[WIP] CART Factor

Discussion in 'Vehicles' started by zerocool, Dec 13, 2014.

  1. PatientRF2fan

    PatientRF2fan Registered

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    Thanks for the link Corti. Now I have Houston and Rio Fittipaldi

    OMG I wonder how much mapping is involved in a conversion?..... I absolutely hate mapping textures.
    I remember when just learning....
    Having to map ads on both sides all the way down that front straight of long beach making rookie mistakes the whole way LOL

    upload_2021-9-16_13-59-40.png
     
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  2. USCTrojan4JC

    USCTrojan4JC Registered

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    The Rio roval is in Automobilista 1 and was created by Reiza Studios. Would that be an easier track to work with?
     
  3. PatientRF2fan

    PatientRF2fan Registered

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    i know automiblista1 is supposed to be the rf1 engine. I have never done a conversion but it is probably possible.

    I have base products to work with now. Geez 19 tracks

    upload_2021-9-16_16-47-40.png
     

    Attached Files:

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  4. PatientRF2fan

    PatientRF2fan Registered

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    DiggerHawk has 3 Swifts and ....... 22 reynard skins to do still. This may be a while.
     
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  5. davehenrie

    davehenrie Registered

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    Homestead may be problematic, I believe they changed the angle of the banking to better suit Nascar. In 2003 the track's banking was raised from 6° to a progressive 20°. So finding a PRE-2003 source of the track might be difficult.
     
  6. PatientRF2fan

    PatientRF2fan Registered

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    6 degree all round. I tested some loft and it worked. I can loft some hair over to cover a bald spot too LOL
     
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  7. L0P3X

    L0P3X Registered

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    You can find it on NR2003 ;)



    (Both 1995-1997 Indy-style oval and 1998-2003 layout are shown on this video)
     
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  8. PatientRF2fan

    PatientRF2fan Registered

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    ALL SPLINE'D ......
    upload_2021-9-24_6-7-35.png
    PRESTO
    upload_2021-9-24_6-11-30.png
     
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  9. PatientRF2fan

    PatientRF2fan Registered

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    Guess the re-mesh...... hint: I am Canadian
    upload_2021-10-12_20-15-47.png
     
  10. djvicious

    djvicious Registered

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    Fin fact, that converted version was actually too long. There was another version for rF1 that looked worse, but was the accurate length.
     
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  11. PatientRF2fan

    PatientRF2fan Registered

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    Oh man, that is not a fun fact for me. it is a KM too long 3.8km instead of 2.8km.
    ok, at least i haven't mapped everything, i can fix that.

    There is a 2000 google map. slightly different layout but will give me the proper distance.
     
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  12. PatientRF2fan

    PatientRF2fan Registered

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    UM... yeh, wow! I got work to do. Only a KM off
    Thanks djvicious all i have done was lofted the track so your info was well timed!
    That's why my gearing was so off lol
    Funny, I was measuring Toronto the other day and its good thankfully as i had some serious seat time there and took a break for an easy loft at Vancouver.
    Alright move as much as i can with simed, create the track and walls then model my first public transit bridges YIPEE!
    upload_2021-10-13_2-21-14.png
     
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  13. sg333

    sg333 Registered

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    The Google Earth 8/2003 imagery you can see cars actually driving on the Vancouver track, which is some amazing timing.
     
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  14. davehenrie

    davehenrie Registered

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    I've seen this with several other track images, I suspect they plan for events to get those 'well timed' images.
     
  15. PatientRF2fan

    PatientRF2fan Registered

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    I saw that one too. This one had the clearest details I could see and less building shadows. I may as well make the transit bridges drivable with a hot wheels jump now! double check the measures, through a quick sloppy spline around confirmed 2.9km.
     
  16. vava74

    vava74 Registered

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    So, Vancouver is on its way... the other tracks too? At least a refresh to the exposure to make them look darker as previously?
     
  17. PatientRF2fan

    PatientRF2fan Registered

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    Indeed, I am trying to just mesh add good bumps and maybe lines for the best driving experience. Many of these tracks have 4-6m sq mesh and benefit huge with a new .7 or 1m sq mesh. RealRoad works better and the bumps/humps/dips flow so nice.

    I often get side tracked fixing things on the side or reducing wasteful verts. Grandstands and lamp posts with over 10000 verts or walls set to drivable. LOD's too high rendering objects on the front when your on the back.

    To your point I dont enjoy mapping but often find myself reducing exposure with gimp on ads etc. Or I just set overcast on some tracks and save myself some time.

    I was hoping to get some help from anyone with simed experience. I would just send the devmod file and have them lower object LODs / lower what is visible in mirrors / sort items that shouldn't have realroad / some items are drivable that shouldnt be. Even textures. Then I can focus on the mesh walls or curbs. the time saved would be awesome. I will have time to learn PBR as that is on my list. I can make a video of how to do these things if anyone is interested.
     
  18. vava74

    vava74 Registered

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    umm... I still don't know jacks&%% about the subject, but I am just starting to get my feet wet with the guidance of Frederick Alonso (who has done the Ginetta and Nagoya/Toyota LMP1 from scratch, is doing a scratch made Fuji, ...)
    So... let's see if I garner the knowledge and find the time to give you a hand...
     
  19. PatientRF2fan

    PatientRF2fan Registered

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    Oh nice, I have been looking at his tutorials, very detailed.

    3dsimed, basic as it is can be a great tool to understand and look up all the textures and export options on many tracks. Learned so much as the jump to max is pretty big.
     
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  20. PatientRF2fan

    PatientRF2fan Registered

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    ok, walls first this time. Leaving them in loft-edit poly so i can adjust them as i tweak.

    upload_2021-10-14_6-42-54.png
     
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