• Dear visitors,

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

    Team ACM.

RELEASED-wip Vancouver City circuit 98

Ternal

Member
This is ok, totally working fine man ;)

If you want, here you can find a set of cam made by me (CrisT86 is the nickname i use on GTP forum)

https://sharemods.com/l3nz959lmddf/TV_Cam_by_CrisT86.zip.html

It inclused also yours, moved at the end of my set (like i do for all the tracks i put my hands on for personal use and for sharing with others), my politics is nothing removed.

Feel free to use them or not as you want ;)
 

JrC

Active Member
This is ok, totally working fine man ;)

If you want, here you can find a set of cam made by me (CrisT86 is the nickname i use on GTP forum)

https://sharemods.com/l3nz959lmddf/TV_Cam_by_CrisT86.zip.html

It inclused also yours, moved at the end of my set (like i do for all the tracks i put my hands on for personal use and for sharing with others), my politics is nothing removed.

Feel free to use them or not as you want ;)
Wow.. they make the track look so much better. Awesome job. Ive seen your Name on GTP!
Thanks a bunch. Those will be included with Credit given. They are way better then my crappy ones :lol:.

Thanks again!

It has exposed some issues with the track though. Its really annoying me how you can see that line along the bottom of the wall... Im beginning to suspect thats a mirroring thing again so Ill do some testing and see if i can fix that!
 

Ternal

Member
No problem man, thanks to you for your work!

The track shows his age, but if you're planning to do a scratch made version, i would not waste any more time on this one, at least is more enjoyable than before with this version ;)
 

JrC

Active Member
No problem man, thanks to you for your work!

The track shows his age, but if you're planning to do a scratch made version, i would not waste any more time on this one, at least is more enjoyable than before with this version ;)
I recommend anyone download @Ternal 's cams... they look so good

Finally got the helmet and rim materials set on my skin :) and looks great with new cams









 

ScoobaShtacks

New Member
I stumbled on this thread a few months ago and was looking forward for it's release. So far I realy like the track!

The only thing that is maybe a bit too much is the reverb. To be more specific from turn 7 to the first monorail overpass after turn 12 it sounds like I'm in a tunnel rather than hearing the reverb from the buildings. I did a test by disabling REVERB_17 to 19 in audio_source.ini and it sounds already better. It's the first time that I've looked into this so I don't realy know what is possible or not, but I think it would sound better if you could lower the intencity/volume of the reverb coming from the nodes furthest from the track (like nodes 17,18 and 19).

Also If you could duplicate the node "AC_REVERB_4_1" and put it under the monorail overpass on the entry of turn 7 since there's no reverb when going under it (red x on the picture).
 

Attachments

JrC

Active Member
I stumbled on this thread a few months ago and was looking forward for it's release. So far I realy like the track!

The only thing that is maybe a bit too much is the reverb. To be more specific from turn 7 to the first monorail overpass after turn 12 it sounds like I'm in a tunnel rather than hearing the reverb from the buildings. I did a test by disabling REVERB_17 to 19 in audio_source.ini and it sounds already better. It's the first time that I've looked into this so I don't realy know what is possible or not, but I think it would sound better if you could lower the intencity/volume of the reverb coming from the nodes furthest from the track (like nodes 17,18 and 19).

Also If you could duplicate the node "AC_REVERB_4_1" and put it under the monorail overpass on the entry of turn 7 since there's no reverb when going under it (red x on the picture).

Sure, I did the reverb really early on and I'm likely completely numb to it now after so many KM on the track. Ill go back and have a look at those 3 sources and add the one you linked too.
 

JrC

Active Member
Version 0.4a with Cams by @Ternal and new Reverb node with adjustments along back part of track.

https://mega.nz/file/DpxAgQyL#xuENlzd26wavDUdwRt8X_5pPmvOSc8D2o5Ko-uf9o9I

I had trouble recreating the wuh wuh reverb you get by the big skyscrapers out of turn 4. It was weird because I moved the nodes to bunch of different places to try so in the end I experimented with lowering the effect.

Let me know if its better or not.
 

Epic Cars

New Member
couple of updates.

Ive gone a little nuts on the AC crew objects. I just really like it because it customizes the track to the cars racing assuming they have an AC crew dds.
Ive added some extra crowd barriers and signs that use the AC crew function.

Ive done some optimisation on the textures as I really understand now how bad the conversions are for the materials. For example, one building is 8 materials.
Im going to work on this a bit because I do need the performance back with the pits the way they are now. There is no way I could run the full 37 cars. Im on 27 now and getting about 70 fps with everything maxed out but that would dip considerably in a field where the cars where different I suspect.
For example, I built a billboard dds and have mapped all the billboards to a single dds rather then having a single one for each billboard although I haven't done this with the walls yet.
There is lots of opportunity to combine objects and materials to reduce the DIP of the game.
The block transform on the trees will help but that's the last big job I need to do. Finish off replacing all the old trees and optimizing the new ones not only in mapping but in placement while doing a bit of creative hiding of some barren looking spots in the background.

The groove is good but is 31 pieces right now to make sure it looks right before I join it into a single mesh. I've added some pass grooves off the main groove to simulate the AI occasionally coming off the line to pass into some of the main corners for passing.

The camera facing INI is massive right now too as I try to tweak the mesh locations and count on spectators.
Overall that looks much better so I want to combine those into a smaller number of objects once I've got it.


I have another animation in the form of a working flight path to YVR (Vancouver Intl Airport) with some 737s flying overhead with a random delay when they land. Its pretty cool having the shadow pass over the track as you are driving. I tried to add lights but apparently you cant add sounds and blinking lights to meshes that are wrapped as animations. I tried separating a part of the plane to have it be a blinking light for nighttime but what happens is once its two materials it seems to break the Mesh wrap with CSP animation. In any case, I couldn't attach a plane sound or create a blinking light so they are slightly emissive at night.
I added a bunch of light pollution as there should be so that helps make it seem like its not floating in space.

At this point I'm obsessing over minor details so I think its time to wrap this one up and move on to a scratch build because I'm getting to the point where its how the meshes were built that's limiting me so I'm better off taking that forward and building the track up with this stuff in mind and with CSP stuff considered.
The LIDAR version will take awhile anyways so I think getting this finished off and optimized will allow me to move on to the slow boil on a LIDAR version.

I'll see if I can get permission to convert the Edmonton city airport track and do the same updates in the background while trying to scratch build the LIDAR Vancouver version with all 3 layouts.
Maybe @maruto and I can work on scratch built Canadian tracks long term.

I want to say a version might be ready for some testing in a couple weeks but likely 4-6.





Any news on a possible Edmonton Street Circuit? Been wanting that track for a while... If nothing, I will attempt to make it myself...
 

Brandydo

Member
Any news on a possible Edmonton Street Circuit? Been wanting that track for a while... If nothing, I will attempt to make it myself...
I'm not aware of anyone working on Edmonton currently. If you have the desire, I recommend trying it yourself as it's highly rewarding. Lilski has some fantastic tutorials on YouTube and there's a great community here that will assist and provide constructive feedback. Which version are you interested in doing?
 

JrC

Active Member
Nothing in Edmonton yet. Next project is the 98 conversion fix. (mostly done)
Then Vancouver 95 Lidar version. So give it a whirl!
 

Epic Cars

New Member
I will start a thread for the project as soon as I start getting some progress (I need to go through some tutorials and play around with a couple of programs to familiarize myself with creating track mods).
 

Epic Cars

New Member
I am thinking of doing both Edmonton layouts because they are on parallel runways and create a fantasy combined circuit to make it easier to mod (and the combined circuit might be fun to drive too).
 

JrC

Active Member
One of the guys did Castrol Raceway up behind the Airport in Edmonton. It should be one here.

im having a strange issue with the traffic lights where they used to be synced with the semaphores but now they dont light up. a bit aggravating. Not sure if the code changed.

edit - really strange. the semaphores work but the material adjustments using the conditions for the racing flags dont work. The condition works fine because if I turn it to always on the green light comes on. but when I try to set it back to the racing flag conditions none of the traffic lights work based on race conditions like it used to.
 
Last edited:

JrC

Active Member
Vancouver v0.5a


https://mega.nz/file/Xh42jQiA#sq-RP8zRVoeajlb_OwE0Iiu_2YcJz5ptSYFCLmfVEs8


v0.5a


known issues


most of 0.4a/0.3a/0.2a/0.1a issues still present.


Sound fix enabled for missing car sounds on some cars such as KTM Xbb


Removed animated trucks for now. CSP animations was not liking the pathing and they were turning all over the place on the route. May add in via path constraint later.


Fixed thanks to Ternal/CrisT86 – dynamic flags had stopped working. Works now
 

JrC

Active Member
the missing animated trucks are bugging me so Im trying a path constraint.

When I import it the fbx with animation i get an error-
"Error, found scaling on node : RootNode"
When I import it the animation isnt baked.

Its a bezier curve that I got the bus mesh to "follow path".
The animation works fine in game but the curve and animation are scaled at 1.00 and the bus is scaled down. Not sure if that is the issue.

When I import into kseditor the animation isnt there and the bus doesnt move.
 

Johnr777

Moderator
the missing animated trucks are bugging me so Im trying a path constraint.

When I import it the fbx with animation i get an error-
"Error, found scaling on node : RootNode"
When I import it the animation isnt baked.

Its a bezier curve that I got the bus mesh to "follow path".
The animation works fine in game but the curve and animation are scaled at 1.00 and the bus is scaled down. Not sure if that is the issue.

When I import into kseditor the animation isnt there and the bus doesnt move.
Problem is in the dummy you created for the bus mesh. Start fresh with no path constraint, clean mesh, then create a dummy with the right axis orientation… Z forward I believe. Then make the mesh a child of the dummy instance,
And path constraint the dummy, not the mesh.
 
  • Like
Reactions: JrC

JrC

Active Member
Thanks @Johnr777 . Ill fiddle with that and see if i can get it working...

I have some other ideas for some animations I want to try too...
 

JrC

Active Member
Took another run at it and failed but didnt get the errors in kseditor.
Thanks for the tips. Ill get there.
 
Top