W.I.P. Vila do Conde 1988 racetrack

Discussion in 'Tracks' started by Alex V., Mar 9, 2018.

  1. Alex V.

    Alex V. New Member

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    Hi all! First post here! ;)

    This track has been in the works for a few years now, originally planned for rFactor (in fact has ben for so long that the Google satellite images have changed!). Anyway being a team of two at Digital Apex Modding progress would always be slow on a city track.

    We've got the elevations and track bumps as correct as possible and have been making trackside buildings on and off - time is limited and so are our skills.
    Right now the focus is on upgrading the textures/mapping especially on the track transitions and texture borders...with no luck.

    Before seeing the screenshots we can always use a bit of help or at least someone to point us a couple of tutorials or suggestions.

    So, the screenshots! Assetto Corsa Screenshot 2018.03.09 - 13.04.21.jpg Assetto Corsa Screenshot 2018.03.09 - 13.03.38.jpg 10700099_878285038872080_6027466880162654601_o.jpg 10626183_845134558853795_152998667432810762_o.jpg 10380248_837614422939142_8063715700699624167_o.jpg 421291_349377491762840_1163511221_n.jpg
     
    luchian likes this.
  2. luchian

    luchian Administrator Staff Member

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    The modelling looks cool already. But what will make a big difference is taking advantage of the Assetto Corsa's shaders. Compared to rF(1), it's day and night.

    There are already some tutorials around on how to set them up, but if you need more ask away. Here are some example (take advantage of the thread prefixes to sort out):

    http://assettocorsamods.net/forums/tracks.9/?prefix_id=10
    http://assettocorsamods.net/forums/tracks.9/?prefix_id=21

    I see your question about transitions. Just use one of the multilayer shaders for the side terrain also, and use the mask to make a smooth transition. The principle is similar to using the "stamp" tool in Photoshop. Have a look at the road tutorial - hopefully it will make sense for the terrain also.

    If not, I need to do this for Motorpark also anyway, so I'll use the opportunity for some additional explanation. Problem is with "when" though - will be away for the weekend.
     
  3. Alex V.

    Alex V. New Member

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    Thanks!! :)
    The track is already in AC and I've made use of the shaders...and while it looks great I do not want to lose too much time fiddling with them before I get at least the goddamn tarmac finished. For example the tarmac doesn't follow the 3d, it's planar mapped due to salvaging the model a couple of times and some more crap - normally everything bad that can happen, happens to us :lol: - but I'll post some more specific question+screenshots next time.
     
    Just Kauser likes this.
  4. Alex V.

    Alex V. New Member

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    So!!!
    We're back to modding!
    I've got a load of questions regarding GrassFX and stFlow and other stuff, maybe it's better to do it in their own threads in case you guys want to update your tutorials or something.
    I just made a quick and dirt video of both the WIPs we're working on right now: the racetrack and the AX GTi Trophy :)



    Anyway, glad to be back!
     
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