Nurburgring 1967 dreamers

Discussion in 'Locations' started by juanarg70, Dec 3, 2021.

  1. philrob

    philrob Registered

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    Good news Ebeninca
     
  2. ebeninca

    ebeninca Registered

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    I'm doing the cameras now, seems easier than I thought. I realized that there are several advanced parameters that I not even touched but I'm doing enough to deliver a good result.

    I did a lap on the s397 Nordschleife before, counting the cameras and paying attention to the positions thus I have some reference on what to do. In the Endurance layout 51 cameras covers the entire track, way less than I thought, they use a lot of chasing wide open cameras that covers more than one corner at same time.

    For a camera, it takes 10 min max to be done, including driving the car to test. Considering we have Sudschleife included in this version, I'm estimating around 70 cameras: 700 min, 11 hours of work. I have my normal job during the week, if I can do this job 2 hours a day (I don't guarantee), I will finish in 6 days, not bad.

    A better reference that I found for the cameras:

     
    Last edited: Sep 4, 2022
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  3. EmperorOfFinland

    EmperorOfFinland Registered

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    I have a quick way of updating materials. its basically using IBL baseshader and generating a Spec map in awesomebump and a bump map and doing it like this in 3dsimed3.

    [​IMG]
    So the trick is to just do a spec map and bump map for texture and use this IBL shader and you get quite good looking textures @philrob and then fill them with a empty bumpmap like i have here. its not how it should be but it works for most part.

    [​IMG]

    This is how the guardrail looks ingame. and it should be more than passable for people
     
    Last edited: Sep 3, 2022
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  4. bears

    bears Registered

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    Great work guys would be brilliant to see this track make it in to Rf2
     
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  5. juanarg70

    juanarg70 Registered

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    Hi guys.. nice to see you keep pushing on this one. I tried some things to correct the edges problem. I duplicated the side grass terrain objects and the track meshes. Apply a grass texture/material to the duplicated track.. and lowered those new objects a couple of centimeters. It seems to correct the issue.. no quite at a 100% but it is an improvement.

    Another way of solving the issue that I thougth would be to use a road texture with white stripes along the edges.. this could help hiding the problem.

    The real solution I think could be adding a new sub surface.. because on the edges of the track theres is a constant gap to the side grass objects (on original surfaces and on duplicated/lowered ones) This makes the issue to appear under certain camera angles. The definite solution could be something like this.
    [​IMG]
    But this could be a really big of a task.. I wouldn't even dare to imagine how hard this could be.

    I share a rar file with the duplicated objects and a notepad with the lines that should be added to .scn file to test the track with the duplicated/lowered objects.

    https://drive.google.com/file/d/1Biev6WavxJQRNrHA53Wh63FlGUJsygyh/view?usp=sharing

    Salute!
     
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  6. juanarg70

    juanarg70 Registered

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    Another thing.. maybe @EmperorOfFinland could shed light on this one. We ended up using the physical mesh for the road right? Could the graphical mesh from asseto corsa be used as the ''duplicated and lowered surface'' along with the duplicated/lowered side grass meshes.. Maybe the graphical road mesh doesn't have the gap to the edges and could resolve the issue. Another issue with duplicating the track mesh (the physical one) is that these meshes are poly heavy and we ended up with a heavier track file than it already is.
     
  7. EmperorOfFinland

    EmperorOfFinland Registered

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    nope it cant be used as the rf2 only works on a single roadmesh. so its either the graphical mesh or the physical mesh and i would rather keep the physical mesh. you can just slap a same colored object below the track to mask the gaps
     
  8. juanarg70

    juanarg70 Registered

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    Okey, just to clarifiy.. I meant grabbing the graphical mesh.. applying a grass material to it and lowering it 5cm. Then duplicate the side grass objects and lowering them 5cm also to somehow create the "new added sub terrain mesh" I posted on the image above.
     
  9. ebeninca

    ebeninca Registered

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    Continuing in the cameras topic...

    Sudschleife sector is done, 24 cameras until now.

    I didn't found any good video reference for cameras in this sector, so I did it using my feeling, placing cameras on towers, house roofs, and possible spots that people would watch the race.

    The footage was very limited:


    I'm sharing the file already, If someone wants to give a feedback / suggestions on my work until now. I decided to use only the "TracksideGroup1" space, so the other 3 spaces are free if anyone wants to add a different cameras layout in the future.

    https://drive.google.com/file/d/1TkolxteJK0V5sp1bhVv0JG_9JwdLmR6B/view?usp=sharing
    Copy to: ModDev\Locations\Gesamtstrecke\Gesamtstrecke

    About Nordschleife, I'm going to keep pushing until I finish the entire track. Like Jackie Stewart said in the video I shared in the last post, at that time the track wasn't entirely covered by TV cameras, so I'm thinking of doing a mix, using the spots shown in the video plus extra spots to cover the entire track.
     
    Last edited: Sep 4, 2022
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  10. juanarg70

    juanarg70 Registered

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    I did it.. used the graphical track meshes and side grass mesh to create a lowered surface to hide the edges problem. I think it works pretty good. There is still some weird edges problem noticeable 50 meters in front of the car that dissapears on the side of the car as you move forward.. which is very strange indeed. I think a road texture with white stripes at the edges would hide the issue permanently. I share the link where you have the GMT folder and the .scn file. Just swap those to test it. Cheers

    https://drive.google.com/file/d/1QsT5f7rKX-BQ9TXuFIlRJh1UfohZp3EL/view?usp=sharing

    Cameras on Sudschleife work really good I think by the way:)
     
    Last edited: Sep 5, 2022
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  11. philrob

    philrob Registered

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    Thanks guys for cams and mesh, only just found these(Monday) will try them out and report back.
     
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  12. philrob

    philrob Registered

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    ebeninca,
    camera looks good but after cars have driven the Sudschleife and and pass to the rear of the pits the camera looses focus on the cars. It may just be my install as i have been working on the track.

    track
    I have been held up with texture errors due to lots of DDS files not being x2 format, fixed now i hope.
    So far i have:
    reworked scn/gdb
    added IBL probe
    added reflector settings
    started material.jsons
    resized many textures
    reworking textures and saving in BC format
    replaced control tower
    wet file
    adding shadows
    and lots i have forgotten.
     
  13. juanarg70

    juanarg70 Registered

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    philrob, I think the cameras loose focus because past sudschleife theres no cameras created yet.
     
  14. ebeninca

    ebeninca Registered

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    Yep, thx Phil, I've got it already, It was a little mistake from my v1 file.

    I'm learning so much interesting things in this process that at the end I'm going to revisit Sudschleife to do some small optimizations.

    I found a video from 1967 nords gp, so I already reproduced all the important cameras from this video on our track.



    Now I'm going to use other two videos from 73 and 75 to add complementary cams.

    In the 75 video there's a lot of helicopter cams, and it's possible to do it, I just need to learn how to.

    <EDIT>

    One more important video:

     
    Last edited: Sep 7, 2022
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  15. philrob

    philrob Registered

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    ebininca,
    sorry, i thought it was a full cam, and just reporting it for you to fix.
     
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  16. juanarg70

    juanarg70 Registered

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    Open question request: Do we need to reach out to other users for help on improving the AIW file?
     
  17. Johnny Speed

    Johnny Speed Registered

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    I wish I knew anything about modding so I could lend a hand. But, I must say, I am getting warm and fuzzy feelings about what you guys are doing to bring this track to rF2 and the joy it will be....Thank you all.
     
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  18. philrob

    philrob Registered

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    As the Emperor has said it was an AIW to get the track working, no special treatment. I think the work being done by an AI specialist is really needed. I have driven many laps at the moment whilst updating/fixing things, it works well but could be better.
     
  19. vava74

    vava74 Registered

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    This is a job for...
    Manfredk2 and Atomed :-D
     
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  20. Art_Pereira

    Art_Pereira Registered

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