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

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 ;)
I'd rather wait to make those kind of cameras until the track has more objects. Though being a rather small track I'll give it a try and share later for sure.
 

maruto

Active 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 !
Thanks for the AI, i'll fix the pit soon, upgrade on the track is next on line:
-finish villeneuve corner,
-finish Depailler corner
- rework lines and line texture and shader,
-pitlane mesh split and rename as in surface.ini ( this should solve your issues)
-tiremarks,
-concrete jonctions
...

I had a blast too yesterday : 10 laps night race with Ben O'bro's newly upgraded caterham. Amazing mod, beautiful model and really fun car, fit's the track perfectly! (your old AI was great by the way, eager to try this one)
 

Martin Dupuis

New Member
Thanks for the AI, i'll fix the pit soon, upgrade on the track is next on line:
-finish villeneuve corner,
-finish Depailler corner
- rework lines and line texture and shader,
-pitlane mesh split and rename as in surface.ini ( this should solve your issues)
-tiremarks,
-concrete jonctions
...

I had a blast too yesterday : 10 laps night race with Ben O'bro's newly upgraded caterham. Amazing mod, beautiful model and really fun car, fit's the track perfectly! (your old AI was great by the way, eager to try this one)
Thanks for the update on what's coming :)

I downloaded the Caterham yesterday, but haven't driven it yet. Guess what I'm about to do now ! ;)
 

JrC

Active Member
Looks great. I havent been able to get my lights working yet. Want that for Van as well.
 

maruto

Active Member
Looks great. I havent been able to get my lights working yet. Want that for Van as well.

Lights are done via the ext_config.ini:

1) you need to isolate the mesh that will light your scene... and name them as you want. the normal of the mesh will be the direction of the light.

here in this example i created a mesh of 4 faces (like a pyramid) named pot_lum to wich i asigned a material named also pot_lum

71_ lamposts.jpg


2)then in the config file you add this code: you can use either the name of the mesh or the material to trigger the light...

the first part controls the light that will be produce (fps heavy) , the second will control the glow around

[LIGHT_SERIES_...]
DESCRIPTION=street light old
MESHES=pot_lum
MATERIALS=pot_lum
CLUSTER_THRESHOLD=0
DIRECTION = NORMAL
OFFSET = 0, 0, 0
SPOT = 100
SPOT_SHARPNESS = 0.1
RANGE = 15
RANGE_GRADIENT_OFFSET = 0.4
FADE_AT = 700
FADE_SMOOTH = 30
COLOR = 255, 209, 178, 0.025
SINGLE_FREQUENCY = 0
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=street light old emissive
ACTIVE=1
MESHES=pot_lum
MATERIALS=pot_lum
KEY_0=ksEmissive
VALUE_0= 255, 244, 229, 10
VALUE_0_OFF= 0
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF = 0, 0, 0
CONDITION = NIGHT_SMOOTH
RANGE = 45


this is just a quick sumary, further reading and experimentation is needed to understand it, but is it the basics so you can start playing with lights notions ;)

further reading here :

https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Lights
 

JrC

Active Member
Thanks Maruto.
I would be trying it right now but lets just say I have realized what a mess I made of the track in my noobishness after Luchian and John explained the DIP.

Im debating whether I try to fix it or just start from scratch again. Ill try the code as soon as I can though!
 

maruto

Active Member
Thanks Maruto.
I would be trying it right now but lets just say I have realized what a mess I made of the track in my noobishness after Luchian and John explained the DIP.

Im debating whether I try to fix it or just start from scratch again. Ill try the code as soon as I can though!

Scratch!!!!!!!!

no better way to learn to swim than being pushed in a lake by a friend.

you'll find help here.

I'll help ;)
 
  • Like
Reactions: JrC

maruto

Active Member
Very detailed lamp posts!

The walls looks very simple though, single plane?

Something like Eric’s temp walls really make a difference in a street course setting:

https://assettocorsamods.net/threads/dallas-1984-grand-prix-street-track.1595/page-4
yeah simple plane for now, but I want something irregular like this:

GP3R - AC-26.jpg


GP3R - AC-24.jpg

(photos by Julien Hébert, just got in touch with him, his pictures are great and will help a lot)

not sure how i'll do that yet ;)
i know how to create irregular geometry,
but not how to apply a texture that will not repeat itself over lets say four or five module...
 

JrC

Active Member
Scratch!!!!!!!!

no better way to learn to swim than being pushed in a lake by a friend.

you'll find help here.

I'll help ;)
Trust me... you want me work through this stuff first :lol:

I had some walls that had 26 materials attached after I had played around in the early days with joining and unjoining objects...

Saved it though. With the different saves I was able to hack it all back together so its all good.

I built the mesh the same way and used the same type of naming convention and I cant get the lights on.
Ill have to come back to it.

I need a break :lol:...

Scratch will come... ;)
 

Johnr777

Moderator
yeah simple plane for now, but I want something irregular like this:

View attachment 6173

View attachment 6174
(photos by Julien Hébert, just got in touch with him, his pictures are great and will help a lot)

not sure how i'll do that yet ;)
i know how to create irregular geometry,
but not how to apply a texture that will not repeat itself over lets say four or five module...
The way I have done my wall sections in Road Atlanta is similar to what Kunos did with Laguna Seca, you make 10-11 different meshes, have them all uniquely unwrapped with a good texture sheet and then use a parametric style tool to array them in place with a slight X/Y randomness. Railclone in my case, dont know the equivalent in Rhino... Grasshopper?

Capture.PNG
walls.jpg

Screenshot_ks_lotus_3_eleven_jr_road_atlanta_19-1-121-21-4-1.jpg
 

maruto

Active Member
Buildings are coming along...

I have a few more tweaks on the go to the Arch including some that should improve dusk racing.

great!!! I saw your post this morning, can't wait to try it!

As you said one of the biggest pleasure of scratch making a track is trying it after importing new stuff to it ;)
 

maruto

Active Member
The way I have done my wall sections in Road Atlanta is similar to what Kunos did with Laguna Seca, you make 10-11 different meshes, have them all uniquely unwrapped with a good texture sheet and then use a parametric style tool to array them in place with a slight X/Y randomness. Railclone in my case, dont know the equivalent in Rhino... Grasshopper?

View attachment 6176 View attachment 6177
View attachment 6178

Really clever and simple. Exactly what i needed. if you mirror the texture on the mesh you get as much as 22 variations, that's more than enough not to have a regular pattern. i'll use grasshopper to array them randomly.
and then i imagine you can join them as a single mesh as long as is is not over 30000 faces...

is 256x1024 enough? When creating texture, i tend to think the bigger the better, then i do them big and reduce the resolution if necessary, then the hires texture is available... as you can't do the opposite.

I'll do it for the white walls too.

Thanks John. By the way this is the first screenshot of your WIP Road Atlanta that i see, looking good!
I really like the short layout there, the flow is amazing. really happy that you are working on it ;)
 
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Johnr777

Moderator
Really clever and simple. Exactly what i needed. if you mirror the texture on the mesh you get as much as 22 variations, that's more than enough not to have a regular pattern. i'll use grasshopper to array them randomly.
and then i imagine you can join them as a single mesh as long as is is not over 30000 faces...

is 256x1024 enough? When creating texture, i tend to think the bigger the better, then i do them big and then reduce the resolution if necessary, then the hires texture is available... as you can't do the opposite.

I'll do it for the white walls too.

Thanks John. By the way this is the first screenshot of your WIP Road Atlanta that i see, looking good!
I really like the short layout there, the flow is amazing. really happy that you are working on it ;)
You could afford something more higher res for the walls, since they are right there in view all the time. This texture was originally 512x2048, I scaled it down for the post.

I posted some more preview images over at RD, but will start a progress thread here too!
 

maruto

Active Member
Update v0.2.2 download here

Brand new buildings, Villeneuve corner, nice working pitlane, skidmarks, AI, etc, tons of fun...

0.2.2 (22/02/2021)
------
Four new buildings! Duplessis lighting columns fixed (Brandydo)
Spawn redistribution on pitlane (M.Dupuis) The user pitbox is now in the middle of the pitlane
Second attempt at tirewalls (not fully optimised;mesh reduced by 50% but looking less broken)
Invisible walls not to fall into hell and for tirewalls
Texture tests for walls


0.2.1 (19/02/2021)
-----
test release for an online race on friday, went to bed at 3:30 in the morning because it started at 8:00 pm Québec time.... it was FUN! 1:15.709 with the MX5 Cup;)

pitlane fixed and renamed, works fine now
Villeneuve corner done, i'll do 3D kerb when i have enought infos about it
Depailler corner sidewalk fixed
lines shader fixed
skidmarks layer added
new AI and sidelines files (M.Dupuis)

enjoy

next: irregular walls, more lamposts (hippodrome, parking lot, Baseball stadium) grass surroundings, sponsors...

Screenshot_bo_caterham_academy_gp3r_trois_rivieres_21-1-121-8-40-45.jpg


67_ pitlane.jpg 70_ skidmarks.jpg 72_tirewalls.jpg Screenshot_bo_caterham_academy_gp3r_trois_rivieres_21-1-121-8-42-42.jpg Screenshot_gt4_nissan_370z_gp3r_trois_rivieres_21-1-121-14-42-41.jpg
 
Last edited:
Update v0.2.2 download here

Brand new buildings, Villeneuve corner, nice working pitlane, skidmarks, AI, etc, tons of fun...

0.2.2 (22/02/2021)
------
Four new buildings! Duplessis lighting columns fixed (Brandydo)
Spawn redistribution on pitlane (M.Dupuis) The user pitbox is now in the middle of the pitlane
Second attempt at tirewalls (not fully optimised;mesh reduced by 50% but looking less broken)
Invisible walls not to fall into hell and for tirewalls
Texture tests for walls


0.2.1 (19/02/2021)
-----
test release for an online race on friday, went to bed at 3:30 in the morning because it started at 8:00 pm Québec time.... it was FUN! 1:15.709 with the MX5 Cup;)

pitlane fixed and renamed, works fine now
Villeneuve corner done, i'll do 3D kerb when i have enought infos about it
Depailler corner sidewalk fixed
lines shader fixed
skidmarks layer added
new AI and sidelines files (M.Dupuis)

enjoy

next: irregular walls, more lamposts (hippodrome, parking lot, Baseball stadium) grass surroundings, sponsors...

View attachment 6197

will you make that area "time penalty " and remove the invisible wall later?
 

maruto

Active Member
will you make that area "time penalty " and remove the invisible wall later?
i removed the invisible wall on villeneuve corner and the green cement area has it's own surface attribution in the surface .ini: named 1VILLENEUVE_...

[SURFACE_8]
KEY=VILLENEUVE
FRICTION=0.98
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=0.8
DIRT_ADDITIVE=1

BLACK_FLAG_TIME=1
IS_VALID_TRACK=0

SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=0
VIBRATION_GAIN=0.1
VIBRATION_LENGTH=1.5

upload_2021-2-22_8-52-32.png


then, i'm not sure about depailler corner, i saw many cars in videos using the whole aera behind the kerbs, i'll have to ask if that aera is penalty too..

what aera are you talking about? if it is still there on villeneuve, maybe try clean install?
 
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