RMT’s Wix has completed equipping the Corvette C6.R’s cockpit model with some stunning textures as the newly-released previews of World Super GT 2 for rFactor 2 below show.
The C6.R made it’s competition debut in 2005, fighting countless battles against the Aston Martin DBR9, the Saleen S7R and other GT1 class machinery ever since.
Successor to World Super GT for GTR 2, World Super GT 2 will bring some of of the most legendary GT cars of the 90s as well as Super GT GT500 class machinery to rFactor 2.
Via BSR








DeDios
October 4th, 2009 at 09:49
this is what i call a stunning cockpit
PieterN
October 4th, 2009 at 17:08
Wow, the amount of detail is staggering ! Nice
Grozni
October 4th, 2009 at 18:07
looks amazing
free2game365
October 4th, 2009 at 21:26
One thing I don’t get is how much do the modders actually know about the finalized features in Rfactor 2 anyway? How much is it designed to handle in the way of shaders and all of that.
Arnold Carter Wong
October 4th, 2009 at 22:18
Actually we don’t have to care about what games when we do the models and textures. About shaders, I will write my own to have the max quality if rF2 supports more shader effects.
kuato
October 4th, 2009 at 22:55
RMT’s work always serves to highlight how uninspired is most of the work that gets released by some professional developers.
jonneymendoza
October 9th, 2009 at 12:32
are those in game screenshots of rfactor 2? how is it possible to mod a game thats not even out yet?
SLN
October 9th, 2009 at 19:25
How is it possible that we are seeing so many conversions from older games to rFactor? The art remains virtually identical regardless of the platform used. The only difference between a mod for SCGT and rFactor is its age (i.e. polycount, texture resolution). Adapting the art to fit another platform simply means updating the materials to let them use the shaders of the platform in question. The actual model and textures remain virtually the same. That’s why it’s not a bad idea to start developing a mod for an unreleased title. This way the developers give themselves a healthy WIP time (allowing more details to be incorporated), and the community benefits from this move since they’ll have a top quality mod available shortly after rFactor2 is released.
For me personally, this is a great move by them. I’d rather have quality mods for rF2 than pushing the mod devs to release for rF1 whatever they’ve done up till now, and then kindly ask them to magically press a Convert button in SimEd to get it in rF2 as soon as possible. By opting to develop it for rF2 straight away gives them more time to finish it, and allows for some extra flexibility of a top quality mod (as in the possibility to convert it to whatever platform they like when the mod is done?)