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

LeGuyTremblay

New Member
Just tried version 0.1.4 during the weekend. I never did that before but feel free to let me know if I can be helpful completing that track.
 

maruto

Active Member
Got back to work on the script for those walls and fences, not finished ,but it's cleaner, i've set t a little more regular than the first try, with a 4cm amplitude variation in XYZ, they look really nice to me now, and i've been able to optimize the mesh creation to very few faces per pole, quite satisfied .

so try it out, here's another beta track for you guys, (I promised you @Martin Dupuis :whistle: )


V0.1.6 Download here

second version fences and walls (wip still untextured)
Depailler corner and others corners completed
street Lampost lights
footbridges
spawn points for 37 racers and pits (AC only loads 20?)
correct sections.ini
shader improvement on lines ( not working)
new ai files ( not especially good, but better than the previous.)


Screenshot_norma_m20_fc260_gp3r_trois_rivieres_5-10-120-14-40-55.jpg


Screenshot_radical_sr3_lhd_gp3r_trois_rivieres_0.1.6.jpg



(i have persistence problem on track.kn5, lines loose their shader attributes, so they don't work yet... i think the problem comes from the fbx transfer from rhino)

and careful in the villeneuve turn, there's an invisible wall, don't cut.

...

next step: wall textures, details and assets.

@Brandydo contacted me to offer help, and started modeling a really nice Porte Duplessis, can't wait to include it to the track ;)

@LeGuyTremblay, welcome aboard, nice to see you getting interested in the track!
 

Martin Dupuis

New Member
I should've read the post carefully... I found the invisible wall the "hard" way :ROFLMAO:
Work is coming along well.

I'll try to make an ok-ish AI line for you. I've seen AI go into inside walls at quite a few places.
I could refine it as work goes into the track.
 

Martin Dupuis

New Member
As said, this is a first draft for AI. At least, it doesn't crash too much. You'll see that left and right sides can be at "unconventional place" sometimes. That's on purpose and helps guide the AI. I took that trick from Billy Strange's AI tutorial on Youtube.

I've tested it with the MX-5 Cup, some GT3s, and also a mix of 1990 IMSA (Audi GTOs and Nissan R91CP from Dan Busca). Skippys are fun too, though a bit too easy to lock up on braking :whistle:
 

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maruto

Active Member
Thanks Martin! much better than mine and it is good to have the track borders defined, it is great to watch AI run on the track!
i noticed they turn a little too close to the inside wall on corner 6 into Rue de Calonne...


One thing that will be corrected once i'm done with the walls, i'll cut the jaggered mesh part outside the track, it is still considered by AC as a valid track mesh, it might be a source of the problem, the AI might think the track is wider...

Screenshot_etc_opala_d3_gp3r_trois_rivieres_6-1-121-11-40-6.jpg


Screenshot_etc_opala_d3_gp3r_trois_rivieres_6-1-121-11-39-17.jpg
 

Johnr777

Moderator
Thanks Martin! much better than mine and it is good to have the track borders defined, it is great to watch AI run on the track!
i noticed they turn a little too close to the inside wall on corner 6 into Rue de Calonne...


One thing that will be corrected once i'm done with the walls, i'll cut the jaggered mesh part outside the track, it is still considered by AC as a valid track mesh, it might be a source of the problem, the AI might think the track is wider...

View attachment 6111

View attachment 6112
Doesn’t really matter if the outside is valid, it’s up to the boundary lines and danger flags in the hints file to keep them away from the wall.

You also need to make the main ai path more conservative, make them run the corner a little wider
 

Martin Dupuis

New Member
Doesn’t really matter if the outside is valid, it’s up to the boundary lines and danger flags in the hints file to keep them away from the wall.

You also need to make the main ai path more conservative, make them run the corner a little wider
Thanks for the advice @Johnr777 , I will use it for the next version.

I feel the AI is a little slower than I'd like on some corners, or maybe it's just me going in too hot ! :D
 

maruto

Active Member
V0.2 download here

Lot of work done last weeks, amazing custom made buildings models made by @Brandydo, so happy to have another fellow countryman working with me on this project!

Screenshot_radical_sr3_lhd_gp3r_trois_rivieres_14-1-121-10-39-10.jpg


0.2.0
------
Porte Duplessis, old house and the large shed on the s/f straight modeled by @Brandydo
New AI and track sidelines by @Martin Dupuis
fence details, fire and emergency exit
electric lamposts (needs optimisation, meshes will be join when the position is fixed, wires still too straight)
brake markers (some ajustement needed)
First attempt at tyrewalls (heavy on the DIP count, need to find the right balance to have details on the front row and less faces behind)
First cameras attempt with Custom Shaders Patch debug app Advanced 0.99g ( amazing tool! thanks @fughettaboutit )

65 tirewalls.jpg
 
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JrC

Active Member
Gave it a quick try and it feels great. I hadnt tried any of the other versions. Road feels lively and I really like the elevation changes. Really nice work on the road surface and textures.
It will take some great screenshots when all the backgrounds are in place.
I got overconfident and tried to spawn in 36 cars and that didnt work out so well :lol:. I couldnt get out without hitting the car in front of me. once I took it down to about 13 cars.
they sure didnt build the pit area with a lot of excess space.
Great work! Really great job on the buildings! Also really like the mid corner cracked road texture. really well done also.
Sorry for how dark the shots are. I have one of those extreme weather plans running to test lightings and it was stormy.







 

Martin Dupuis

New Member
V0.2 download here

Lot of work done last weeks, amazing custom made buildings models made by @Brandydo, so happy to have another fellow countryman working with me on this project!

View attachment 6154

0.2.0
------
Porte Duplessis, old house and the large shed on the s/f straight modeled by @Brandydo
New AI and track sidelines by @Martin Dupuis
fence details, fire and emergency exit
electric lamposts (needs optimisation, meshes will be join when the position is fixed, wires still too straight)
brake markers (some ajustement needed)
First attempt at tyrewalls (heavy on the DIP count, need to find the right balance to have details on the front row and less faces behind)
First cameras attempt with Custom Shaders Patch debug app Advanced 0.99g ( amazing tool! thanks @fughettaboutit )

View attachment 6157
:( Tried to download it, but Google Drive says the file is now in your Trash folder. :(
 

JrC

Active Member

Brandydo

Member
It's so motivating everytime I try out a new build to see how it's progressing.

Just a few things from my side - the Duplessis arch is the first scratch model I've done from start to finish, so there's still tricks I'm learning and a lot of adjustments I'm making as I go along. I've redone the main stone texture since, added the lanterns, redone the pedestrian gateways, fixed the plaque stone and minor tweaks here and there. Also, some of the models currently have generic textures added until either someone who lives there can get some good reference shots, or I make the trip there at some point (easier said than done in the midst of snowstorms and a pandemic).

Really excited to have this underrated Canadian track coming along for AC. I remember watching the ALMS races there in the early '00s, and when Gilles Benoit released the track for rFactor a few years later it was an excellent recreation for the time.
 

JrC

Active Member
It's so motivating everytime I try out a new build to see how it's progressing.

Just a few things from my side - the Duplessis arch is the first scratch model I've done from start to finish, so there's still tricks I'm learning and a lot of adjustments I'm making as I go along. I've redone the main stone texture since, added the lanterns, redone the pedestrian gateways, fixed the plaque stone and minor tweaks here and there. Also, some of the models currently have generic textures added until either someone who lives there can get some good reference shots, or I make the trip there at some point (easier said than done in the midst of snowstorms and a pandemic).

Really excited to have this underrated Canadian track coming along for AC. I remember watching the ALMS races there in the early '00s, and when Gilles Benoit released the track for rFactor a few years later it was an excellent recreation for the time.

Looking great so far!
 

maruto

Active Member
wow really nice update, though tires looks weird but it's a great track already. Did a quick camera to test, it's really addictive this track. I remember I loved watching CART races back in the late 90s and Formula Atlantic and all that.
send them cameras over! share them here !
If you want you could try to replicate the official 2017 cameras too... That would be great!


and don't worry about weird tires, they're just a first try ;)
 
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Martin Dupuis

New Member
@maruto, I made some subtle changes to the AI. See the zip file.
Nothing drastic, but with @Johnr777's tips, they do not crash as often now into Porte Duplessis and at the end of Boulevard du Carmel. Btw, good work @Brandydo !

I have a little, OK big, request !
Do you think you can fix the pitlane ?
I don't know if I'm alone, but I see a few issues:
  1. there's no speed limit;
  2. cars aren't ghosted;
  3. with the latest AI changes I made, I get a yellow flag anytime a car move inside this area.
I think it all pertains to naming assignment in kseditor and/or blender (if that is what you're using). Somehow, the game thinks the pitlane is part of the track. This thread also has some info.

If you want to have more spawn points, check @LilSKi's video about spawn points, I think it might help.
I wish I could do more to help.

P.S. I'm having a blast with the track... I did a 20 laps race today with GT3 and GT4 cars, AI 85-100% (aggression @ 100%) and got no road-blocking pile-ups !
 

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