Thanks, and just for that particular building, I did what Prototype was suggesting, all packed in one 1024 x1024 map, I’m really glad I found a new trick for the AO maps, it really does look better
Yup! The ambient occlusion really stands out nicely and gives some much needed depth! But perhaps a brick texture that’s a bit less repetitive?
Geez, I can see it a bit but it doesn't slap me in the face as much as it does to you guys. I not only added the ambient occlusion but also bump map to each building. Right now my "technique" is one building, one texture. And to not have any quality loss, (for now) each building texture is 4k. Not sure by how much the CPU is going to stall because of this, but at least it looks pretty good from up close when driving.
textures.com is usually my go to, but you'll need an account (free) and you get a daily limit on how much you can download. https://www.textures.com/category/brick/1 Another good one: https://texturehaven.com/ ________________________________ Its not your CPU that's going to stall, but the GPU memory for sure. You fill a grid with quality cars, and their 2k/4k textures plus whatever you've used up for your track. Will turn into a stutter fest You'll need to fit at least 4 objects in that texture, thats for sure... and the distant building will have to use even less texture space.
You are a trooper for tackling a city course, the amount of objects and buildings would give me a headache Tip for when you map those areas under the buildings, use a large single material with planar mapping, that way you can bake AO from the buildings on to it
Well... it's gotta look like the city of Phoenix unfortunately, therefore I'm going to need to do all those buildings
DAYOM !! sounded like that guy was on coke looooool !! In some short time I'm reading your post on how to add some ambient sounds, so I might have a few questions in the next few minutes
Ok luchian so IF I understand correctly, the way to add ambient sounds for the track, say I want to add anouncer speaker when in the pits, is the following the correct procedure: 1- I clone a AC_START dummy and rename it AC_AUDIO_1 2- Widen the AC_AUDIO_1 dummy a bit so that it has more chances to be hit than a start position (?) 3- Export that dummy into a non-renderable fbx that I upload in kseditor 4- save it as a audio_sfx_1.kn5 file 5- indicate the "audio_sfx_1.kn5" in my track.ini file 6- of course put my "1990_garage_ambiance.wav" file into the sfx folder 7- in my audio_sources.ini file have the following: [AC_AUDIO_1] VOLUME_SCALE=20 VOLUME=0.9 FILENAME=content/tracks/Phoenix_GP/phoenix_1989/data/sfx/1990_garage_ambiance.wav and that's it ? Or am I missing something ?
Haven't tried this, but it may work: https://assettocorsamods.net/threads/is-it-possible-to-create-custom-ambient-sounds-for-track.918/
I never was able to figure out if and how ambient sound works. I do think it was a feature AC supported before the official v1 release. So I'm afraid that track specific ambient sounds won't work.
I can confirm the new method mentioned in that post (https://assettocorsamods.net/threads/is-it-possible-to-create-custom-ambient-sounds-for-track.918/) does work. I won't say it's easy. It takes a bit of effort to get your head round FMOD if you've not used it before, but it does work. I'm working on a track right now that uses it. It will require CSP too.
Good lord... looks like I’ve got additional work to plan out. Alright I’ll get back to this later, for now the buildings, then perfecting of the track details. btw, for those who know who he is: Bob Varsha gave me permission to use his voice for the speaker commentary of my track, the guy is awesomely cool