• Dear visitors,

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

    Team ACM.

W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

EKO Sim-Racing

Well-Known Member
HOLY CRAPPOLA !!!

Ok, let me explain: I am having a bit of issues with the CPU/GPU, fine, I'll get to that later. So I decided to get into the meat of the physical mesh:

upload_2019-8-17_18-56-45.png


OH MY GOD !!! The feel of this track now is awesome !!
BIG THANK YOU TO LUCHIAN + PROTOTYPE !

I also noticed that if I didn't hit the wall, the GPU/CPU wouldn't go insane, however once I did, it would.
I looked back at my new physical invisible walls, and with great disappointment I realized I shouldn't have made them with railclone, but just with extruded splines, as they are over-polyed. So I must redo them (again).
 

Johnr777

Moderator
HOLY CRAPPOLA !!!

Ok, let me explain: I am having a bit of issues with the CPU/GPU, fine, I'll get to that later. So I decided to get into the meat of the physical mesh:

View attachment 3527

OH MY GOD !!! The feel of this track now is awesome !!
BIG THANK YOU TO LUCHIAN + PROTOTYPE !

I also noticed that if I didn't hit the wall, the GPU/CPU wouldn't go insane, however once I did, it would.
I looked back at my new physical invisible walls, and with great disappointment I realized I shouldn't have made them with railclone, but just with extruded splines, as they are over-polyed. So I must redo them (again).
There you go :lol:, when you extrude or sweep, make sure to exaggerate vertically, like an extra meter below surface and a few meters high. That way cars don’t get trapped in walls or escape the track.
 

EKO Sim-Racing

Well-Known Member
There you go :lol:, when you extrude or sweep, make sure to exaggerate vertically, like an extra meter below surface and a few meters high. That way cars don’t get trapped in walls or escape the track.
that much eh ? I had made them approximately the size of the walls, but yeah, not a bad idea ;)
 

EKO Sim-Racing

Well-Known Member
No, no, loved the lap! Lol

How did you do the physical mesh? Subdivide the visual mesh and added noise? Shouldn’t be that far off, maybe a setting in that tool, forgot the one we use, to keep geometry at the original position
Yep did all that.. except keep the "keep geometry at the original *********************************** position" ... :)

#learningeveryday
 
Last edited:

EKO Sim-Racing

Well-Known Member
I see a ton of repeat in the road textures. Is this something you plan to deal with?
Of course, as you can see the road looks like crap, still haven’t been able to nail the shaders yet, and I won’t until I get all the right textures on the roads.
However, when you say a ton of repeat, what do you mean? UVs? Same textures? What?
 

Johnr777

Moderator
Of course, as you can see the road looks like crap, still haven’t been able to nail the shaders yet, and I won’t until I get all the right textures on the roads.
However, when you say a ton of repeat, what do you mean? UVs? Same textures? What?
He means there’s a lot of obvious close repeating details. Which in a lot of cases we sorta of solve it with a long, usually 8k by 2k road texture, with little detail on it. Then add detail on floater meshes.

Then we mask it to use 2 detail maps. That thread on here on how to set up a road shader is money
 
Top