[REL] Great Wall Raceway v1.5 - 10 May 2016

Discussion in 'Locations' started by SimoG, Mar 28, 2016.

  1. SimoG

    SimoG Registered

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    [​IMG]

    Hi

    This is the first time that I attempt in 3D modeling and modding.
    It's a track that I created a few years ago for rfactor with the program Bob track builder (with the trial version and then in a short time, but I never ended).

    The track is based on a few streets in the city where I live, where in 1934 and '35 is really raced. Then inexperience with the program at the end instead of 2km has become a 4km track and the lack of objects such as houses for BTB (the program was published recently), I made some little changes to the original layout and has become a real circuit.

    In the end, thanks to video tutorials found on various forum , I recreated it from scratch with Blender for Assetto Corsa.

    And now I'm trying to convert it to RF2. This the result:



    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]

    [​IMG]


    v1.5
    - End point of both DRS zone is now correct
    - New boundary objects by Juergen
    - Redo all the trees, now using rf2's billboard technique
    - Redo all 3D trees, with same technique
    - improvement and Fixed bugs of the night lighting
    - Fixed other small bugs

    v1.2
    - Increased the number of Grid / Garage spot to 32
    - Added Corner workers (By Juergen)
    - Added two DRS Zones
    - Various little Fixes to AIW
    - Added some boundary objects
    - Adjustments for the mirrors
    - New Loading Screen

    Credits:
    Juergen: Loading Screen


    Tell me how it behaves in terms of fps, with my old PC it is difficult to evaluate this aspect

    Have fun [​IMG]

    Special thanks to forum users who have helped me in the operation and to Juergen for the new loading screen and the implementation of the corner warkers
     
    Last edited by a moderator: May 10, 2016
  2. hexagramme

    hexagramme Registered

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    Coooool! :cool:

    Downloading! :)
     
  3. Emery

    Emery Registered

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    First, thanks for sharing and taking the time to bring your track for rF2!

    The Start/Finish area, through the pits, has the lowest fps. The rest of the track has good to very good fps. The fps in the pits & Start/Finish are acceptable, but a few more are always appreciated.

    One other note: for the white lines at track edges, the default MIP LOD bias on the texture makes them fuzzy. You can see this if you edit the player.JSON file so "Texture Sharpening":0, instead of "Texture Sharpening":5,
     
  4. SimoG

    SimoG Registered

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    Thanks :)
    I will work particularly on these areas.
     
  5. Marc Collins

    Marc Collins Registered

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    Great track, Simo! Better than most first attempts, that's for sure.

    You will work out all the transparency and AA issues mentioned above...every track could have them.

    One question regarding the wall--is it just decorative? Why so huge (other than to match the name of the track)? Because it would never be allowed for a real track (or have to be lined with catch fencing), you might want to think about moving it to another area. The track layout itself is really good and the textures are already nice. The buildings and accessories are good. The wall makes it immediately seem like a pretend track. It may not be to your interest, but the rest of the track could easily be mistaken for a real track except for the placement and size of the wall. It will be fun either way, though :)

    Thanks for all the work you pored into this. Very impressive result.
     
  6. Eric Rowland

    Eric Rowland Registered

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    I remember the smaller stone walls lining each side of the Syracuse track in GPL. Gave one pause....
     
  7. SimoG

    SimoG Registered

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    Many Thanks

    Yes, the wall was a characteristic of the real track. :)

    Here You can view a map of the track. And here a Street View

    And an aerial view of the wall:
    [​IMG]
     
    Last edited by a moderator: Mar 30, 2016
  8. TheScrapanator

    TheScrapanator Registered

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    Hi, I want to know for league use, how many garage slots, pit boxes, starting grid lines?
     
  9. SimoG

    SimoG Registered

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    24 grid/garage spot, but I still have some free garage (+ 8 cars throughout). The main grid in that case would end in the middle (and perhaps beyond) of the last curve. But I think that is feasible using the grid B, the one before the entrance of the pitlane. I have to check it.
     
    Last edited by a moderator: Mar 30, 2016
  10. TheScrapanator

    TheScrapanator Registered

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    So 32 overall? Ok. Thanks, All I wanted to know.
     
  11. SimoG

    SimoG Registered

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    Now max 24 but expandable to 32, the last 4 would start by the end part of the last curve. If you are interested let me know on time so I can prepare this version.
     
  12. TheScrapanator

    TheScrapanator Registered

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    I'm interested, track has enough space for the flat 6's, very nice flow to it, excellent quality, there are times when I watch an ai race that the green stuff behind the strips and curbs go black(a flicker), but that's not a major issue. I'm just trying to find tracks that can suit the needs of more than/at least 30 people atm.
     
  13. Marc Collins

    Marc Collins Registered

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    Thanks! That wall is there because there is land and buildings on top of it, so it looks more plausible. Don't worry about it. Just a point if you want it to look realistic. The track shape can be copied from real life without copying every single aspect of the surroundings. You have already changed many things, so... :)
     
  14. SimoG

    SimoG Registered

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    Good. I will prepare it, and thanks for reporting the issue
     
  15. TheScrapanator

    TheScrapanator Registered

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    Thank you, and no problem.
     
  16. TwoHardCore

    TwoHardCore Registered

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    I think this is a nice, tricky circuit to drive. I haven't driven this for a while (in AC of course), but I do like the track. Thanks for sharing.
     
  17. SimoG

    SimoG Registered

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    v1.2 aviable in the first post

    [​IMG]

    - Added Corner workers (By Juergen)
    - Added two DRS Zones (see the map)
    - Various little Fixes to AIW
    - Added some boundary objects
    - Adjustments for the mirrors
    - New Loading Screen (Created by Juergen)

    - Increased the number of Grid / Garage spot to 32
     
    Last edited by a moderator: Apr 3, 2016
  18. bhendrik

    bhendrik Registered

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    Thanks for sharing this track. Drove it for the first time today with 31 ai. Some tuttering in the beginning when cars are leaving the garages. I've a 3 year ild pc with a mid range graphic card and an i7. Every graphic setting on high exept shadows and special effects. I drove during nighttime and a full grid, so for me it was just fine with regarding fps. So keep up the good work an thanks Juergen for helping out
     
  19. SimoG

    SimoG Registered

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    New version, 1.5, in the first post

    - End of both DRS zone is now correct
    - New boundary objects by Juergen
    - Redo all the trees, now using rf2's billboard technique
    - Redo all 3D trees, with same technique
    - improvement and Fixed bugs of the night lighting (almost all :eek:)
    - Fixed other small bugs

    Know issue:

    There are still few things that I can not fix:

    - Flickering of the fence (If anyone has suggestions how to solve it, come forward :))
    - Some objects are not perfect illuminated by night (like above :D )

    Have Fun [​IMG]


    Thanks
     
  20. Juergen-BY

    Juergen-BY Registered

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    Well done mate, maybe somebody else could jump in and provide ideas to solve the flickering (z-fighting) and night lightning problem. Besides this, very nice track. During testing becomes surely as one of my favorite rF2 track.
     

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