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In the upcoming days mod approvals could be slower than normal.
Thank you for your patience.

Toban Raceway (rFactor 2 conversion) v1.1

Toban Raceway with all 3 configs using the road surface from the rfactor version.

  1. JlnPrssnr
    JlnPrssnr
    5/5,
    Version: v1.1
    Still holds up nicely, thanks for bringing more race tracks to Beam. Just a small texture issue with those round red neon signs, they appear transparent when viewed in front of trees.
  2. lord_of_the_wolves
    lord_of_the_wolves
    5/5,
    Version: v1.1
    really enjoyed this track, would you be doing a conversion of SPA or Laguna Seca?
  3. Tyrone_FTW
    Tyrone_FTW
    5/5,
    Version: v1.0.2
    Very nice! I spent a lot of time on Rfactor aswell (Mainly the first game) And absolutely love this :) Maybe you could convert some other Rfactor (2) maps?
  4. PRC0
    PRC0
    5/5,
    Version: v1.0.1
    epic wace twack
    1. HighDef
      Author's Response
      Thanks. I hope the texture issue wasn't to much of a bother.
  5. It's No Use
    It's No Use
    3/5,
    Version: v1.0.1
    Nice track, but I got missing textures for the roads.
    1. HighDef
      Author's Response
      Yes I just noticed that myself last weekend. I was as disappointed as you are as I was about to do a video on that track haha. I will get a fix out soon. Sorry about that.
  6. Mustang_Boss302m
    Mustang_Boss302m
    5/5,
    Version: v1.0.1
    Great port! Can you port the Red Bull Ring from somewhere?
  7. DodgeFan4207
    DodgeFan4207
    5/5,
    Version: v1.0.1
    Oh boy! More sharp corners to kill my car on!
  8. peters6221
    peters6221
    5/5,
    Version: v1
    This track is an absolute blast to take an FR16 around in! The flowing turns just feel so satisfying when you nail them perfectly, and tbh I like that the curbs can puncture your tires if you go the wrong way over them. They don't malfunction driving normally, and it's nice to have punishment for cutting a corner and coming back across them.
  9. ThatCarGuyDownTheStreet
    ThatCarGuyDownTheStreet
    4/5,
    Version: v1
    Still quite resource heavy considering how bare the map is, but a great recreation nonetheless.
  10. BeamNg_Pro
    BeamNg_Pro
    5/5,
    Version: v0.7
    Nice!
  11. Cpt.flowers
    Cpt.flowers
    4/5,
    Version: v0.7
    I love the track. It is a little bumpy. I have a terrible PC and many maps run poorly; this track runs great until it doesn't on my POS. certain corners are worse than others.
    Excellent regardless.
    1. HighDef
      Author's Response
      Thanks for your rating. An update is coming soon.
  12. Rodrigo1988
    Rodrigo1988
    5/5,
    Version: v0.7
    really god mod, nice work with the ai
    1. HighDef
      Author's Response
      Thanks for your rating. An update is coming soon.
  13. Ewanc
    Ewanc
    5/5,
    Version: v0.7
    Very cool to have another rF track in BeamNG. Ive been driving this one since the rFactor 1 beta, so have probably put more laps on it than anything. I'm glad you made a terrain and forest for it. That makes it far better than the basic conversions out there and opens up interesting possibilities.

    I like that you were able to include the TSO's, it helps with immersion to have the original stuff on the sides. Driving the track in this game is amazing, just like my recreation of Lime Rock. You can really see and feel the bumps in the weathered road surface. The multi-textureing of some patches could use new/tweaked textures. This game cant or is very hard to do multiple UV mapping channels, so its not your fault. Best of luck fixing the road edges, I'm sure it will be worth it. The outer edges of the curbs also need to be tapered/aligned with terrain, so I can take corners sloppy without popping tires.
    1. HighDef
      Author's Response
      Thanks for your review man, really appreciate it. I have a method for the terrain gaps in process and the textures have been sorted out. I hope to get the next update out by Friday, which should be the last major update.
  14. MilanKD
    MilanKD
    4/5,
    Version: v0.7
    Nice job.
  15. STICH666
    STICH666
    5/5,
    Version: v0.7
    Oh my god god I love you for this!
    1. HighDef
      Author's Response
      Thanks for your kind words. People's love is what drives me on to do more (attention whore lol)
  16. Blijo
    Blijo
    4/5,
    Version: v0.7
    It's a nice track and quite okay for an alpha of something you haven't done before.
    I have some suggestions regarding textures and meshes.
    Would it be possible to improve the strips of concrete? and the kerbs with something from existing maps like WCUSA?
    And work from there for instance.
    I like the layout, I like the feel but its missing something in the graphics department.
    I can't say anything about optimisation since I don't know anything about it and because it runs good on my pc(as expected)
    1. HighDef
      Author's Response
      Yes the textures are being worked on at the moment, I have also devised a method to get the terrain to meet the road. The next update will have som good fixes.
  17. fufsgfen
    fufsgfen
    2/5,
    Version: v0.7
    I'm sorry to rate this so low as I'm sure you will improve this a lot, but at current state it is not very enjoyable, texture issues, LOD issues and performance issues.
    Of course it does run fine with good hardware, but consider size and amount of objects as well as their complexity, this map is real resource hog.

    Now I would think that mesh from Blender to heightmap could work better.
    Also maybe LJF Hutch tutorial of how to make roads in Blender might help with this project.

    At very minimum trailers etc. could be put in as forest items, so that game engine can make a batch out from them as they all are identical, so you get them rendered with one call instead of each being it's own batch which hogs CPU while GPU waits CPU to send something in.

    Also for textures, they can become resource hog very quickly, packing them to atlases helps with performance there.

    I would guess mainly performance is bit problematic as you have pieces of whole track area as objects that uses visual collision, so when you work more on terrain that should get better, however there are multiple sources of performance problems currently.

    So as it currently is, I could give only 2 stars, but with less issues it would of course earns more stars.

    I think that even for Alpha it is bit early for repo, but knowing you, it won't be that way for long :)
    1. HighDef
      Author's Response
      Yea I did put it up too early but I thought that anyone who knows this track would love to try it as it was because it is a gem to some. The next update has loads work done to fix the issues it has but that will be it for this one.
  18. welshtoast
    welshtoast
    4/5,
    Version: v0.7
    As you said, there still are broken textures which need fixing. Apart from that I really like the track. It is nice that all variations are accessable, day-/night cycle is existent, and that time trial is included as well. However, the curbs can sometimes deflate your tires.
    But I have to say, I really enjoy this map!
    1. HighDef
      Author's Response
      Thanks for your rating and feedback.
      I have been trying to align the terrain with the road edge but it is (the way I am doing it with the grab terrain tool and minus to mesh tool) a mammoth task. I can chip away at it but it is gonna be a while. I have sort have done the main straight and the first bend on both sides but it makes the grass really bumpy and one tweak from the smooth terrain tool even on pressure level 1 it just pulls it way from the track edge.

      I will experiment with my method a bit but if anyone has any advice please message me. Thanks.

      The textures will be sorted soon as they are sandpaper on the eys on some bits like the secondary tarmac and the pit stops. Could get those to work. I fear that it is just something to do with the materials.cs.
  19. EnjoyMyHItsYT
    EnjoyMyHItsYT
    5/5,
    Version: v0.7
    finally is one playing rfactor :D i play it too nice that you maked it :)
    1. HighDef
      Author's Response
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