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RELEASED-wip Kyalami 2016

luchian

Administrator
Staff member
@Prototype big congratulations for this release. I am very happy and proud to have seen this project unfold. To have seen your approach on doing things, to have seen from what it was at start and how it ended-up. I'm sure it was not easy at all for you (we all have a life also), but the entire process (with ups & downs) was exciting to watch.
I consider this thread an excellent walk-through the processes for whomever is serious of doing something worthwhile. And a perfect example of the "sweat and tears" that a fantastic mod involves.

Chapeau monsieur !
 
Blown away.

Such amazing work and attention to detail.

Awesome track.


.........

I just read thread from start to finish.

If I may ask.

Especially this page here
https://assettocorsamods.net/threads/kyalami-2016.1477/page-9

where you used Render Doc 1.2
https://github.com/eliemichel/MapsModelsImporter
(works only with Google Chrome 70.0.3538.77 this method)


I tested this method out and it works. Managed to capture track.

However I noticed when imported to Blender the capture.

The scale of the capture in blender 2.8 is wrong.
This is default units for 2.8.


When I import renderdoc model its super tiny.

Did you have that issue?
 

Prototype

Well-Known Member
Yes, I cant remember what the value was, but I had to scale up or down one or two decimals ... if I recall correctly.
 
Yes, I cant remember what the value was, but I had to scale up or down one or two decimals ... if I recall correctly.
Ah okay thanks.

I contacted the guy that made the plugin for blender hoping he will fix the issue.

Cause at moment everything comes in so small.


And I couldn't figure out the scale by multiplying by 100 or 10 since it doesn't fix it.

Also I am guessing you stitched the captures. Turn by turn for higher resolution mesh?





Sorry to hijack your thread. :(
 

Prototype

Well-Known Member
Hey man, no hijack ... thats good news. Glad youre doing this.

... And yes, brought it in, in sections, and placed accordingly.
 

MGMetroDave

Active Member
@Prototype I'm very sorry but I've not been able to find anything wrong with the track! ;)

Honestly it's very well put together. Great modeling, texturing and attention to detail. I was especially impressed with the detail in the pit lane and with various trackside objects and a good careful mix of 2D and 3D people. Good idea putting the 3d people in places where night lighting makes it obvious that they're 3D (in places where 2D people just wouldn't be lit correctly). The texturing is very coherent, and all the textures feel like they've been created from the same natural colour palette, so nothing sticks out and breaks the immersion. Once again, great work and a good example for newer ones (like me!) to learn from.

Thanks for creating a top quality mod!
 

TexanHombre

New Member
I've found a minor bug. The speed limiter on pit lane works intermittently. Nothing on the track itself. I've been having lots of fun with it. Superb work!
 

allrndcricketer

New Member
I've found a minor bug. The speed limiter on pit lane works intermittently. Nothing on the track itself. I've been having lots of fun with it. Superb work!
Can concur, pitlane needs fixing. Pit lane activation should be abit further in the entry lane just before the corner, or just after it. and the pit lane deactivation should be the line at the end of the pitlane, not further than it. I have attached a short video showing the issue. Pit lane exit is also pretty bumpy, where the edge of the circuit meets something rough.

https://mega.nz/#!wPR0lQIB!_HoMpx7OW64E5RAArs3eomu8nrBS073IGSNEeDQTSkA

Overall, circuit is a blast in TCR cars, hope this can be cleaned up pretty quickly so it can be used in various leagues :)
 

xedos6

New Member
First of all: Fantastic work! An absolute pleasure to drive slowly in a topless car around the track and to see all the details! At over 200 km / h you can´t do this! The city lights at night: terrific!
Yesterday I drove the 9h race (shortened to 3 h). Unfortunately, at the weekend the AI cars did not leave the pit lane. So I had to make a Quickrace out of it. But that worked great! And yes: the pit exit is very bumpy (grass leaves fly out of the tires !?) and the speed limit ends too far behind.
But otherwise absolute top! Thank you for sharing!
 

allrndcricketer

New Member
Prototype i regret to inform you that the pitlane is still unfixed. I have tested 0.8.1. The pitlane speed is still fluctuating, and the pitbox still disappears

https://mega.nz/#!oLIjAIzC!kbvT9y1hDXKm5Eyrh9KIegOP8ghxaoqQhvUh50M6fZI

The travelling lane of the pits is still not fixed and for the sake of accuracy, the pitlane limiter activation and de-activation lines are not where they should be compared to the circuit IRL.


Here we can see the furthest line on the left of screen marking the exit of the pitlane (notice the red light on the wall) and the de-activation of the pitlane speed limit.

------------------------------------------------------------------------------



Here we can see from the preview of the ACC Kyalami Laser Scan, that the pitlane speed limit activation line (white line at bottom of screen) is actually in the lane somewhat, rather than on the split of the track and the pitlane entry road. How you have it is actually quite dangerous, as people in some leagues may run an app that records pitlane entry. Attempting to slow down on-track will most likely result in accidents.


I hope you will be able to fix this. The pitlane exit is actually alot smoother so you did well there :) Overall this track is amazing, and I will be really happy to race on this and show this off in my league.

Regards
A Fan of your hard work and dedication!
 

ndv99

New Member
I've noticed that there weren't any corner names showing up, so I've made a sections.ini that has the names put in the correct places on the track (as accurately as I could with Google Maps, a spreadsheet, and a half hour of testing and adjusting!). Just drop it in the /data folder of the track.

I thought about doing DRS zones but I figured the track itself doesn't actually have any; if you did want to add one I'd say a section of the main straight is probably the only realistic place to have it
 

Attachments

allrndcricketer

New Member
I've noticed that there weren't any corner names showing up, so I've made a sections.ini that has the names put in the correct places on the track (as accurately as I could with Google Maps, a spreadsheet, and a half hour of testing and adjusting!). Just drop it in the /data folder of the track.

I thought about doing DRS zones but I figured the track itself doesn't actually have any; if you did want to add one I'd say a section of the main straight is probably the only realistic place to have it
Why did you not just go to racingcircuits.info? If corners have names, they list them all on the layout
 

LilSKi

Well-Known Member
Oh ok that's super weird, should be able to use coordinates for that type of thing
It's based on the position of the AI line. AI line goes from 0 to 1 for the lap. So you simply set say .1-.2 for T1 and name it properly. It's a fairly simple process but is a feature that is rarely used so we don't always think of making the file.
 
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