RELEASED-wip Motorpark, Romania 0.4.0

Very early version of Motorpark circuit situated in Adancata, Romania

  1. JDFind

    JDFind New Member

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    That sounds great! I actually had the chance to take some laps on the actual circuit in the reversed configuration, it's a whole nother experience. I look forward to be able to do that in AC as well.
     
  2. luchian

    luchian Administrator Staff Member Pilot RLR

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    Hey @Johnr777 , you are quite good with CSP, iirc :D.

    How much of this vegetation (variation) do you think I could get with CSP?
    Some? None? All? :nerd:. TY.

    199518855_2233859780081788_3584116502534072872_n.jpg

    182916645_750185895663112_4004643206685892267_n.jpg

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    183781920_4195703710449925_7156069115930889686_n.jpg
     
  3. Johnr777

    Johnr777 Moderator

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    I have a reputation apparently :D

    All of it can be done through grass_fx, which is cool, the only thing I would still model the conventional way is the tall grass in the outer sections. There’s a fairly obvious pop in/out effect if CSP is set too have the grass set too high. Because that system is meant to have very aggressive LODs for performance reasons
     
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  4. luchian

    luchian Administrator Staff Member Pilot RLR

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    I assume here you are referring to the outside the fence areas? (I'll have to do some tests anyway).

    Would you have a suggestion of a track that has a grass config file with variation of vegetation? So I can take a look and see how it is made. By variation I mean both the height of the grass, but also the random inserted flowers or other type of plants. I don't yet see how this can be done.
     
    Last edited: Jun 17, 2021
  5. Johnr777

    Johnr777 Moderator

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    https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki/Tracks-–-Grass-FX

    Fortunately its one of the CSP things that is well documented in the WIKI :)

    You'll be using "texture groups" for the different types of grass.
     
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  6. luchian

    luchian Administrator Staff Member Pilot RLR

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    Thank you very much John!
    I see the documentation is signed by @fughettaboutit , so thank you as well :).

    LE: it's utterly cool, I did not know it can do so many things. The grass_fx, not lebluem :lol:
     
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  7. Johnr777

    Johnr777 Moderator

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    Yup, saves an insane amount of time not having to scatter grass manually, and very rarely we get a good match with the ground underneath.
     
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  8. fughettaboutit

    fughettaboutit aka leBluem

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    ks_nordschleife has configured 2 stages of grass, shorter near the track, longer and with more variation after the guardrails, it uses "extension\textures\grass_fx\highlands.dds"
    That config has lots of comments to help figuring that out
    https://github.com/ac-custom-shader...6a021f/config/tracks/ks_nordschleife.ini#L167
     
    Last edited: Jun 18, 2021
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  9. luchian

    luchian Administrator Staff Member Pilot RLR

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    Sounds perfect^
    Would this create any issues for people not using CSP? Or is it simply ignored?
     
  10. fughettaboutit

    fughettaboutit aka leBluem

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    No issue for vanilla AC users, stock ac does not know about this stuff, its ignored, yes, but they dont get that new grass of course.
     
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  11. fughettaboutit

    fughettaboutit aka leBluem

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    be aware that in some configs HEIGHT_MULT is being used, but thats not a grass_fx parameter, correct is:
    SHAPE_SIZE=1 ; or
    ; SHAPE_SIZE=1,2 ; min, max
     
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  12. Johnr777

    Johnr777 Moderator

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    Height mult was for the first generation of grass_fx
     
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  13. fughettaboutit

    fughettaboutit aka leBluem

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    if its about this track in particular: seems like this is all one big piece of grass, you have to use another thing then,
    upload_2021-6-18_16-2-1.png
    you may need to use something like this then
    upload_2021-6-18_16-4-51.png
     
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  14. luchian

    luchian Administrator Staff Member Pilot RLR

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    Yes, it's this track, although a more advanced version of it. The grass is still a single mesh, but can definitely split it up if it makes sense :).
     
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