W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by EKO Sim-Racing, Jun 11, 2019.

  1. Johnr777

    Johnr777 Moderator

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    maybe a windows update, or maybe new version of shader patch or SOL?
     
  2. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Well, I didn't install SOL, actually I didn't install anything, and I've got Windows7 so... no updates from them that's for sure :)
     
  3. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    HOLY CRAPPOLA !!!

    Ok, let me explain: I am having a bit of issues with the CPU/GPU, fine, I'll get to that later. So I decided to get into the meat of the physical mesh:

    upload_2019-8-17_18-56-45.png

    OH MY GOD !!! The feel of this track now is awesome !!
    BIG THANK YOU TO LUCHIAN + PROTOTYPE !

    I also noticed that if I didn't hit the wall, the GPU/CPU wouldn't go insane, however once I did, it would.
    I looked back at my new physical invisible walls, and with great disappointment I realized I shouldn't have made them with railclone, but just with extruded splines, as they are over-polyed. So I must redo them (again).
     
  4. Johnr777

    Johnr777 Moderator

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    There you go :lol:, when you extrude or sweep, make sure to exaggerate vertically, like an extra meter below surface and a few meters high. That way cars don’t get trapped in walls or escape the track.
     
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  5. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    that much eh ? I had made them approximately the size of the walls, but yeah, not a bad idea ;)
     
  6. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  7. Johnr777

    Johnr777 Moderator

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    Wow!
     
  8. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    You mean the rates on the top left of video?
     
  9. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    RAAAAAAHHH!!!!!!
    I knew it !! I knew it !!!!!
    I knew this would happen: Wheels don't touch the ground since I did the physical mesh:mad:
    Screenshot_f1_1986_zakspeed_phoenix_gp_18-8-119-0-50-5.jpg Screenshot_f1_1986_zakspeed_phoenix_gp_18-8-119-0-49-21.jpg Screenshot_f1_1986_zakspeed_phoenix_gp_18-8-119-0-49-2.jpg Screenshot_ks_mazda_787b_phoenix_gp_17-8-119-23-10-50.jpg Screenshot_ks_mazda_787b_phoenix_gp_17-8-119-23-8-58.jpg

    ..ok solution, lower all physical meshes my 1cm... youpi.
     
  10. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  11. Johnr777

    Johnr777 Moderator

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    No, no, loved the lap! Lol

    How did you do the physical mesh? Subdivide the visual mesh and added noise? Shouldn’t be that far off, maybe a setting in that tool, forgot the one we use, to keep geometry at the original position
     
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  12. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Yep did all that.. except keep the "keep geometry at the original *********************************** position" ... :)

    #learningeveryday
     
    Last edited: Aug 18, 2019
  13. Johnr777

    Johnr777 Moderator

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    How do you think I know, :lol:
     
  14. LilSKi

    LilSKi Well-Known Member

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    I see a ton of repeat in the road textures. Is this something you plan to deal with?
     
  15. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Of course, as you can see the road looks like crap, still haven’t been able to nail the shaders yet, and I won’t until I get all the right textures on the roads.
    However, when you say a ton of repeat, what do you mean? UVs? Same textures? What?
     
  16. Johnr777

    Johnr777 Moderator

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    He means there’s a lot of obvious close repeating details. Which in a lot of cases we sorta of solve it with a long, usually 8k by 2k road texture, with little detail on it. Then add detail on floater meshes.

    Then we mask it to use 2 detail maps. That thread on here on how to set up a road shader is money
     
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  17. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Thank you Johnr777 for that additional heads up, I promise I will get to the roads and textures.
     
  18. Johnr777

    Johnr777 Moderator

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    Here's a flat, tileable 2k x 8k road texture I made from a 6 lane highway picture :lol:

    Might work, might not... but with a stretched UV to match, could work!

    https://www.dropbox.com/s/383ka3vfysxn1cm/Road_Textures.7z?dl=0
     
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  19. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    OUUUHHH !! NICE !! Thank you !!
    If I may, would you have the textures I should also use as per Luchian's tutorial to make it look really perfect ? I made some, but apparently it doesn't look that good.
     
  20. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Today, I concentrated on a portion of the track that goes underneath a bridge, with the complex area and all:

    Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-11-20.jpg Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-10-25.jpg Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-10-7.jpg Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-9-9.jpg Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-8-37.jpg Screenshot_asr_1991_mclaren_mp4-6_phoenix_gp_19-8-119-0-7-56.jpg
    And this is the real picture: hotelview.jpg
     
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