RELEASED-wip Boujma Track

Discussion in 'Tracks' started by QuadCoreMax, Sep 17, 2015.

  1. QuadCoreMax

    QuadCoreMax Member

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    Hey all,

    Here I come with my 1st track called Boujma, which I've ported from Racer. As a 3D Pro Modeler & having released the work on RD, you will now enjoy "Top Quality" race tracks for AC.

    What this track includes :

    - mega shaders used
    - 10 pits
    - 10 AI
    - 4 timelines
    - 10 cameras
    - AI line => minimap
    - preview map
    - 7 audio sources
    - sand / grass / gravel / road surfaces
    - lots of highly optimized collidable objects + cones wrapped inside a fully transparent cube :)
    - waving flags
    - huge amount of rocks / trees with no physics proxy mesh

    I have no issues yet & still customizing the whole, above all with custom 'unlocked' shaders.
    It runs smoothly on my AMD HD Flex 6870 1GB GDDR5 on my surround system [3840 x 1024 px @ 75Hz] at 50 - 62 FPS.

    ----------------
    Much Love​
     
    Last edited: Sep 23, 2015
    Pixelchaser likes this.
  2. luchian

    luchian Administrator Staff Member

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    Hey, nice to finally see some of the work you've done lately :).
    I've never tried racer, actually didn't know it has such a big scene. In any case, glad you've decided to give AC a try and see how it's done.

    So this is a fictional track ?

    Looks good in general (can we see bigger shots ? :D), except maybe for the grass in the last shot, where we can spot some low res into the diffuse texture. From what I can tell you seem to have used a multilayer shader for it as well ? or didn't ?

    PS: when can we try it ? :)
     
  3. QuadCoreMax

    QuadCoreMax Member

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    Thanks for your feedback. :)
    Yes, this track is fictional.

    You're right, the grass isn't that good ATM, I'll give another try.
    I've used the ksGrass with a txVariation texture scaled at 0.001 on UV axis to give those spots / variations when you look at it.

    I'll probably rescale my grass UVs & re-export the grass, since we can't scale UV on the 1st (txDiffuse) map.
    Or use the ksMultilayer shader & play around with more texture maps.

    Very soon, it will be released. Just want to make sure everything sits nicely.
     
  4. luchian

    luchian Administrator Staff Member

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    Actually the ksGrass shader is for the 3d grass (to give some variation in color). For ground you'll be better with a multilayer as you'll be able to use and combine detail textures (grass, dirt, rock, ...) beautifully. Give it a go, you'll be amazed :).

    Sent from my Nexus 7 using Tapatalk
     
  5. QuadCoreMax

    QuadCoreMax Member

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    Enjoy it ! :)
    1st post updated
     
    luchian likes this.
  6. luchian

    luchian Administrator Staff Member

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    Finally had some moments to have a look at your work, inside the game.
    I actually like the layout, and I think it can be a good playground for some casual fun.
    Modelling and presence are ok too.

    What I think it lacks (..and it actually hurts it) are the textures. I think the track is textured in the old fashion mentality, with somewhat low-res textures, without taking advantage of the multi-layer shader power.
    Use the AC shader capabilities - and you'll see that with a normal res diffuse and mask, and some good tiling detail textures you can obtain impressive results.

    Unfortunately, I don't have the time right now to go further into detail; maybe some guys around could help you with some hints, or examples. @Pixelchaser .

    LE: oh, and I've seen an AI sinking, in this area :D (some hole in the physics mesh).
    Left side grass/kerb

    2015-09-24_195337.jpg
     
  7. QuadCoreMax

    QuadCoreMax Member

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    Truth is I haven't discovered yet how to exactly create on the RGB channels the masks for a good road / grass, sand mix. More testing will be done shortly. I will also blend some more textures with the road.

    As for the AI sinking, I have tried to reproduce it, couldn't see my car falling. So strange, because before exporting to FBX, I always do a 'vertex merge' which fix all 'potential' holes...How did it happen ? Did it happen after colliding a cone & jumping around ?

    If anyone can reproduce this error & report back please.

    I suspect maybe some issues in Kunos AC Engine when collisions happens, I know from Racer / NFS Shift experience, strange behaviours can happen sometimes, in very rare situations.
     
  8. luchian

    luchian Administrator Staff Member

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    Hmm, interesting point regarding collisions. I only had time to see the AI in the rearview mirror, might've happen after hitting a cone. I didn't save the replay.

    About textures, yes that is the best way I think so everybody find his own style eventually - so test, test, test :).
    Looking forward to see the results after some work. Keep it up !

    Sent from my GT-I9100 using Tapatalk
     
    QuadCoreMax likes this.
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