Here's the link I had, but haven't checked to confirm it's still working: http://downloads.xtremefactor.es/en/descargas/view.download/1762-mexico-magdalena-mixhuca-1965.html
Ok, I have separated the surfaces (gonna check the PIT) and made their own object, using the AC Naming Convention, next steps: eliminate bumps then add the primitive cubes and finally export it to FBX and fire up KsEditor
That would be tremendous LilSKI! Your Riverside and Bridgehampton tracks are my all time favorites for historic racing on AC. I would guess that I've driven Riverside twice as much as all other AC tracks combined. So thank you for your tremendous contributions.
Ok, I was able to export the track from Blender, and import into ksEditor with no errors, Whoooho! nOOb error I have made: For the ksEditor to automatically assign the textures You have used in Blender, place the *.fbx file in the root directory of Your track! (I have placed in data, bad intuition ) I think it would be good to add this to the Tutorial, or maybe I have missed it Todo List: Test Run for checking Define PIT Surface Add 2 more timing points for Qualy/Training modes Add Starting Grid Spawn Points on the track Re-Texture the whole track, as it's not so pleasant to look at
I have noticed that the tire marks/ideal line transparency is bad, fixed it, yet it still renders weird, is that normal? Also I don't really like those "holes" in it...
How does it look in the editor? It flickers and looks weird in the modeller because it’s an object probably an inch above another object, the game and the modeler have a hard time with that from a distance, but should look ok up close
A few things actually... 1) raise the groove object in blender slightly, we are talking about an inch or 2 2) use a DDS texture with an alpha channel, NOT a png. 3) use ksperpixelAT and enable the transparent line under objects in kseditor
Thanks Sir for Your help! I've raised the groove, and it looks pretty hilarious ) 1 inch is pretty high here I have a backup of the track underneath
you imported the mesh with the incorrect scale, its too small. Thats why the objects are flicking too.
Oh crap! Thanks for the headsup, and for Your past/present/possible future patience! Can I Re-Scale the imported mesh, so I don't need to re-assign all the textures, or should I start from the beginning? Edit: I have a backup, I have just realized, sorry, I'm really tired today, I think it's a good tactic to leave this for tomorrow
I think the scale looks good now Gonna add textures to the other objects and start to build the surface. I have never done this before (just like anything else about track making ), it could be a long time before I finish it
I'm happy to announce, that this project is not abandoned! I have realized during the year, I'm not able to bring this track into AC without help so I have found 2 people who help me! Thanks for them, the project is progressing fast, an initial conversion is already done, a from scratch created mesh is on the way!
Long time no response, but We are working on this! I give You a look, slowly release ready version, We are adding tyremarks, fixing details and finishing the mesh! It is incredible fun to drive, We have used archive material and try to give the most authentic version We can! Hope You like it!
I'm proud to announce, that We have released the v1.0 https://www.racedepartment.com/downloads/mexico-gran-premio-1967.31101/
From the thumbnail it looks like your track tarmac normal map could be stretched a bit? Not to the right scale perhaps.
I can't believe I missed this announcement! I got busy with other stuff and forgot all about this, the great news indeed! Can't wait to try it out when I have some time tonight!
Cobra, liski, Ricardo, and anyone else involved, what a treat this track is! I ran it last night and really enjoyed it a lot, just an awesome track, thank you to all involved!