its not a big job, its just a bit of smoothing vert here and there. but ill work more on it, and consider it secondary. it just needs attention like the main track texture wise etc. over view of it all at present. not many tracks are consistent from this height, materials per objects couldn't be better tbh. only 8 diffuse textures used. 2 detail textures, 2 masks, 3 normal maps. of course they`re all enormous .
regards AI lines. once an AI lines has been made, any changes can occur and ai will still attempt to drive that line with that track outline over a modified mesh ?
I was planning on using the carpark in the simplest way possible for an autocross track. worth a try then ? or will that really crash it ? this recent CSV addition to legal track borders any help with that crash given its separated values read independently from any mesh ? carpark textures turned out really great I think. 350m x 75m and managed to keep the specular and alphas still working. plain red mask with 1 channel used. 8192 x 2048, detail is there but the sparkle is half the resolution, I think its a good compromise. low poly dirt and rubber still to come. hey Luchian I have memories of a multi storey carpark. this was actually the style I was envisaging for that way back then.. mapped globally etc.
AI needs to have a predefined path for it to work right. The CSV thing could work but why would you want AI in a autocross track? They are run solo in real life.
for the penalties of cutting. its the defined border I want not the AI line. It might be able to simulate a track cone strike etc etc. and thus simulate an environment with a timed course and penalty online.(that passed through the pits parking like tourist nords.).... obviously no additional time given in the circumstance, I just figured id try it out and if the csv thing works then I can narrow the track to the point of the cone and through the overall design accomplish the idea. its a course same as any other. ill bury a track into the carpark if necessary and re map it with the carpark if it doesn't work. either way I'm having me some autocross.
Penalties are defined by surfaces. You would need to cut in a valid track surface and anything outside of it would cause a penalty.
so whats with the operation with the CSV for then? edit: now I think about it some I remember penalties always worked without an ai file. so just whats this track extents csv load form for exactly. I got the impression it was to improve over and above the surfaces geometry and therefor it would over ride any data for track extents.
There are a few reasons for it. For one is you don't need to worry about making say the pit lane invalid during recording as you don't need to rely on valid surfaces to define the AI edges. The main thing I am happy about is editing the line in the editor. The problem before is when editing the main line the edges move with it. To fix the edges has always been a total nightmare. Now with the CSV setup I can edit the main line in the editor all day long and not care about the edges at all. As when the sim loads up it will use the edges in the CSV.
I haven't done any editing with this yet in the editor itself or even know how to edit the lines. I'm still not clear on why the surfaces would still be involved when using the csv though. if there is a few reasons. throw them all at me pls ?
Valid race surfaces are the only thing that defines the AI edge lines while recording. Using the CSV eliminates the need to worry about that.
ok so the penalty system is linked with this or only based on surface titles ? my understanding was they might be the same thing etc.
righty, we is clear I think. not so fabulous a system as I thought. I wish for the penalties to be controlled via that. question . when I have no csv and I press shift and load the track in ai editor I see the red lines in place nicely around my track and kerbs etc. I gather when you load with a csv, they become yellow. whats the difference. and are my red lines not actually there as the outlines for the AI to keep inside. ? I need clarity on this. and thanks lilski.
First you don't need to hold shift unless you have CSV files setup. The red lines are created by what surfaces are valid while you record the AI line. So say if you have curbs set to valid the res line will go around them. If one day you decide you don't want the curbs to be valid you can setup a CSV to define the track edge not including the curbs. Holding shift will load the CSV values as the track edge and will show as yellow to tell you it worked. You would then see the yellow and red line no longer go around the curbs. Without the CSV file you would have to record the line again with the curbs set to invalid. So you can now see why this is a valuable tool.
ok cheers, I know you shouldnt need shift operation without a csv, but it showed me what was there by doing that. without the shit operation no red lines etc. I get its relationships now. guess I need to test with it to see if its achievable on any non typical mesh arrangement and if not its the fantastical realms of what I can come up with.
Did you use Lidar data for this track? Do you maybe know where could I get it for South African Republic if exist?
yes it uses lidar Mitja, I have had a good look and what I find is that countries like the USA and UK can afford to do lidar for free. and they have the infrastructure to deal with it in all areas. regards south Africa I notice a lot of private companies are taking control of such data and not governments. so its a more privatised affair in other countries by my estimation. there are around 10 free lidar sites none of which have any info for southafrica. and the closest data set was for Mozambique and it was a just a demo by a private company. if you want to work with lidar set your sights on the UK or US Mitja. I can help you set it up if you want.