JrC
Active Member
Hi all,
Well I am hopeful this thread will come to a similar conclusion to the last thread with a working Vancouver circuit however this time it would be based on Lidar data and be more or less scratch built.
I can't make any promises as the full project is beyond my skill set but I am hopeful with some key contributions and some dogged determination we can make it happen. AFAIK, the 95 layout was only in one PS1 game and since then doesnt have a version and it is a cool track with the tunnel section running alongside/under BC place.
As you may have seen @maruto and @Brandydo, of Trois Rivieres Fame, are interested in helping and there are always contributions from many members of the community.
The Lidar isnt perfect because a lot of the road surfaces have other roads or structures above them so I cant get a complete road mesh without putting a few spots in myself. Also the Lidar itself is from 2018ish so its not the exact road surface as its likely been rebuilt and changed knowing vancouver. They might still be working on fixes they started when the Indy ran
.
I enjoyed chronicling the last attempt so I think a new thread is in order. I've got a fair bit of work to do to even get to the point its in blender because each of the four .las files had 40 million points in it.
So I need to figure out a way to section it off for workflow and not pull the data I dont need but then reimport some of it for distance etc.
Lots of fun to be had.
After a work hiatus I got my Assetto up and running again and Ive got Lidar in one file. Ive actually done this about 8 times over the last year but I keep coming into new considerations as I take it a step further each time.
In any case, the Lidar is quite complete overall.
This is the new export and the red shape is track boundary area and the line is where pit road should approx be for the 95 layout
some old pics from a previous export
Well I am hopeful this thread will come to a similar conclusion to the last thread with a working Vancouver circuit however this time it would be based on Lidar data and be more or less scratch built.
I can't make any promises as the full project is beyond my skill set but I am hopeful with some key contributions and some dogged determination we can make it happen. AFAIK, the 95 layout was only in one PS1 game and since then doesnt have a version and it is a cool track with the tunnel section running alongside/under BC place.
As you may have seen @maruto and @Brandydo, of Trois Rivieres Fame, are interested in helping and there are always contributions from many members of the community.
The Lidar isnt perfect because a lot of the road surfaces have other roads or structures above them so I cant get a complete road mesh without putting a few spots in myself. Also the Lidar itself is from 2018ish so its not the exact road surface as its likely been rebuilt and changed knowing vancouver. They might still be working on fixes they started when the Indy ran
I enjoyed chronicling the last attempt so I think a new thread is in order. I've got a fair bit of work to do to even get to the point its in blender because each of the four .las files had 40 million points in it.
So I need to figure out a way to section it off for workflow and not pull the data I dont need but then reimport some of it for distance etc.
Lots of fun to be had.
After a work hiatus I got my Assetto up and running again and Ive got Lidar in one file. Ive actually done this about 8 times over the last year but I keep coming into new considerations as I take it a step further each time.
In any case, the Lidar is quite complete overall.
This is the new export and the red shape is track boundary area and the line is where pit road should approx be for the 95 layout

some old pics from a previous export

