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

JrC

Active Member
Looks awesome! Well done!
 

maruto

Active Member
So hard to find time to work on the track...

Nevertheless, i finally found a really simple way to record video with windows 10:

windows parameters => XBox game bar activated

start/stop recording : (Win+Alt+R)


and still working on those tirewalls... (redoing it entirely is the correct term) i want some of them to be a little off balance like the reds in this picture... only for those that will be seen close (pit entry for example)



GP3R - AC-6.jpg


02.jpg
 
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Johnr777

Moderator
So hard to find time to work on the track...

Nevertheless, i finally found a really simple way to record video with windows 10:

windows parameters => XBox game bar activated

start/stop recording : (Win+Alt+R)


and still working on those tirewalls... (redoing it entirely is the correct term) i want some of them to be a little off balance like the reds in this picture... only for those that will be seen close (pit entry for example)



View attachment 6566

View attachment 6567
I have been doing my tire stacks like this... a good compromise between detail and polycount. The cone mesh will give the illusion of depth inside the tires.

mosport_tires.png
 

maruto

Active Member
héhéhé, thanks for the advice, i did the same thing, except i did the bottom too so i can flip it 180° and add more variation with a single mesh.

04.jpg


mine is not as clean though, i tried a new technique using subD object wich are smooth and new in Rhino 7 but when i mesh them, i need to reduce the polygon number and i loose the nice control and smoothness of the subD.

it also triangulate some partof the mesh, so the the polycount is still high : 500 for one stack.

your subdivision of seems 12x18? so around 216?

i'll try them to see how it looks in game, the idea is to put them only in front where it is noticable and then use simpler cylinder for behind. once joined in a single object, it wont be too high i guess.
 

Johnr777

Moderator
your subdivision of seems 12x18? so around 216?

i'll try them to see how it looks in game, the idea is to put them only in front where it is noticable and then use simpler cylinder for behind. once joined in a single object, it wont be too high i guess.
Yup, around those numbers.

I have a very similar one to your low poly example which I use for the hidden tires. So yes, high poly in the front and lower poly behind is a very good strategy
 

maruto

Active Member
trying the tirestack in game: the red one is lowpoly. it works ok but havent found the right shader. should i stay simple with kspixel or add normals?

Screenshot_gt4_audi_r8_gp3r_trois_rivieres_30-4-121-23-53-7.jpg


Screenshot_gt4_audi_r8_gp3r_trois_rivieres_30-4-121-23-57-23.jpg


and started develloping duplessis section...

76-infield.jpg


77-armco.jpg


I tried a low poly zigzag armco with similar texture variations as the walls, working not so bad , but some shadows do not align...
Screenshot_gt4_audi_r8_gp3r_trois_rivieres_30-4-121-23-50-58.jpg
 
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Brandydo

Member
Woohoo, no more floating buildings! I like the landscaping...maybe one of us can model a few canopies to add near the GP3R office for Les Amis du Grand Prix. Guardrails look good too.

For the tires in the Duplessis and Turn 5 sections I believe a "belt" can be used in front of them.
 
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maruto

Active Member

GP3R V0.3.3
_________
Download here

New buildings, fences and Y trees by Brandydo
New walls and Armco by Maruto
New AI by Martin Dupuis

edit: added ideal_line.ini and fixed invisible material for the tirestack... redownload ...
 
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maruto

Active Member
I see this black "wall" on the tires
yeah, i saw that too late after i uploaded the file ;
sometime the persistence file does not remember some info and since i didn't change the invisible walls, i didn't check on them...

anyway, i reupdated it if you download again same link it should be fine.. ( well at least for that)

...

i don't know how you guys manage those persistence file on large file? I see tracks with only one main big .kn5 file. the first track i did everything was on the same .fbx and it was hell to redo all texture attribute every time the persistence file gets funky. that's why i try to have specific .kn5 per type of models, so they are small and contains not much textures and materials... less time to load, easier to handle etc...

and why the persistence gets loss? i noticed if i change a mesh name it might happen, sometimes when i join mesh together for optimisation. anoying.
 

Gunnar333

Well-Known Member
I noticed persistance get lost when using shader: ksPerPixel but changing BlendMode to AlphaTest. Next time you load your scene it's back to Opaque again.
To avoid that you can chose ksPerPixelAT as shader which uses AlphaTest as standart.
 

maruto

Active Member
Great to see you're using baked texture for the surrounding assets.
That's Brandydo's special recipe, i'm curious to know how he does it, his texture atlas are well aligned, clean and tidy, mine are a mess ;)

Teach us the process B!
 

JrC

Active Member
great job guys... with the backgrounds its being easier to find the reference points for the turn ins and I got a few good laps in...







 
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