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RELEASED-wip Gran Turismo - Trial Mountain

xXxKOKExXx

Member
Hi guys!

these days i was playing with the multilayer shader for grass/terrain textures. I see that it is used in a lot of quality tracks. I was redoing all the asphalt uv to can see the white line correctly ( i think looks better than a line over the mesh).










When i finish the "first lap" of the grass next to road, i will play with the lake zone. Im curious how ppl did th water effect.
 

Johnr777

Moderator
Hi guys!

these days i was playing with the multilayer shader for grass/terrain textures. I see that it is used in a lot of quality tracks. I was redoing all the asphalt uv to can see the white line correctly ( i think looks better than a line over the mesh).









When i finish the "first lap" of the grass next to road, i will play with the lake zone. Im curious how ppl did th water effect.
With this type of line in track's CSP config:

Code:
[Material_Water]
Materials = enter material name to apply water effect to
Type = LAKE
 

xXxKOKExXx

Member
THEEEE WHATTT?? uff i think first 1.0 version will have a "vanilla" assetto "things". I see in some kunos tracks they have a normal map with water effect and blah blah.. i think first i will try this way.

When i do 1.0, then , i will try to learn how CSP works and will add the tunnel lights, more "track lore", dynamic objects and so on...

but thx for your comments! now i know that i will learn how CSP works to reach that effects. ( and i will learn grassfx too)
 

xXxKOKExXx

Member
Hi guys,

these two weeks i was searching mountain/cliff textures. Doing/redoing most of them. Learning how to make cliffs ( pffff ) and finally, to take a breath, i took back to the large tunnel ( i was making its cliff and in a second i was making a huge concrete wall texture XD ).

here are some pics



That was the fist try, then i saw i had to make a huge 8k texture to avoid wall repetition.





Anyway, i have to redo the "entrance" to appear more credible.

Here more cliffs zones. Most of them will be "opaqued" by vegetation, but... i wanted to practice.








Here updated cliff textures for the first tunnel area. But i have to re-redo them.





see ya, wish me luck with tunnels :p
 

luchian

Administrator
Staff member
When i finish the "first lap" of the grass next to road, i will play with the lake zone. Im curious how ppl did th water effect.
The realistic way, is with the additional shader, stFlow and CSP.

With vanilla AC, this could be a starting point (it does not look great, but it's ok-ish).
water.png
 

xXxKOKExXx

Member
The realistic way, is with the additional shader, stFlow and CSP.

With vanilla AC, this could be a starting point (it does not look great, but it's ok-ish).
View attachment 5456
Thanks luchian for your reply. First i will try that way. Then, when i implement tunnel lights and so on, i will add the water as you said. But, i have a question. When you say " the realistic way", do you mean that with CSP we can get "dinamic water waves"? if not, i think with that first thing will be enough.

For other hand. I saw that people can do "smoke" with flags shader. Has anyone tried to use it for water effect?
 

Johnr777

Moderator
Thanks luchian for your reply. First i will try that way. Then, when i implement tunnel lights and so on, i will add the water as you said. But, i have a question. When you say " the realistic way", do you mean that with CSP we can get "dinamic water waves"? if not, i think with that first thing will be enough.

For other hand. I saw that people can do "smoke" with flags shader. Has anyone tried to use it for water effect?
the CSP water shader is dymamic, and I believe it will even respond to wind.
 

Jimmy8x

New Member
My friend, I made this forum account just so I could tell you how excited I am about your track. I don't care how rough around the edges, I cannot wait to try it out! Trial Mountain was my childhood..
 

xXxKOKExXx

Member
My friend, I made this forum account just so I could tell you how excited I am about your track. I don't care how rough around the edges, I cannot wait to try it out! Trial Mountain was my childhood..
haha im happy to "hear" that. Let me some days and i will prepare a very early drivable version so you can taste it.

For other hand, i remember you that there is another Trial Mountain ( quite old) fully functional, surfing internet you can find it. But that was made by "eye-meter" ( like just arrived DeepForest you can find at recedepartment), mine will have the exact road flow than the original, because i have the original mesh to be used as a guide (obviously i saw i cant use the original mesh on the road because copyright reasons, AND because it is undrivable with that lowpoly shape, like i could see with my own DeepForest conversion i did months ago).

This week i was finishing the tunnel entrances, and working with the "big rocks" ( im still on them).













stay tunned ;) im too slow doing things, but "im doing"
 

Cauri Design

New Member
Here i am. Another guy that made an account here after read this thread.
Yesterday i went to sleep at 1:30 even if i had to wake up at 5:00...
I was looking how to rip GT tracks because i really want some of the most iconic original tracks of the series on AC. I'd love to drive midfield raceway.

I didn't found a way to do that and it looks pretty hard, but i would love to.

I can work with texture and i can do a little 3d modelling, so if you want any kind of help to speed up things, Just let me know.
 

xXxKOKExXx

Member
Haha! a lot thx for your offer. Probably i will need help with objects/assets ( lore and more lore). For other hand, if you want to start a project, i have "high speed ring" road mesh --_(- -)_-- but you must start it by scratch ( conversion is "illegal" , and it has very low poly mesh to nowadays standards).

Anyway, these days i think i finished middle zone cliffs,




and today i found the way to improve all the "zone1" textures. I think now they are better, ah? now i have to re-do some of those "pianos" to get better looking and feeling.






see you soon
 

Cauri Design

New Member
Mmm... There's already a decent version of high speed ring from assetto corsa fanboy...
No chance to get the midfield mesh or any other track that isn't already on AC?
Even only the road.
It would be my first attempt to do something so big so i don't know if i can but i always wanted to try.

Anyway mate your work looks amazing. I'm hiped to see that track. I simply don't have the words to say what i think about your pictures.
Congrats.
If you need a tester or some help with the environment pls let me know.

I'm a good guy and i respect modders work a lot, you don't have to worry for leaks from me.
 

xXxKOKExXx

Member
Sorry but i only have deep forest, trial mountain and high speed ring. Well, i have the oval test too, maybe for practice is enough.

For othe hand, dont worry, i will share an early test version in a few days. I dont care about "leaks", my feelings about modding are equal than "free community efforts". Its more, my ego will encrease if someone wants to use my poorly modded things to create another new things. My only restriction will be nobody can earn money with "my things" ( the same way i wont get any money with this, neither donations).

Like i said, if you want to help me, i need assets like pitbox lore, structures, signals... Take a look to the original gt6 trial mountain and see what objects i will need.

Kisses
 

Cauri Design

New Member
Ok mate. I will give a look at the original gt6.
I switch from PS4 to PC one year ago but luckly i still have my ps3 with a digital copy of the game somewhere XD
Time to clean some dust from it.

I'm a car skinner and in these days i have to make some liveries for a championship that will start soon, but as i finish with them i will begin some modeling.

Can't wait for the early release.
 
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