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    Team ACM.

W.I.P. Ascari Race Resort - Ronda, Spain.

Pixelchaser

Well-Known Member
found a way to generate a physics mesh height differences around the track, Lilski has a reasonable way to do it in blender, and this is doin the same thing but in max basically. and even easier with a 4 click process. add displace modifier, click existing mapping, select displace texturemap, set parameter 0.01 for 1cm etc.

question is now. do we deform the height before we optimise the mesh to randomise the polygon vert positions ?????

this is such a cool system btw. can literally design bumps now 1 cm or any size bumps over any area ... amazing.

 
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Pixelchaser

Well-Known Member
this method makes me question lots and lots of possibilities. mainly because I can paint anything in regards to height maps and prefer this method to creating height over all other methods. my first major track project was made with a simple black and white height map to create the terrain over 5km x 5km.
 
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Pixelchaser

Well-Known Member
working on grass today, holy guacamolee ! so that is why ks track are 3 million polys . I thought I just put a lot of strips down. Nope. its still an arid desert scape. :lol:

there no way we can put grass everywhere Liquido. I suspect this will be the hardest thing to get right tbh..
 
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Pixelchaser

Well-Known Member
so today I learned the multiple track layouts process whilst making the grass. the grass is a separate kn5 file. looks rubbish so far, hopefully it will get better. good learning though. now we can separate the collidable mesh items from the visual visibles.! 300 K polys for this edge all the way around the track, probably push that up to 750K I reckon. need to raise the height of the grass and get that to hide the ground with the frequency of grass placement. I think 750 k and twice the height might be nice, then concentrate on blending it. right now its shimmering mess in game.

 
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Pixelchaser

Well-Known Member
grass looks great when its over the patch the same colour. absolutely transforms the track. and absolutely destroys it if you don't get it right :lol:. also the relationship between the ground and shaders and the grass is explicit it seems. an absolute precise balancing act... with our fabulous variation around the track edge, it makes this job an incredible one....

 
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liquido

Active Member
Nice to see you start to work in grass.... I did not think about that variation in our ground grass color, it is a nigthmare if we had to place 3d grass in order to follow the ground.

Hope you have some trick for this.... I'm out of ideas right now, so I will follow your orders.
 

Pixelchaser

Well-Known Member
I`ll place grass, we need to then manually make sure any in wrong places is simply moved to correct place. I reckon of 75000 pieces we need to manually work about 10000 :lol:
 

Pixelchaser

Well-Known Member
we have what I think is a nice version going at the moment. separate kn5 files for what needs to be separate. makes it much easier to work on focus wise. separate physics. grass, spawn locations, collide objects, skid marks and main race groove.. its a milestone of sorts. pretty soon we have trees and grass in. confident we can crack the physics layer issues today too.

edit. got the grass technique down now. still wrong colour. I subdivide the terrain to about 1.5 million. I then cut any faces out that are sand, rock etc. leaving only polys only where the grass is from the texture. I then use this, select a section of aabout 20 metres at a time, and scatter fill with 6000 iterations. but we can cut around the sand now being the point of it all.

 
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liquido

Active Member
Beautiful picture the atmosphere is perfect, 3D grass still not convince my self... the kerb has wrong texture, and I can see the white line of the satellite image in the pit lane exit, but the road looks very good, also terrain and it seems we are on good way to finish it properly.

I'm exausted today.... the summer is like hell in Málaga if you dan't have air condition.
 

Jebus

Member
Thanks!

Yesterday I drove some really old build of Ascari I have installed and seeing those screens it looks like a completely different track. Well I think in many ways it actually is.
 

Pixelchaser

Well-Known Member
yesterday I tested every track in the game. and lastly tried our Ascari. and I have to say I can not tell the difference between their and our physics layer, seems all the same to me.... im presuming this is a good thing...
 

Pixelchaser

Well-Known Member
Liquido has disappeared on me again. I hope hes ok ! I was expecting a new build last week. but not seen him since :(
 

luchian

Administrator
Staff member
Projects like this require both time & motivation. With the heat around, one of those 2 can easily vanish :). I'm sure he'll popup soon (tm) :D.

Joke aside, hope he's doing ok.
 
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