• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

W.I.P. Grand Prix de Trois-Rivières road layout

JrC

Active Member

Atticus

New Member
Great track, guys!

I was doing some laps today, and noticed that I always seem to get a "you lap is invalidated" message when going through the arc at Porte Duplessis - I don't know if it's just me.

I know this is just v0.4, so understandable - but if this is a track issue, then can this be fixed in the next update?
 

Brandydo

Member
Great track, guys!

I was doing some laps today, and noticed that I always seem to get a "you lap is invalidated" message when going through the arc at Porte Duplessis - I don't know if it's just me.

I know this is just v0.4, so understandable - but if this is a track issue, then can this be fixed in the next update?
I haven't experienced this, or heard from others so far regarding this but we'll look into it for a future update. The arch was repositioned slightly to more accurately reflect it for this update so it could possibly be that.
 

Atticus

New Member
I haven't experienced this, or heard from others so far regarding this but we'll look into it for a future update. The arch was repositioned slightly to more accurately reflect it for this update so it could possibly be that.
Thank you - please let me know if it doesn't happen for you, meaning it's an issue on my side. (Because in that case I need to look at what might have gone wrong here.)

Thanks again - and happy New Year! ^^
 

John Harding

Active Member
Amazing detail everywhere, I'm particularly fond of the manhole cover (centre image) for some reason and the rear side of the house (third image) that is incredibly detailed but never seen. I know not really for these GT3 cars, but having great fun racing around here all the same.



 

Atticus

New Member
Great track, guys!

I was doing some laps today, and noticed that I always seem to get a "you lap is invalidated" message when going through the arc at Porte Duplessis - I don't know if it's just me.

I know this is just v0.4, so understandable - but if this is a track issue, then can this be fixed in the next update?
Correction - It's only in RSR where my laps are getting invalidated under the Porte Duplessis arch. The vanilla AC track cut system works fine.

(Probably the reason why the RSR leaderboards for this track are still empty.)
 

Johnr777

Moderator
Correction - It's only in RSR where my laps are getting invalidated under the Porte Duplessis arch. The vanilla AC track cut system works fine.

(Probably the reason why the RSR leaderboards for this track are still empty.)
The RSR system needs an overhaul. Unfortunately us track makers keep getting hammered when people think we need to comply with these leaderboard systems.

@Brandydo , from experience, if a car drives over any surface with a DIRT value in surfaces.ini, RSR thinks its off track.
 

Atticus

New Member
The RSR system needs an overhaul. Unfortunately us track makers keep getting hammered when people think we need to comply with these leaderboard systems.

@Brandydo , from experience, if a car drives over any surface with a DIRT value in surfaces.ini, RSR thinks its off track.
Ah, sorry, I didn't know those limitations in RSR.

Your surfaces.ini fix suggestions works perfectly - I tried decreasing DIRT_ADDITIVE from 0.1 to 0 for CONCRETE and CARPET surfaces (every other surface is either 0 or 1) and my laptime did register on RSR.

Thank you, John.

(Not yet sure exactly which surface was causing the issue - I guess it was CONCRETE as CARPET has an extraturf wav file to it that I don't hear under the arch.)

EDIT: Yep, it was the CONCRETE one. Changed CARPET back to 0.1.
 
Last edited:

Brandydo

Member
The RSR system needs an overhaul. Unfortunately us track makers keep getting hammered when people think we need to comply with these leaderboard systems.

@Brandydo , from experience, if a car drives over any surface with a DIRT value in surfaces.ini, RSR thinks its off track.
Thanks for the insight, John. I'll work with Martin to get this adjusted for the next update.
 

Stephane Gagne

New Member
Hi Guys !

amazing work so far. I'm a photographer and I was at the 2021 gp3r. I'll be happy to help with pictures around the track if needed. (grandstands, pits....) I've got some albums on my facebook page at facebook.com/sgagnephoto feelfree to use them as reference. an hit me up if you need something particular

:nerd:
 

Gunnar333

Well-Known Member
Looking good!
Maybe it would be better to use transparent texture planes for the scaffolding bars to reduce the amount of object vertexes?
At least for LOD B.
 

maruto

Active Member
exactly. i was thinking of modeling the scaffoldings with as much details as possible, then make some frontal rendering of one section ( side, back) and then use those render to create textures with alpha channel applied on single face mesh ( double side actually). might do that with the side guard also.

but first model it, understand how it is build, then simplify and optimize it...

upload_2022-2-2_10-33-26.png


upload_2022-2-2_10-34-19.png


but the structure is really visible from depailler corner, it needs to be nice.


upload_2022-2-2_10-46-29.png





i'll experiment on crowd placement also. It would be weird to have those stands empty on raceday. I saw some people trying to improve crowd rendering in AC, Frank25, juanabolche, in race departement. Crowds in ac have never been so convincing and sometimes rather ugly. i prefer empty, but there must be a way to make something nice.
 
Last edited:
Top