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W.I.P. Lime Rock

Discussion in 'Tracks' started by Pixelchaser, Feb 22, 2017.

  1. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    wow \o/ looks good m8 :) very much looking forward to it man.

    got some nice update going tonight. road is smoother and everything is more solid feeling.
     
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  2. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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  3. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    `Twas time for a porsche cup vid. this didn't drive very well suspension wise and before this update. . nice and smooth now. meaning I can design bumps into it rather than relying on what I was doing before which was an overall bumpiness, too bumpy for this car. but now its nice for every car.



    [​IMG]
     
    Last edited: Jun 13, 2017
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  4. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    would I be correct in an assumption that in sim racing lap times vs real lap times are close but sim racing is usually a bit faster ? laptimes on my track are extremely close.

    on lime rock its presently maybe up to 1 second quicker from measuring mx5cup and all the spec porsches etc. pretty chuffed with that :)

    ai vid uploading now.....
     
    Last edited: Jun 14, 2017
  5. GT VIRUS

    GT VIRUS Member

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    It's almost impossible to compare laps between real and virtual. I think at 100% grip AC is miles gripper than RL for any track that is not at the end of an F1 weekend.

    As long as everything lines up with dimensions, I wouldn't panic. If Lime Rock is known for not having a grippy surface, drop the grip to 0.97 or lower
     
  6. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    driving with my first ai line...
     
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  7. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    first play with track side cams today. quite simple but lots of tweaking bits. great how it show up the flaws in your track :lol:, and also how accurate it show your work to be. once I get these going then its time to plant the foliage I think


    had a comment that there was not steepness to the high areas, until I showed them this image level with the plateau :lol:
    [​IMG]
     
    Last edited: Jun 15, 2017
  8. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    having far to much fun with this to work on anything today :lol:.
     
  9. Mitja Bonca

    Mitja Bonca Member

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    I know what you mean. Have spent 3 days for making 4 tv cams on my new track ;)
    Btw, today will be available for public beta testing today in the afternoon on RD.
    [​IMG]
     
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  10. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    it makes all the difference doesn't it Mitja ! and having AI too. turns your creation into a bonefide track instantly! and then you know whether it was worth it.

    I'm not that familiar with okayama tbh, but ill be sure to check it out.
     
  11. LilSKi

    LilSKi Active Member

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    I see you applied a NM to the armco. It brings back the moire effect pretty bad in the video. Track is looking solid though!
     
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  12. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    cheers lilski, it feels very solid now. cameras `n all and since I threw my grass detail texture away. textures are wrong colours and just don't work well for what the track needs. I keep trying to do what I want but its clear that the track environment demands something like you see in every other lime rock . so for now I'm just using a grass from kunos .

    its a normal issue. weirdly using perpixel fixes it to be viewable. the whole walls kn5 in the game ,every normal is totally wrong. and in the editor I opted for whatever shader just worked :lol:. sloppy stuff. but none of its final anyway. strangely though along the fencing it produces an effect I quite like :lol:.
     
  13. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    this was how bad those all those barriers and fences normal were. ive no idea how that could even happen. :lol:
    [​IMG]
     
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  14. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    back to where I was a couple of months ago finally. all roads generated, just need to join all the meshes together which will be a horrible long drawn out process of doing it manually, this infield I'm treating as an after thought if its rubbish to drive it wont be driveable initially, but I'm confident it will be. access roads can suck and ill get the drift and skid pad nicely physicalized.

    will need some ideas for a cone racing event for the carpark when its empty...
    [​IMG]
     
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  15. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    some parking area textures, just diffuse here so far. this uses the full road shaders :) expect this to look pretty good with that shader working on it, its about half the resolution per metre though, so we will see, as its globally mapped and not tiled maybe multimap shader might work better.

    [​IMG]
     
    Last edited: Jun 21, 2017
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  16. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    a fantastical amount of work ahead to join everything, next version I hope to be as solid as the last. but complete terrain. heres a gif image of my super efficient tidy layout. hitting a limit of 500K polys including the outer scenery

    [​IMG]
     
    Last edited: Jun 22, 2017
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  17. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    \o/
    [​IMG]

    skid pad works....


    [​IMG]
     
    Last edited: Jun 22, 2017
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  18. Arachnus

    Arachnus New Member

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    looking forward to see this project going, looks really nice and well planned so far, been following this thread for a while, nice work you doing Pixelchaser, cheers!
     
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  19. Pixelchaser

    Pixelchaser Well-Known Member ACM Club Driver

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    certainly wont be long, before terrain is complete, but I do have an issue. I cant be arsed paying that much attention to the drift track and skid pad. the point is, because its there and you can go to it, in some way it lowers the overall quality, so I'm not sure whether to leave it as is or just remove it, because then there is no quality issues when its not there. anybody know what I mean ?

    maybe I should say its a half arsed job, and maybe its better to just not be there :lol:. would Luchian be prepared to have a look and smooth it out I wonder ?
     
  20. luchian

    luchian Administrator ACM Racing Team ACM Club Driver

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    If it's there IRL, then definitely leave it there. Current quality is ok. Look at it as a separate mini-project. Focus on main stuff, then when/if mood&time, reiterations could improve it.

    Of course I would love to have a go at it, but it would be so wrong to make a promise :D. I will also take it one by one: first the pedestrian bridge, then maybe the pits, then the other bridge.. it'll get there.

    Speaking about focus, I would have a proposal: announce here what you plan next. In small bites. Maybe the eyes of us following the progress will hold you accountable somehow :D.

    ..anyhoooo, good progress - keep it up ! :)

    Sent from my phone using Tapatalk
     
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: Lime Rock, Track