will be proper historic racing cars to be driven there ;)

    http://www.facebook.com/photo.php?fbid=547875108572733&set=a.547875081906069.148601.151675104859404&type=1&relevant_count=1

    Best of luck with the project! If you need help with the testing you know where we’re ;)

  • Lemming77

    I guess a C++ programmer can’t help much then. Oh well, best of luck! :)

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