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W.I.P. Ascari Race Resort - Ronda, Spain.

Discussion in 'Tracks' started by liquido, Apr 16, 2015.

  1. liquido

    liquido Active Member

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    [​IMG]


    Welcome to Ascari Race Resort, placed in Ronda – Spain.


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    many people have contributed to make this possible, I want to mention all of them.

    Mortks, Fortune, Nando, Felix, Danny, Melchor D, jayp666,motorgash9000, luchian, Jebus, Pixelchaser.


    Acctually Working on this proyect Pixelchaser, luchian, Jebus and my self... we join to relase a good work on every aspect, at least that's the goal. we try to achieve assetto corsa standars.


    The track Will have separated meshes for physic and visual propourses, we are going to change all the vegetation, add details or better 3d models on every place, so we need time to do it properly.


    I will edit this post evetually to insert (hope not much) or delete task to keep informed about acctual status.

    Jebus is making great skins for Ascari Race academy and Track day cars, also he is our beta tester, helping and finding info of how to do a proper physic layer for the road in blender, the feeling of the road is very important to Us, we want to achieve something like lasser scanned surface.

    Some captures from Jebus Skins.

    [​IMG]


    [​IMG]



    That's our to do list before relase a public Beta file.

    3D model:
      • new 3d Trees (several 3d complex models and one "Y" model)
      • new treewalls on scenary
      • new vegetation (3d grass and other plants)
      • new Ford F150 (better 3d model)
      • new fireman truck (better 3d model)
      • new marshal's quad (better 3d model)
      • new ambulance (better 3d model)
      • new marshal ( better 3d model, the acctual is really low poly)
      • place all new objects properly
      • new colision models for every object


    Materials



      • New materials for everything
      • New textures
      • Set shaders
      • Unify vegetation textures


    Other stuff

      • track map
      • cameras for entire track
      • sections file
      • time attack mode
      • AI


    There is no resale date, at moment. (revised 10 November 2016)



    Original post begin here:


    Hi every. I started this proyect long time ago, it was exported to Rfactor but unfinished becouse Rfactor2 was released before I had finished Ascari and I loose the motivation to learn how to in Rfactor2 becouse I never liked much Rfactor1, I enjoyed a lot with LFS and RBR... also with netkar pro and that's why I'm here today.

    I got into this project because illusion me to make a circuit of the province where I was born and live, but the project change dramatically from first contact with editing programs to the work three years and counting I have at hand because one day visit the circuit on a trackday and showed him my virtual circuit to the event manager Ascari who happened to be one of the architects of the circuit, I guess that was focused more on that I would do everything free in what he was seeing on the computer, because facilitated me all ascari plans with elevation, banked curve radii ... everything.

    [​IMG]

    After hundreds of "work" I got something very like real ascari layout, at least I think it's accurate, but as I said I need help with a lot of things.... let's see if I express myself clearly, if Ascari ended up being something good will by the talent of another person, I am not able to make realistic textures and have decided not to learn to do, I hope somebody makes his contribution and fix the circuit as it deserves.

    ... It may sound like I'm lazy, but I've learned plenty of new things to get to this point and I'm sick of having to do almost everything ... if I had to learn to master the textures and assetto shaders take three years to finish it and surely would leave as impossible halfway.

    Currently holds textures official RBR and Rfactor1 content and I do not want to publish compromising catches in official forum and if they are a problem here I will delete them.... I will upload the current state in Blender if anyone wants to see it in more detail.

    also I upload some catch, I hope not raise blisters ... Rfactor textures are the grass and asphalt union among them, the vegetation is RBR.

    [​IMG]

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    I recently received help from Jebus, who has made a skin of one of the sporty driving School of ascari and has done a wonderful job that I perhaps may never do. (Thanks!!!)

    Hope someone wants to get involved in Ascari and make his contribution to finish it properly... please help, even I have to do many things in ascari, normals, object names, add mini bumps .... but soon reached a point where remnant died without knowing what to do with textures and materials.

    For me as if the person how decides to fix the look publishes it as his work and not name to me ... I do what I want is to get this out of my drive and that people enjoy it if possible.
     
    Last edited: Nov 10, 2016
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  2. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    Hey @liquido , glad you decided to publish this, and more importantly to explain the entire context.
    Over the weekend, I should find some free hours, I'll have a serious look at it, and make a list of what is missing or what could be improved.

    If geometry is accurate, then the rest should not be too difficult and I'm sure we can make it shine !
    What say you @Pixelchaser , available for some proper texturing ? :)

    This could turn out to be a very fun "community" project !
     
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  3. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    yeah Ill definetly have a look.

    can there be a file for me, for 3dsmax ? I don't use blender, I might try start now ive learned some basic in 3dsmax though.
     
  4. liquido

    liquido Active Member

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    This could turn out to be a very fun "community" project !
    [/QUOTE]




    I hope so.


    I think it is so important visual aspect as the geometric model ... I am paving the way for an artist to do its magic. I hope someone feel attracted and finish what is started.

    I have hundreds of pictures of my visits to the actual circuit after the trackday ... I went three times to grab measures details that came out in the plans, also as in all projects is not the same as what I have in planes which are he has actually done ... so if anyone wants material, facilitated him everything I have.


    [​IMG]
     
    Last edited: Apr 16, 2015
  5. liquido

    liquido Active Member

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    3ds file exported from Blender ? yes yes :)
     
    Last edited: May 29, 2015
  6. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    looking forward to doing this given all the info you have as above. usually the old school rfactor tracks could do with re mapping, the tilling that is present in rfactor and the multiply and add channels that fix it leave the tiled texture not looking good in ac because it doesn't do multiply and add. would re mapping any of it be a problem if needed ? also looking at the picture of the track above it looks well layed out and similar to kunos tracks layout, which is fantastic, quite confident I can give this the actual AC look!

    im using max 2012, this 3ds wont load unfortunately :(. try another file. fbx ?

    edit: having looked at the textures, I can confirm this will look amazing. doubt any re mapping needed tbh. its superbly layed out, a lot of atlas texturing too as well. many of the textures can easily be enhanced I notice.

    question is how far do you want it to go? its small and compact presently in terms of texture memory etc. if you let me touch this, it will grow :lol: :)
     
    Last edited: Apr 17, 2015
  7. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    As far and as good as possible I'd say !
    We'll worry about performance later :)

    Sent from my GT-I9100 using Tapatalk
     
  8. liquido

    liquido Active Member

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    Yes!!!! as luchian said, as good as you can.

    I have to do a lot of things before you takeover the proyect... I'll keep supporting you in everything I can, but there will come a time that you will be the leading voice and you were to take decisions aided by all the information that I am collecting.

    I need to fix normals.. ( how to point up normals in blender luchian?) rename a lot objects and some UV mapping.. also I want hundred of mini bumps in the road.

    Even I can do a new mesh based in actual road to do the race groove, I have little free time, and this is progressing slowly but with the excitement of seeing you have interest in get involved, this weekend probably will finish some things.

    tomorrow I hope to have you a package of photos and data you will have entertained a good time.

    - Luchian could you make bridge among us ?
    because I've never used 3d max and do not know how to export so that Pixelchaser can see it ... even so I export the FBX.


    you can not imagine how good it did me read that the project is well underway, but needs your work, which is a very very important part ... I think that is half the job so I take it easy and unhurried.

    The textures of the vegetation of RBR will change before pass you, because they are huge and many images are repeated.
    In RBR work to perfection but when you only use one tree having six in the texture I'm misusing and this is my business .

    I have no problem doing heavy and unpleasant tasks .... whenever I know them.

    This sunday I will upload an update.. in blender, 3ds and FBX format , then Pixelchaser you have to check it and tell me what I have to change in UV and other stuff.... to start with a proper base so you can focus on finish it properly.

    any suggestions?
     
  9. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    photos pack is great. little concerned about the scenery , having looked again i feel it might need a lot more added. and to advise I do this alongside my own track project. :) is it google earth height data ?

    having 6 trees on 1 texture is good for Assetto corsa. the more "atlas" textures the better unless I understand you wrong.
     
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  10. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    flip_normals.jpg

    ^Here^ is an image
    - go into edit mode
    - click N to bring up the right side panel
    - under mesh display there is section called normals. Click the face. Now you can see the direction of normals - the number next to it represents the length of normals. You can modify to suit you.

    - select the face for which you wish to flip normals
    - press W
    - click Flip Normals. Done.
    You can do this for one face, or more, up to you.
    Yes, separate physics mesh is the way to go. And is a MUST, when aiming for high quality.
    Don't worry about this, I'll make sure @Pixelchaser gets what he deserves :D
    Yes, about trees - when getting to optimize/redo them (but I say leave that at the end)
    - only use Y trees - they look better in AC
    - remember double sided materials are not supported so you'll need to have double faces
    - we'll speak about grouping trees and positioning the pivot point correctly so that they can be handled automatically by AC engine.
     
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  11. liquido

    liquido Active Member

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    Yes. the environment needs lots of vegetation, the circuit is located in a natural park and spring is a show of flowers and trees. I can do the work of replanting the trees "Y" and add the objects of vegetation ... with the materials I have nothing to do.

    atlas textures are the goal, but acctually we have 5 atlas textures and a lot of trees and flora duplicate and triplicate in textures, probably after optimizing it would take only two textures and not five, talking about the current state.

    The the land surrounding the circuit has been raised with similar data that uses google earth, if you need to do something like maybe I can help, but the track layout is based on the planes of the circuit.



    Thanks for the support in blender , I note what you say about the trees, but not quite understand what the pivot point. where it should be ? ... especially if I group them, now is located in the geometric center of each mesh or group of them .

    the closest to the road are 3d low poly trees, I would like to keep them or replace them by other more realistic, is what represents Ascari is a natural site and that should be apparent.

    hope to have a quiet weekend and productive, Sunday'll have something more solid, vegetation ceases the moment and I will focus on the asphalt, minibumps and race groove.
     
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  12. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    What I mean, is that pivot point must be in the center of each tree. This way, AC will automatically setup normals so that the trees look the best they can.

    And if you respect naming convention, they will be automatically grouped. See HERE for some info - but anyways, this can be done later I suppose.

    And a big YES to 3d trees :).
     
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  13. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    this track made with the zaxxon method ?
     
  14. liquido

    liquido Active Member

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    the field around the circuit itself.

    I added it when zaxxon term to develop it, I started with Ascari before zaxxon published his method, I had started with this method if he had developed before but after getting the planes ... nothing better than that to guide me.

    I have spoken many times with zaxxon in the forum where use to roam and where the method was born , although I have not had anything to do with the development, I know the method and I use it in my projects ...

    http://www.simracing.es/foro/threads/5137-rF-Ascari-Race-Resort-(en-construccion)/page1

    Thats the original post of ascari in simracing.es (wow, I'm not remember dates well... started in 2010 ... that fast time flies) and in this forum you can found a lot of info about zaxxon method and a lot of stages developed with it.... for example transfargar, mussara and many more.

    http://www.simracing.es/foro/threads/3815-TUTORIAL-Método-zaxxon

    If you want to see its potential thinks of a road that you like and pass me one of google earth kml with path
     
  15. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    im familiar, it basically turns the usually kml files of a path in a grid system to present the grid and fit the road path with btb processes.

    I get very dissapointed with goggle earth terrain. presently im designing my own google earth style image to work with a manually make height as I want it.

    im planning to do Thunderhill race track with zaxxon method if Race track builder doesn't appear first. but for now its fictional scenery.
     
  16. liquido

    liquido Active Member

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    Yes that's the method... you take a kml, then you build a 2d surface arround the kml and use data to elevate that mesh and the road.

    The method brings to you a BTB file proyect the road and the terrain.

    The better the data the better the results. I'm sure you are able to find better elevation data than google to raise a mesh, we use our national institude of cartography to get proper data, for sure your country has something related.

    If you want to see give me a kml file and I will return a sketch.
     
  17. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    I have pathed kml before in btb. its the terrain that interests me most. but I couldn't grab the google earth data. it would be nice to see the google earth terrain around thunderhill. TBH I don't care about the resolution of it. its the joining with the trackside I need to manage, preferably through max and not BTB.
     
  18. liquido

    liquido Active Member

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    So you want to do the same as me in Ascari.... as I said, if I can help... I do.

    trace a route like the border from which to start generating the ground, once the sketch made erase the road and join the polygons with patience
     
  19. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    a brief view of where this might go when some real work is layed down. it has a fantastic feel to it, this is set at late in the day. ive added a whole new layer of detail as you can see. added many textures to accommodate the AC shaders "properly". I love it so far. and the track form is just great. my kind of track. a pleasure to update it too. this is only a few hours too. when that gets to two hundred hours this will rival any other track. maybe I should be doing more concentrating on conversions tbh. [​IMG]
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    Last edited: Apr 26, 2015
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  20. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    omg-really_small.jpg

    It starts to look very well, comparing with the basic textures. TY for sharing Ali :)
     
    Last edited: Apr 26, 2015
: ascari, tracks