Targa Florio WIP

Discussion in 'Locations' started by 6e66o, Oct 1, 2012.

  1. maximus1971

    maximus1971 Registered

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  2. Woodee

    Woodee Registered

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    A long time?? :D
     
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  3. maximus1971

    maximus1971 Registered

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    1050km :D
    you take a laps in 12 hours o_O
     
    Last edited: Nov 27, 2020
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  4. DaVeX

    DaVeX Registered

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    No worries your track would be completed before rF2 lol
     
  5. Mydriaz

    Mydriaz Registered

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    Wow! Keep up the good work :).
     
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  6. vegaguy5555

    vegaguy5555 Registered

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    Oh man!! I can't believe this is really happening!!
    The first bit I read, I was thinking, 'was that a years old post'? Lol!!
    Thanks!!!
     
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  7. Mitch9

    Mitch9 Registered

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    What exactly are you doing with the mesh? If its just subdividing and filling the existing and mostly empty mesh with quads, I could offer a hand.
     
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  8. svictor

    svictor Registered

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    Thanks, no worries for now.

    Besides subdividing, I am also going to create subtle crossfall, and probably add some random height noise(or not).

    There is also limitation. It will be much easier to reconstruct with single object, but I can't simply merge 1900 pieces into one object, since those giant tracks were built with special LOD setting (original authors and converters had really put enormous time doing those), which will lost if objects merged, and can't revert back.

    So my plan this time is to keep it as simple as possible while getting the most important parts done. Will see how it goes.

    PS: Had a fun drive with friends last night:
    365960_20201127183812_1.jpg
     
  9. mantasisg

    mantasisg Registered

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    Wow, thats a big job you have taken to do, good luck. I personally really love how the road is in this mod, except when it obviously lacks smoother more detailed geometry. That one thing will be huge improvement.

    I have driven for a bit today. I thought that the recent rF2 sunbeams update has done a lot of good for this track. And definitely updated haze config is just as good improvement.

    I have been smashing into some roadside black/white concrete blocks. One side of me is happy that they aren't truly very heavy, other side of me feels like they could be harder. But I do think that they better not be actually realistically hard to collide lol
     
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  10. svictor

    svictor Registered

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    Thanks.

    The overall geometry smoothness probably not going to be improved much with subdividing, since the original conversion has omitted a great amount poly transition that is only available in physical road mesh(which was not extracted, and no longer possible to put back in, unless redo the whole conversion). Many road mesh curvature simply not existed in conversion. Still, I hope the subdividing and crossfall will provide more surface variation, and I'll look into adding some randomness(if I can solve a few limitation) so you can feel more physical bumpiness.

    Mesh comparison:
    Original physical road mesh (in blue), and visual road mesh (in black). A great amount details and transition was lost in the middle, especially the elevation is also lost.
    xx.jpg
     
    Last edited: Nov 30, 2020
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  11. ThomasJohansen

    ThomasJohansen Registered

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    just some sunday sunset fun in v0.26 in an old fast A110S

    Still learning the track and the darkness didnt make it easier, so dont mind my few crashes.
     
  12. Dady Cairo

    Dady Cairo Registered

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  13. ThomasJohansen

    ThomasJohansen Registered

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  14. Dady Cairo

    Dady Cairo Registered

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    Thanks!
    But i think it will be to complicated for me to install it and set up right.o_O
    I have never used Simhub,maybe i should start...:)
     
  15. billyblaze

    billyblaze Registered

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    it's really easy to set up and use, most sims can be set up by Simhub automatically....the flexibility and ease of use make it a no-brainer really
     
  16. Dady Cairo

    Dady Cairo Registered

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    Hmmm.. i think this app works only with overlay, am using fullscreen don't know if it works with fullscreen. I managed lately to get Crew Chief running.:D
     
  17. billyblaze

    billyblaze Registered

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    yes, using the overlay has to be in windowed mode...or you can use it on a second screen (phone, tablet, etc.) ...i use it on a cheap android tablet, works great
     
  18. davehenrie

    davehenrie Registered

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    Patton's 7th Army slogging up the West coast while Montgomery led attacks from Syracuse north to Messine. This forced US Gen. Bradley's 15th division to have to use mountain road to progress northward. All that is going to be in there right? (Racing past soldiers and armor???) lol!
     
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  19. maximus1971

    maximus1971 Registered

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  20. svictor

    svictor Registered

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    Hello,

    New version 0.27 is here with reconstructed surface!

    DL link (thanks to Corti): http://www.internationalsimracing.com/forum/index.php?topic=2795

    v0.27 Changelog:
    - Main 72km road surface was re-constructed with 8 square subdivision across 6-7 meter wide surface. The new surface also includes around 2% crossfall and some random height variation (about 1cm).
    - Re-adjusted Terrain feedback (TDF) values for the new surface, most of RoadBumpLen values are reduced accordingly.
    - Renamed track name to "Targa Florio 1967" on track list, added track icon for old UI.

    Note:
    Real road is still disabled, due to several minutes long loading time and unstable performance.

    Enjoy!

    cc.jpg
     
    Last edited: Dec 18, 2020
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