RELEASED-wip Gran Turismo - Trial Mountain

Discussion in 'Tracks' started by xXxKOKExXx, Mar 22, 2020.

  1. origalde

    origalde Member

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    I 've see this on YouTube today
    Maybe interesting
     
    Last edited: Jun 11, 2020
  2. Stephen Brown

    Stephen Brown New Member

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    Looking fantastic!

    Of all the early GT tracks I think Tokyo Route 246 deserves some big love next. The version for AC isn't good at all.
     
    Last edited: Jun 11, 2020
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  3. Cauri Design

    Cauri Design New Member

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    All of them
     
  4. Cauri Design

    Cauri Design New Member

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    And then, the first video of GT7 is right on trial mountain...
     
  5. xXxKOKExXx

    xXxKOKExXx Member

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    haha! i was going here to say the same thing! but, they changed the track shape! i think for this reason they didnt release Trial Mountain and Deep Forest for GTsport, i think they was making these new versions for GT7.

    Ok, lets work on the current Trial Mountain ;) and not the "new" Trial Mountain

     
    Last edited: Jun 12, 2020
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  6. xXxKOKExXx

    xXxKOKExXx Member

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    This week i was updating "after tunnels" zones, changing ( again) its texture to can fit the new kerbs i did. I add the fence walls, and change concrete wall texture as well.

    Next week i will try to finish the "next to road" zones of whole track, bridges, and principal straight terrain, but... i have to do things at home. maybe it will be delayed another week more... i dont know! nevermind, we´ll see.



    [​IMG]



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  7. xXxKOKExXx

    xXxKOKExXx Member

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    Hi again,

    this last week i did only few adjustments. However, this week im doing things. I finish last corners kerbs, and i finally decided to use that texture for concrete walls next to rocks

    [​IMG]

    and im doing the bridges (3 ) and grades. Then i will search sponsors textures and place all of them.

    [​IMG]

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    [​IMG]

    byeeee
     
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  8. origalde

    origalde Member

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    Great work!!

    my gosh time flies
     
  9. xXxKOKExXx

    xXxKOKExXx Member

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    Hi all,



    im with the advertisments panels. I think i pressed the correct key ( with the correct advice). Im trying to keep the exact placement ( with obviously some mismatches)



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    when i finish whole advertisments/billboards i will release new version to can taste these changes.



    byeee
     
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  10. xXxKOKExXx

    xXxKOKExXx Member

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    i just uploaded new version at RD if you want to test those improvements.
     
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  11. origalde

    origalde Member

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    Cool, I'll test it.
     
  12. xXxKOKExXx

    xXxKOKExXx Member

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    Dont stop



    [​IMG]



    [​IMG]
     
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  13. xXxKOKExXx

    xXxKOKExXx Member

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    Hi guys..

    i have a very very biggggg problem. is there any way to fix this? has someone encountered with this before? I spent so many hours to make drivable back-pits zone to can get an "easter egg" (driving over the straight line and cross to the other side), and now, when i tried the whole spawns objects, i get this:

    [​IMG]

    [​IMG]

    i didnt know ac engine has this behaviour... any tip?
     
  14. Bory123

    Bory123 New Member

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    Is the bridge mesh named 1ROAD. or anything that is specified in surface.ini?

    If yes, then i would change it to something else, so AC engine does not think it should create a collision between this mesh and other objects.
     
  15. xXxKOKExXx

    xXxKOKExXx Member

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    yes, its a 1road because it needs to be a road... omg please dont say to me i have to eliminate these bridges "roads"...
     
  16. Bory123

    Bory123 New Member

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    I just did a test and yes, if there is any surface above AC_START, PIT then the car will be placed on the top one.

    I do not remember any drivable bridges in Trial Mountain :)
     
  17. xXxKOKExXx

    xXxKOKExXx Member

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    Arggg... It was to be an easter egg.. f...k, i have to think another way to sort this. Thx mate.
     
  18. luchian

    luchian Administrator Staff Member

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    Had the same problem when I was playing with my multistory parking garage.

    You'd need to think at some tricks that could go around the issue (but not solve it completely):
    - not have any grid spaces under the bridge
    - imagine some non driveable "holes" in the area above (e.g. a hole because there are works, idk :) )
     
  19. fughettaboutit

    fughettaboutit aka leBluem

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    make ai line without the bridge ;)
     
  20. xXxKOKExXx

    xXxKOKExXx Member

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    Seriously??? In fact, i did the ai line before i tested more cars than mine, so... Maybe you can be my hope ( for other hand, i think its "crossing of valid surfaces" problem. But there is always a little space for hope hahaha )

    Thx all
     
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