[REL] 37¾ Mile Isle Of Man Mountain Course - Conversion from GPL

Discussion in 'Locations' started by svictor, Oct 18, 2020.

  1. svictor

    svictor Registered

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    preview.jpg
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2261065561


    Build History


    This full length "37¾ Mile Isle Of Man Mountain Course" was built by Jim Pearson entirely from scratch over a period of 14 years from 2005. It is a totally different track to his much earlier "Abridged / Shortened" 20 km version.

    It was released by him for the simulation Grand Prix Legends [ GPL ] in June 2019.

    Jim's original PDF Readme , release files and three release videos are located here;
    http://jrpearson.homestead.com/37MileIOMMCRelease.html

    The release thread for GPL is located here;
    http://srmz.net/index.php?showtopic=12928

    Note: This track replicates the actual roads existing before Windy Corner and Brandish were opened up with much bigger radii in 2006.


    Conversion Credits

    Converted to rF2 by S.Victor(Xiang) with assistance from Corti(Andres).

    I approached Jim in February 2020 and agreed to the conditions set out in his track Readme PDF [ See above ] He then gave me written permission to convert his track to rF2.

    Amongst these conditions were assurances that the permission being granted would be limited to rF2 in this case and that no income would be derived or sought for the conversion.

    Jim monitored development of this conversion throughout, providing some useful assistance as required. He has asked me to include his assessment of my work as follows;

    " When approached by Xiang earlier this year, I was encouraged to grant him permission to convert my 37¾ Mile Isle Of Man Mountain Course GPL track to rF2, as he appeared to me to have the right combination of skills, dedication, high standards and respect for the original work that I was looking for.

    My faith in him has been richly rewarded, as he has persevered to overcome many of the real technical difficulties inherent in translating a very complex and lengthy GPL track into a quite different rF2 rendering and surface model.

    He has surpassed my expectations and I believe the results display and drive as well in rF2 as they do in GPL, the sim it was originally tailored to. I hope you enjoy the fruits of our collective labours and show due appreciation of Xiang's work on your behalf.

    Credit is due!

    Jim Pearson
    October 2020. "



    Track Info

    Length: 60.72 KM / 37.75 Miles
    Two configurations:
    - Mountain Course,
    - Mountain Mist, [ Which is the same track, but has patches of Ground Fog and Mountain Mist replicating two options available in the GPL track. ]
    Max vehicle: 48
    Real road (0.9-1.0m density) & 2.7%(10cm) crossfall
    Hundreds street lights
    Out lap timing support


    Notes & Recommended Settings

    Jim's original PDF Readme is highly recommended for a complete view and understanding of the original GPL track and design choices.

    Draw Distance (similar to LOD):
    IOM is designed specifically around Draw Distance for GPL cockpit view. Draw Distance(LOD) is important for optimization as well as showing or hiding road and scenery at proper designed distance.
    RF2 conversion has kept same principle in mind. It means player with view other than cockpit may find that scenery or road sections appear too soon or in the air, due to the different camera position or LODMultiplier value. The recommended way to enjoy this track is through cockpit view.
    Note, if a track piece appears in the mid of air along the forward driving direction while using cockpit view, it means the car mod is set on a higher LODMultiplier value than default 1.0 value. Additionally, the default value for Swingman view is 2.0, which also enables you to see further than the track LOD is designed for. Higher LODMultiplier value will cause significant performance issue, as more objects rendered. However there is no way to enforce LODMultiplier value from track itself, the only fix is by editing car mod camera file.

    Out lap timing:
    The track supports immediate out lap timing. Timing starts when car exit pitlane.
    It is important to note that at the beginning of each new session, driver must wait until session timer starts to count down (except race session), and only then click RACE button to go out of garage, otherwise timing won't work. Due to the length of the track and the special out lap timing mechanism, extra caution is needed for not over speeding in pitlane (60KPH). Receiving a penalty and then jumping back to garage will result immediate DQ after you exit pit the third time (everytime you exit pit from garage counts as a lap).

    Road surface & Real road:
    The track surface has been re-constructed with real road in mind, with 8 square subdivision across 7.4 meter wide surface. The new surface also includes around 2.7%(10cm) crossfall for extra realism.
    Due to complexity and extreme length of the track, enabling real road will result longer loading time.

    Weather:
    It is recommended to set weather to Default weather, or any Cloudy weather for varied illumination and immersion.

    Shadow:
    The overly darkness of shadow was a concern from the beginning. With the new IBL shader, and a special IBL setting, soft shading and natural looking shadow is finally achieved. Player can still find some hardshadow (Jim created for original GPL version) which baked into road texture, and we feel that it is good to keep them.

    Night lights:
    Thanks to Corti's assistance, over 200 light sources are placed at various locations, for extra immersion and challenging night racing.

    Collision wall:
    Collision is based on terrain objects and special invisible objects, which covers most of the area. However, they will not save cars from any high speed crash.

    Flagger:
    In original GPL version, 2D flagger acts as marshal, and it was recreated in RF2 through digitalflag and startlight for extra nostalgia of the GPL era.

    Billboards & Xboards tree:
    Due to the different way of rendering between two sims as well as complexity, only a small amount trees were converted to Billboards.

    Textures & Material:
    The goal of this conversion has always been a faithful translation of original track, and thus most of assets that brought from the original version were unchanged. All road texture has been AI-upscaled for better resolution. New IBL shader is also used for 4000 materials, in order to achieve best results and preserve all the original texture details.

    Trackside Cameras:
    Cameras is converted directly from GPL, which are mostly static cameras, and works exactly same. However in order to fix an unknown crash bug with "Spectator Camera hotkey", we’ve converted all static cameras to tracking cameras.

    Fuel usage:
    Due to the track length, fuel estimate on setup page is not accurate.

    Signpost Corner gap:
    If you find yourself driving in mid air beyond the sand bag barrier of Signpost Corner, do not worry, it is not a bug.
    This is a special design, as it is in GPL, in order to blend track surface smoothly with the skybox from afar.


    Thanks to Jim's extensive assistance and support, as well as every friends' help!
     

    Attached Files:

    Last edited: Nov 22, 2020
  2. Mauro

    Mauro Registered

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    Oh my god :eek::eek::eek:

    What a surprise
    It must have been an insane work! :)


    P. S. But You have rework all Isle of Man GPL road mesh?!?
     
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  3. Bob Gnarley

    Bob Gnarley Registered

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    Mind blown! A huge Thank You! to S.Victor and Corti for not only taking this on, but doing it justice. And a special thank you to Jim Pearson for generously allowing conversion of what amounts to many years of research, hard work and many burned candles. It means a lot to have the official Jim Pearson seal of approval. Thank you sir.

    And now without further ado, Formula Vee...
     
  4. svictor

    svictor Registered

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    Took about 3 months for rebuilding surface. There are a lot trial and error at first, and has to redo a few times. Jim provided a much better surface mesh, which helped a lot.
     
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  5. dylbie

    dylbie Registered

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    This is insane! Thanks so much for this! This is the perfect track for some streetcar screen shots! :cool:
     
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  6. Corti

    Corti Registered

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    A great work and great respect for its creators. Victor, I really appreciate that you have counted on me and being able to contribute a small grain of sand on this circuit is the best thing that has happened to me.
    Many thx mate. ;)
     
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  7. [ODS]Arnaud

    [ODS]Arnaud Registered

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    Great! Thank you!!!
     
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  8. philrob

    philrob Registered

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    Thank you both for this fantastic conversion of Jims work of love.
    Captures the feel of the original with the RF2 improvements, great work.
     
    Bill Guillaume, Corti and svictor like this.
  9. bears

    bears Registered

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    Wow wow wow this is a mind blowing piece of work a huge thanks to both of you.

    svictor has personally helped me on a number of occasions his knowledge and attitude is top shelf Rf2 is fortunate to have him contributing

    now to do some driving ;-)
     
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  10. Xzanman

    Xzanman Registered

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    Cant wait to try this,thanks very much for your work.already know it will be awesome!!!
     
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  11. JoeP1

    JoeP1 Registered

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    Huge thank you for this. Nice surprise to wake up to!!
     
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  12. sushi

    sushi Registered

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    A masterpiece at GPL and i'm absolutely sure for rF2 too. Thank you.
     
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  13. atomed

    atomed Registered

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    Wow, this is amazing, we are so lucky to have people as involved as you guys. Thanks to everyone involved, svictor, Corti, and of course Jim.
     
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  14. Rastas

    Rastas Registered

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    Awesome track guys,i play a bit of IOM TT game and is very similiar,very thanks to all,now we need some bikes mods......:D
     
    Corti, jayarrbee36, dylbie and 2 others like this.
  15. AlexHeuskat

    AlexHeuskat Registered

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    Congratz, now if you can work with a TT isle of man 2 track conversion....
     
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  16. Woodee

    Woodee Registered

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    Well.... I get 8 FPS in the pits in VR with an i7 6700 and 1080Ti.....oh well. Considering the resolution of the textures I would have thought it could run, Targa Florio does.
     
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  17. svictor

    svictor Registered

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    It is probably due to real road and time scale interaction.

    Make sure to set time scale to 1x normal, as this track is very long, and with faster time scale, real road will downgrade performance by a large amount (I have tested a few sessions with X10 & X60 time scale, and getting 30-40 fps with 2070. While 1X has no issue and very stable fps).

    Also some car mod has LODMultiplier set to insanely high, that bypasses track's LOD setting, and rendering a huge amount track sections, which causes extreme low fps.(as mentioned in release notes)
     
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  18. Chabba Ranks

    Chabba Ranks Registered

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    Absolutely epic course to drive. Thanks all. I can only imagine how long it took to create this.
     
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  19. Woodee

    Woodee Registered

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    I will try with another mod and see what happens. Time scale was 1x but realroad was set to 2x.... maybe that is an issue, will retest.
     
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  20. davehenrie

    davehenrie Registered

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    just set real road to a fixed condition. That should fix that part at least.
     
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