As you maybe aware Game Stock Car is to shortly have a substantial update released which will update many things, adding the 2012 seasons with several new layouts of tracks and a few new circuits too. In addition to this I’ve prepared an update to Autodromo Floripa to update it to the new standards in GSC2012. The track will be available at the time of release of the Game Stock Car 2012 Update. You can find some previews below…
Reiza Studios have today announced that they’ll be working on an Ayrton Senna game with a view to release by the end of 2012. I’ll be working my backside off on the various tracks that’ll compose the game. You can find more information at the following link.
I have been working on another maxscript to add to those I released a few months back. This one is particularly useful for improving the triangulation on your mesh terrain. It basically retriangulates the verts on each selected face so they have a diagonal to the selected key vertices. You can edit many faces at once and set ignore verts too which you don’t want their diagonals editing. Useful for odd corners.
Read the rest of this entry »
Read the rest of this entry »
If you choose to support those who rip other peoples work in a few moments, via the use of automated tools to a vastly inferior standard. Instead of those who spend hours, days, weeks, months and years slaving away over the finer details. Then soon there will be no work for them to rip, at least none where there’s a concern for accuracy. That’s all really.
Over the past week or so I’ve been working on bringing Vanport International Raceway to Game Stock Car. This is a track I initially completed way back in 2007, over 4 years ago now for rFactor. It has undergone a bit of an overhaul for Game Stock Car with updated shaders and textures for the terrain, and many TSOs also having their shaders updated as well as ambient occlusion added. In addition the overall feel has changed quite a bit. I visited the track in the summer of 2009 and I’ve gone for the dry summer feeling that it had then. I’ve also added many of the generic objects around the Game Stock Car circuits to Vanport such as the marshalls, recovery vehicles, pit stands, trucks and more.
The conversion is pretty much complete and just under going final testing and tweaking. I’d expect it to be released sometime next week.
Additionally I’m also contemplating bring two further tracks to Game Stock Car which have good road surfaces which will not degrade the physics feeling found with the standard tracks. However these two are likely to be more straightforward conversions with little adjusted from the rFactor tracks due to other things getting in the way.
The product of 21 months of hard work by Reiza Studios is now available for purchase. Game Stock Car was the main focus of work for me for nearly a year from December 2009 to October 2010 and I created the terrain for 8 of the 10 tracks; Interlagos, Curitiba, Jacarepagua, Velopark, Santa Cruz, Campo Grande, Brasilia and Londrina, and also worked on finishing up the final two tracks; Salvador and Ribeirao.
Thanks must goto Luc Van Camp for helping out as usual with textures, to Alec Moody and Bruno Afonseca for there excellent work on the track side objects. James Mabe for his work on Salvador and Ribeirao and also Alex Hummler for putting the final finishing touches on it all whilst I was away.
Game Stock Car models the 2010 Stock Car Brazil series, the cars are DTM/V8 Supercar esque beasts and race at 10 Brazilian race tracks in a 12 round championship. You can purchase the game for $29.99 from www.game-stockcar.com.br. There is a 30 minute free trial first to see if it’s for you!
At Reiza Studios we have recently shown off some videos of 3 of the tracks to be released in our soon to be released video game – “Game Stock Car”.
I created 8 of the 10 tracks to be included and worked on all of them in the game which simulates the 2010 Brazilian Stock Car Series.
Launched in 1979, Stock Car Brasil is Brazil’s major auto racing series. Currently backed by two manufacturers, Chevrolet and Peugeot, the series uses V8-powered race cars that reach top speeds of up to 270kph. The series has featured numerous popular Brazilian drivers including Christian Fittipaldi, Raul Boesel, Ricardo Zonta & Luciano Burti.
The tracks shown are F1 venue Interlagos, former F1 venue and soon to be destroyed for the Rio Olympics and tongue twister for native english speakers! Jacarepagua, and finally brand new circuit Velopark.
Update 14th June 2011
We’ve now released a couple more videos, including this extensive gameplay footage from Londrina and a real life side by side comparison of Interlagos. Enjoy!
The first track previews from Reiza Studios are now available. The previews show unedited screenshots of Interlagos, Brazil. You can find them by following this link and then clicking on Projects and then Project Tupi.
OFFICIAL PUBLIC LAUNCH OF REIZA STUDIOS
Londrina Brazil, 15th December 2009.
New brazilian development house of PC racing simulators opens for business with website launch.
“It´s an exciting moment, after months of work behind the scenes building and structuring what is a pioneering venture in Brazil” says Renato Simioni, co-founder and project manager at Reiza Studios. “We have assembled a very strong development team, with experienced developers from all over the world, and it´s a privilege to be able to work with such talented and passionate people”.
The collective strength of its development team and the invaluable links with both real-world racing and software partners allows Reiza Studios to have as immediate goals becoming one of the leaders in the field of simulated racing, and a reference for engineering and artistic excellence.
“Our expertise and focus is on the production of realistic PC games, but we are also in position to supply our services to the development of simulator software, ranging from driving education programs to sophisticated virtual reality tools for professional racing teams and drivers” says Fernando Oliveira Jr., who partners Simioni at the head of the new company.
Reiza Studios is currently in production of its first PC game, in parallel to the developmeent of other private projects. The company looks forward to announcing its debut commercial racing game in the coming weeks.
Renato Simioni has four years of professional experience in vehicle simulation software, specializing in physics engineering for professional simulators and PC game developers. Fernando Oliveira Jr. has twienty-five years of experience in programming and software development of succesful products.
For further information on Reiza Studios, visit www.reizastudios.com
Should you find yourself having a little trouble with the AI being poor in your favourite mod on one of my or anyone else’s tracks then you should follow this calibration tutorial to improve their performance. The following tutorial is a repost from this RSC thread by Rob Cook so that I can post a link in readmes for releases.