W.I.P. Track Rouen les Essarts (custum by DrMaboul)

Discussion in 'Tracks' started by drmaboul, Aug 17, 2015.

  1. drmaboul

    drmaboul Member

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    [​IMG]
    here are some pictures of my project:)
    Rouen Les Essarts custum
    track real in France
     
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  2. luchian

    luchian Administrator Staff Member

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    Hey ! This is quite cool !!!
    Can we visit this ?? I didn't know about it !

    ..and now a video is required ! :D
    (or at least some bigger pics : )

    Please keep us posted, great work !
     
  3. drmaboul

    drmaboul Member

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    Track Name: Rouen Essarts (custum)
    Location: France
    Creator: DrMaboul ° !!
    3D blender. I am new !!

    I took Rouen Essarts the race because I already much loved in one of my old car I,,, because it is made to go fast, I have just created a route GPX format, and import into blender, I modified some parts of true, it normally is in the forest, I prefer to have my way, I do not know if the road corespond exactly real, but I hope that my finished project, give pleasure , for fun ! has many players
    [​IMG] [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
     
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  4. luchian

    luchian Administrator Staff Member

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    Very good progress, thank you for sharing.
    So is there any version for public, or it's too early for the moment ? (for feedback purposes).
     
  5. drmaboul

    drmaboul Member

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    for the moment,,,,! yes, it's a little early! there are still some subjects that I do not understand,,,, or correctly place the
    AC_START_0
    AC_START_1
    AC_PIT_0
    AC_PIT_1
    AC_HOTLAP_START_0
    AC_TIME_0_L
    AC_TIME_0_R
    AC_TIME_1_L
    AC_TIME_1_R
    and also when I go into the pit, the car is still moving fast, not slow,, and I have still to be decorated, and textures,! and also, is that there is a way to optimize, kind of invisible texture, that can not calculate the 3D that this is deriere a hill (example) for the time it will run an average of 85 fps / 100 fps !
     
  6. luchian

    luchian Administrator Staff Member

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    Let's take it one by one, what do you not understand ?

    AC_START_0, _1, etc - represent some objects (in Blender I use empties) but really they can be anything (cubes, boxes if you wish). Just name them correctly, and assign them a material (any material from the scene will do). By naming them, SDK Editor will know they are just the spawn point so it will set them automatically non-renderable.

    Here are 2 example from my scene 1)empty ; 2)boxes
    empty.png
    boxes.png
    Notice the axis orientation (just a 90 rotation on the X axis without applying transformations), it's important in order to avoid later spawn problems (broken wheels, pit guy under the floor, etc) :)

    *****
    AC_TIME_0_L (standing for left side, in the racing direction) and AC_TIME_0_R (for right side)
    Just place them as some markers on the sides of the track, where you wish to have your split times. They will detect cars passing by (they will cover the entire space between Left and Right).

    *****
    For the PITS to act like pits, you need to separate that mesh, and name it differently (example PITS-ROUEN or ZONE-ENFANT or whatever).
    Just remember to define its properties in the surfaces.ini file. It's important to mark it as pits zone:
    [SURFACE_2]
    KEY=PITS-ROUEN
    FRICTION=0.95
    DAMPING=0
    WAV=
    WAV_PITCH=0
    FF_EFFECT=NULL
    DIRT_ADDITIVE=0
    BLACK_FLAG_TIME=0
    IS_VALID_TRACK=1
    SIN_HEIGHT=0
    SIN_LENGTH=0
    IS_PITLANE=1
    VIBRATION_GAIN=0
    VIBRATION_LENGTH=0

    *****
    For zones that aren't visible, don't worry; normally game will handle automatically.
    You can however optimize the trees and vegetation, by using naming groups. More info HERE.

    *****
    Voila, bon courage ;)
     
  7. drmaboul

    drmaboul Member

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    thanks again ! for pittttt !! you're a pro! haahha;)
     
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  8. drmaboul

    drmaboul Member

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    Hello everybody ! I have a small problem, since I have a mid AC_HOTLAP_START_0, when I again, my car no longer appears on the AC_PIT_0 ?? it appears on the AC_HOTLAP_START_0 I wanted to know if this is normal ??? and is what I have created a AC_HOTLAP_START_0, 1,2,3 ..., for the number of;;; car ???[​IMG]
     
  9. luchian

    luchian Administrator Staff Member

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    You only need one AC_HOTLAP_START :).
    The car appears there because of the game mode you are choosing:
    - practice - car will be spawned at AC_PIT_0, 1, ...
    - race - car will be spawned at AC_START_0, 1, ...
    - hotlap - car will be spaned at AC_HOTLAP_START_0
     
  10. drmaboul

    drmaboul Member

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    :lol: !!! ohh !! once again thank you! I was in challenges, not tests, and another question! how to put opponents! because they do not advance remains fixed! to see what it will give in multiplayer! thank you in advance
     
  11. luchian

    luchian Administrator Staff Member

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    For the AI to work, you need to record an AI path.
    I promised long ago that I'll do a video tutorial about it but.. didn't :ninja:. Yet.

    So, until then, maybe this can help you. Ask what's not clear, and we'll make it :).
     
  12. drmaboul

    drmaboul Member

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    new texture!
     
    Last edited: Nov 8, 2015
  13. luchian

    luchian Administrator Staff Member

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    Wow, a lot of work has been done already ! Looks very promissing !

    I don't know the degree of completion, so please take this simply as a first look fb:
    - layout (altitude changes, flow) look good
    - however, detail in the road seems to be missing (both in physics mesh and road texture)
    - trees look very good
    - 2d grass texture looks good
    - could you post a screen with road wireframe ?


    Sent from my GT-I9100 using Tapatalk
     
  14. drmaboul

    drmaboul Member

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  15. luchian

    luchian Administrator Staff Member

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    Hey @drmaboul ; What should we see ?
    I cannot see anything; the link just takes me to the first post, and there is nothing there.
     
  16. drmaboul

    drmaboul Member

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    Hi ! sorry if it's just the video that is not the same! new textures
     
  17. luchian

    luchian Administrator Staff Member

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    Yes maybe, but cannot see anything. First post looks like broken link.

    Sent from my GT-I9100 using Tapatalk
     
  18. drmaboul

    drmaboul Member

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    ok sorry, for me it does not pose a problem.:( I go directly to the link! I think I will soon post the track, as can a tired working on it, the realistic, it's not easy to do! I have wanted to test a more futuristic circuits, this is my very first track, hope you like it
     
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  19. drmaboul

    drmaboul Member

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    luchian likes this.
  20. luchian

    luchian Administrator Staff Member

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    It takes a lot of commitment to continue work on a project for months and months, so congrats for that :). There is still some way ahead, but from the looks of it, the track can be driven quite ok already. Unfortunately, I cannot test it directly since I have no access to my main PC and wheel :), but I can only comment from "the side".

    - road texture looks to have gotten better (multilayer shader capabilities I believe ?) :)
    - grass texture a little bit better, but still can be improved - maybe not yet using multilayer ?
    - layout looks fun, hope I'll get the chance to test it soon
    - and of course trees, that are good looking in texture (I see them as X-shaped ?)

    I know you've probably reached that point where saying "ok, I've had enough of this track". But it's this point and beyond that makes the difference between an ok track and a very good one; or maybe even outstanding.

    Looking forward to seeing more, hopefully :D. Thank you for your work.

    PS: you can easily upload it on the site directly - this way you can have some statistics about no. of downloads, and also avoid all the ads from sites like mediafire : ).
     
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