RELEASED-wip Vancouver City circuit 98

Discussion in 'Tracks' started by JrC, Feb 2, 2021.

  1. Ternal

    Ternal Member

    Joined:
    Feb 25, 2018
    Messages:
    86
    Likes Received:
    9
    This is ok, totally working fine man ;)

    If you want, here you can find a set of cam made by me (CrisT86 is the nickname i use on GTP forum)

    https://sharemods.com/l3nz959lmddf/TV_Cam_by_CrisT86.zip.html

    It inclused also yours, moved at the end of my set (like i do for all the tracks i put my hands on for personal use and for sharing with others), my politics is nothing removed.

    Feel free to use them or not as you want ;)
     
  2. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Wow.. they make the track look so much better. Awesome job. Ive seen your Name on GTP!
    Thanks a bunch. Those will be included with Credit given. They are way better then my crappy ones :lol:.

    Thanks again!

    It has exposed some issues with the track though. Its really annoying me how you can see that line along the bottom of the wall... Im beginning to suspect thats a mirroring thing again so Ill do some testing and see if i can fix that!
     
  3. Ternal

    Ternal Member

    Joined:
    Feb 25, 2018
    Messages:
    86
    Likes Received:
    9
    No problem man, thanks to you for your work!

    The track shows his age, but if you're planning to do a scratch made version, i would not waste any more time on this one, at least is more enjoyable than before with this version ;)
     
  4. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    I recommend anyone download @Ternal 's cams... they look so good

    Finally got the helmet and rim materials set on my skin :) and looks great with new cams

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]
     
    Ternal and luchian like this.
  5. Ternal

    Ternal Member

    Joined:
    Feb 25, 2018
    Messages:
    86
    Likes Received:
    9
    Thanks for the positive feedback man, like you enjoyed them ;)
     
    JrC likes this.
  6. ScoobaShtacks

    ScoobaShtacks New Member

    Joined:
    Jun 11, 2021
    Messages:
    1
    Likes Received:
    0
    I stumbled on this thread a few months ago and was looking forward for it's release. So far I realy like the track!

    The only thing that is maybe a bit too much is the reverb. To be more specific from turn 7 to the first monorail overpass after turn 12 it sounds like I'm in a tunnel rather than hearing the reverb from the buildings. I did a test by disabling REVERB_17 to 19 in audio_source.ini and it sounds already better. It's the first time that I've looked into this so I don't realy know what is possible or not, but I think it would sound better if you could lower the intencity/volume of the reverb coming from the nodes furthest from the track (like nodes 17,18 and 19).

    Also If you could duplicate the node "AC_REVERB_4_1" and put it under the monorail overpass on the entry of turn 7 since there's no reverb when going under it (red x on the picture).
     

    Attached Files:

  7. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada

    Sure, I did the reverb really early on and I'm likely completely numb to it now after so many KM on the track. Ill go back and have a look at those 3 sources and add the one you linked too.
     
    ScoobaShtacks likes this.
  8. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Version 0.4a with Cams by @Ternal and new Reverb node with adjustments along back part of track.

    https://mega.nz/file/DpxAgQyL#xuENlzd26wavDUdwRt8X_5pPmvOSc8D2o5Ko-uf9o9I

    I had trouble recreating the wuh wuh reverb you get by the big skyscrapers out of turn 4. It was weird because I moved the nodes to bunch of different places to try so in the end I experimented with lowering the effect.

    Let me know if its better or not.
     
  9. Epic Cars

    Epic Cars New Member

    Joined:
    Sep 30, 2021
    Messages:
    6
    Likes Received:
    2
    Any news on a possible Edmonton Street Circuit? Been wanting that track for a while... If nothing, I will attempt to make it myself...
     
  10. Brandydo

    Brandydo Member

    Joined:
    Jul 28, 2020
    Messages:
    38
    Likes Received:
    99
    Location:
    Ontario, Canada
    I'm not aware of anyone working on Edmonton currently. If you have the desire, I recommend trying it yourself as it's highly rewarding. Lilski has some fantastic tutorials on YouTube and there's a great community here that will assist and provide constructive feedback. Which version are you interested in doing?
     
  11. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Nothing in Edmonton yet. Next project is the 98 conversion fix. (mostly done)
    Then Vancouver 95 Lidar version. So give it a whirl!
     
  12. Epic Cars

    Epic Cars New Member

    Joined:
    Sep 30, 2021
    Messages:
    6
    Likes Received:
    2
    I will start a thread for the project as soon as I start getting some progress (I need to go through some tutorials and play around with a couple of programs to familiarize myself with creating track mods).
     
  13. Epic Cars

    Epic Cars New Member

    Joined:
    Sep 30, 2021
    Messages:
    6
    Likes Received:
    2
    I am thinking of doing both Edmonton layouts because they are on parallel runways and create a fantasy combined circuit to make it easier to mod (and the combined circuit might be fun to drive too).
     
  14. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    One of the guys did Castrol Raceway up behind the Airport in Edmonton. It should be one here.

    im having a strange issue with the traffic lights where they used to be synced with the semaphores but now they dont light up. a bit aggravating. Not sure if the code changed.

    edit - really strange. the semaphores work but the material adjustments using the conditions for the racing flags dont work. The condition works fine because if I turn it to always on the green light comes on. but when I try to set it back to the racing flag conditions none of the traffic lights work based on race conditions like it used to.
     
    Last edited: Dec 28, 2021
  15. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Vancouver v0.5a


    https://mega.nz/file/Xh42jQiA#sq-RP8zRVoeajlb_OwE0Iiu_2YcJz5ptSYFCLmfVEs8


    v0.5a


    known issues


    most of 0.4a/0.3a/0.2a/0.1a issues still present.


    Sound fix enabled for missing car sounds on some cars such as KTM Xbb


    Removed animated trucks for now. CSP animations was not liking the pathing and they were turning all over the place on the route. May add in via path constraint later.


    Fixed thanks to Ternal/CrisT86 – dynamic flags had stopped working. Works now
     
    maruto, luchian and Sam Dale like this.
  16. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    the missing animated trucks are bugging me so Im trying a path constraint.

    When I import it the fbx with animation i get an error-
    "Error, found scaling on node : RootNode"
    When I import it the animation isnt baked.

    Its a bezier curve that I got the bus mesh to "follow path".
    The animation works fine in game but the curve and animation are scaled at 1.00 and the bus is scaled down. Not sure if that is the issue.

    When I import into kseditor the animation isnt there and the bus doesnt move.
     
  17. Johnr777

    Johnr777 Moderator

    Joined:
    Jul 26, 2017
    Messages:
    1,048
    Likes Received:
    613
    Problem is in the dummy you created for the bus mesh. Start fresh with no path constraint, clean mesh, then create a dummy with the right axis orientation… Z forward I believe. Then make the mesh a child of the dummy instance,
    And path constraint the dummy, not the mesh.
     
    JrC likes this.
  18. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Thanks @Johnr777 . Ill fiddle with that and see if i can get it working...

    I have some other ideas for some animations I want to try too...
     
  19. fughettaboutit

    fughettaboutit aka leBluem

    Joined:
    Jul 21, 2014
    Messages:
    1,113
    Likes Received:
    378
    ksEditor shows most animations wrong, just "Open fbx anim" should export a ...ksanim file right away, no need to load a model-fbx
     
    JrC likes this.
  20. JrC

    JrC Active Member

    Joined:
    Feb 2, 2021
    Messages:
    216
    Likes Received:
    130
    Location:
    Canada
    Took another run at it and failed but didnt get the errors in kseditor.
    Thanks for the tips. Ill get there.
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice