• Dear visitors,

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

    Team ACM.

RELEASED-wip Gran Turismo - Trial Mountain

Stephen Brown

New Member
Looking fantastic!

Of all the early GT tracks I think Tokyo Route 246 deserves some big love next. The version for AC isn't good at all.
 
Last edited:

xXxKOKExXx

Member
And then, the first video of GT7 is right on trial mountain...
haha! i was going here to say the same thing! but, they changed the track shape! i think for this reason they didnt release Trial Mountain and Deep Forest for GTsport, i think they was making these new versions for GT7.

Ok, lets work on the current Trial Mountain ;) and not the "new" Trial Mountain

 
Last edited:

xXxKOKExXx

Member
This week i was updating "after tunnels" zones, changing ( again) its texture to can fit the new kerbs i did. I add the fence walls, and change concrete wall texture as well.

Next week i will try to finish the "next to road" zones of whole track, bridges, and principal straight terrain, but... i have to do things at home. maybe it will be delayed another week more... i dont know! nevermind, we´ll see.



















 

xXxKOKExXx

Member
Hi again,

this last week i did only few adjustments. However, this week im doing things. I finish last corners kerbs, and i finally decided to use that texture for concrete walls next to rocks



and im doing the bridges (3 ) and grades. Then i will search sponsors textures and place all of them.







byeeee
 

xXxKOKExXx

Member
Hi all,



im with the advertisments panels. I think i pressed the correct key ( with the correct advice). Im trying to keep the exact placement ( with obviously some mismatches)











when i finish whole advertisments/billboards i will release new version to can taste these changes.



byeee
 

xXxKOKExXx

Member
Hi guys..

i have a very very biggggg problem. is there any way to fix this? has someone encountered with this before? I spent so many hours to make drivable back-pits zone to can get an "easter egg" (driving over the straight line and cross to the other side), and now, when i tried the whole spawns objects, i get this:





i didnt know ac engine has this behaviour... any tip?
 

Bory123

New Member
Is the bridge mesh named 1ROAD. or anything that is specified in surface.ini?

If yes, then i would change it to something else, so AC engine does not think it should create a collision between this mesh and other objects.
 

xXxKOKExXx

Member
Is the bridge mesh named 1ROAD. or anything that is specified in surface.ini?

If yes, then i would change it to something else, so AC engine does not think it should create a collision between this mesh and other objects.
yes, its a 1road because it needs to be a road... omg please dont say to me i have to eliminate these bridges "roads"...
 

Bory123

New Member
I just did a test and yes, if there is any surface above AC_START, PIT then the car will be placed on the top one.

I do not remember any drivable bridges in Trial Mountain :)
 

xXxKOKExXx

Member
I just did a test and yes, if there is any surface above AC_START, PIT then the car will be placed on the top one.

I do not remember any drivable bridges in Trial Mountain :)
Arggg... It was to be an easter egg.. f...k, i have to think another way to sort this. Thx mate.
 

luchian

Administrator
Staff member
Had the same problem when I was playing with my multistory parking garage.

You'd need to think at some tricks that could go around the issue (but not solve it completely):
- not have any grid spaces under the bridge
- imagine some non driveable "holes" in the area above (e.g. a hole because there are works, idk :) )
 

xXxKOKExXx

Member
make ai line without the bridge ;)
Seriously??? In fact, i did the ai line before i tested more cars than mine, so... Maybe you can be my hope ( for other hand, i think its "crossing of valid surfaces" problem. But there is always a little space for hope hahaha )

Thx all
 
Top