So I had to update my video drivers on an 1080 ti and now my screen looks blurred or smeared almost... its no where near as crisp as it was... so weird but its holding me up now...
I got the graphics sorted out but now I did something in Content manager and its assigning random names instead of using the name in the skin... anyone know what setting that is so it uses the driver name from the skin? edit... ugh.. worst part about PC is that time that the computer poops the bed and you have to reconfigure everything... got it... its under Drive in Content manager settings, not AC or CSP settings.
still some issues to work out... Ive been cheating on Vancouver with Algarve and the Formula Hybrid from RSS. Also adjusted ye olde helmet material. That track is really rewarding to go fast on.
So I have about 5 minor/major issues that I may ignore for now and fix as I go. A few people have tested the track and a few oddities -hotlap start position not right -I still hate the pit groove, i may just axe it -Folder selection wont default properly which is annoying a Few other things that I will fix as I figure them out but Im doing some racing in a multiclass championship right now to take a break so I likely wont get back to this for a bit. Ill work on the Lidar export as I fix any issues with the older conversion. Ill look at maybe posting a link this weekend so people have something to drive on as the Scratch Lidar will be where it's at and will take awhile and Im losing steam on fixing this conversion.
That's the conundrum... I want to move on to that but dont want to leave these issues... The other issues that are more structural are bugging me more now too...
I'm afraid it will be next to impossible to adjust this track to lidar data, it will be just as much work as starting anew
No worries on that, the LIDAR was never going to be inserted into this track... This conversion was the method for me to learn AC, CSP, Blender, and the myriad other things I didnt know how to do like UV mapping (not like I really do now but I at least have done my own basic one) to see if I could ever pull off a LIDAR version. As you know there are some inaccuracies to the track and the original build is over ten years old so the textures arent up to a modern standard and the materials are all seperated. Ive combined some but some of them are more work then they are worth considering what im working with in terms of resolution. The next move I think will be starting the Lidar export and I will fix things people notice with the Conversion as they crop up. With the Kind of quality Maruto and Brandydo are able to produce it might be something special but a lot of things have to come together for that including everyone having time etc... On the plus side... I have 1000 reference photos now of the pre 98 track that runs through the tunnel under BC place ... so from a historical standpoint we might be able to make it quite accurate. And I can get the full Lidar data for those roads... scratch that ... I already have... The pink grids are from the Lidar site and Ive downloaded all 4 files...
Alright, I can't sit on it any longer. Don't get your hopes too high for a ten year old conversion as some of the textures are low res and the backgrounds werent made to be looked at in f7. It is marginally better then the existing conversions. I will start a new thread for the Lidar version. I don't intend to do a ton of work on this as the Lidar export is going to be messy with bridges covering road everywhere etc. I will fix little things that come up if time permits on the conversion https://mega.nz/file/q0oCwYTT#RsiI9ke1IWfemhpw8eqW7cSrV9Fi2B2HX9NeGuIjPcE Please don't post link in RD or other sites. You can share link but I would prefer that it wasnt everywhere as Im not convinced on its quality yet. Cheers!
Thanks for this, i'll wait for the Lidar version, but this is way way better than the one available at the moment @JrC can you please check at least the hotlap spawn point? It seems not working, the cars fall and teleported to the boxes, thanks
Ill see if I can figure that out... that and the setup folder thing are really bugging me ... With the previous conversion, if you went do pit road it would give you wrong way message... so at least this version works properly that way... just found the same issue with the RT_Zolder track too Ill likely start a new thread for the Lidar version later.
@JrC with RT Zolder i don't have any problem to be honest (they made a special version for online for that problem or something else) but offline no problem for me. I've tried to fix myself but once resaved your .kn5 it crashes the game, so i need your help on this thing
How is Hotlap supposed to work... I've never used it... does it spawn you moving or does it spawn the car stationary on track?
it spawns you some place before the start-finish line so that you can start the lap at full speed. Track building wise, it's also the mode to record the AI line in, and test the AI line, as the AI system is not working in Practice mode.
EDIT, i read wrong what you posted @AccAkut Btw @JrC as said, it's spawn the car in order to let you drive directly instead of exit the pits and do a lap
Kind of weird because the object is there and should be correctly named... no idea why its not working... Ill tryi it again later this week.
Once i opened it, i noticed that the spawn point was not floating over the tarmac but was a lil bit under it, that's probably the problem, you need only to set it higher.
Im just exporting it now to see if it works... More of my boxes are like that one I think... I don't think it was the height... give me about 10 mins to test it out... Gonna try another test of the setup folder thing too... Stay tuned
Try this one.. delete the old track as I changed the naming convention. I didnt fix the setup folder problem so I have no idea whats causing that.... v0.3a https://mega.nz/file/f0pTHCTb#KJPxJ_QfOZJDTKVzYMJ_y-ZoWYf9RZxQbWJLtRcHJjI