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W.I.P. Lime Rock

Pixelchaser

Well-Known Member
wow \o/ looks good m8 :) very much looking forward to it man.

got some nice update going tonight. road is smoother and everything is more solid feeling.
 

Pixelchaser

Well-Known Member
`Twas time for a porsche cup vid. this didn't drive very well suspension wise and before this update. . nice and smooth now. meaning I can design bumps into it rather than relying on what I was doing before which was an overall bumpiness, too bumpy for this car. but now its nice for every car.


 
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Pixelchaser

Well-Known Member
would I be correct in an assumption that in sim racing lap times vs real lap times are close but sim racing is usually a bit faster ? laptimes on my track are extremely close.

on lime rock its presently maybe up to 1 second quicker from measuring mx5cup and all the spec porsches etc. pretty chuffed with that :)

ai vid uploading now.....
 
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GT VIRUS

Member
It's almost impossible to compare laps between real and virtual. I think at 100% grip AC is miles gripper than RL for any track that is not at the end of an F1 weekend.

As long as everything lines up with dimensions, I wouldn't panic. If Lime Rock is known for not having a grippy surface, drop the grip to 0.97 or lower
 

Pixelchaser

Well-Known Member
first play with track side cams today. quite simple but lots of tweaking bits. great how it show up the flaws in your track :lol:, and also how accurate it show your work to be. once I get these going then its time to plant the foliage I think

had a comment that there was not steepness to the high areas, until I showed them this image level with the plateau :lol:
 
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Pixelchaser

Well-Known Member
it makes all the difference doesn't it Mitja ! and having AI too. turns your creation into a bonefide track instantly! and then you know whether it was worth it.

I'm not that familiar with okayama tbh, but ill be sure to check it out.
 

Pixelchaser

Well-Known Member
cheers lilski, it feels very solid now. cameras `n all and since I threw my grass detail texture away. textures are wrong colours and just don't work well for what the track needs. I keep trying to do what I want but its clear that the track environment demands something like you see in every other lime rock . so for now I'm just using a grass from kunos .

its a normal issue. weirdly using perpixel fixes it to be viewable. the whole walls kn5 in the game ,every normal is totally wrong. and in the editor I opted for whatever shader just worked :lol:. sloppy stuff. but none of its final anyway. strangely though along the fencing it produces an effect I quite like :lol:.
 

Pixelchaser

Well-Known Member
back to where I was a couple of months ago finally. all roads generated, just need to join all the meshes together which will be a horrible long drawn out process of doing it manually, this infield I'm treating as an after thought if its rubbish to drive it wont be driveable initially, but I'm confident it will be. access roads can suck and ill get the drift and skid pad nicely physicalized.

will need some ideas for a cone racing event for the carpark when its empty...
 

Pixelchaser

Well-Known Member
some parking area textures, just diffuse here so far. this uses the full road shaders :) expect this to look pretty good with that shader working on it, its about half the resolution per metre though, so we will see, as its globally mapped and not tiled maybe multimap shader might work better.

 
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Pixelchaser

Well-Known Member
a fantastical amount of work ahead to join everything, next version I hope to be as solid as the last. but complete terrain. heres a gif image of my super efficient tidy layout. hitting a limit of 500K polys including the outer scenery

 
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Arachnus

New Member
looking forward to see this project going, looks really nice and well planned so far, been following this thread for a while, nice work you doing Pixelchaser, cheers!
 

Pixelchaser

Well-Known Member
certainly wont be long, before terrain is complete, but I do have an issue. I cant be arsed paying that much attention to the drift track and skid pad. the point is, because its there and you can go to it, in some way it lowers the overall quality, so I'm not sure whether to leave it as is or just remove it, because then there is no quality issues when its not there. anybody know what I mean ?

maybe I should say its a half arsed job, and maybe its better to just not be there :lol:. would Luchian be prepared to have a look and smooth it out I wonder ?
 

luchian

Administrator
Staff member
If it's there IRL, then definitely leave it there. Current quality is ok. Look at it as a separate mini-project. Focus on main stuff, then when/if mood&time, reiterations could improve it.

Of course I would love to have a go at it, but it would be so wrong to make a promise :D. I will also take it one by one: first the pedestrian bridge, then maybe the pits, then the other bridge.. it'll get there.

Speaking about focus, I would have a proposal: announce here what you plan next. In small bites. Maybe the eyes of us following the progress will hold you accountable somehow :D.

..anyhoooo, good progress - keep it up ! :)

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