[REL] Keimola Motor Stadium Conversion to Rfactor 2

EmperorOfFinland

Registered
Old currently demolished permament road circuit in Vantaa, Finland. It's a 3.300km long track with 8 corners.

Situated in Vantaa, Finland. This track was made after the tragic crash and clousure of the Eläintarharata track in 1963.
Construction started in 1965 track was opened on 12 June 1966. The track was 3.3 km (2.1 mi) long, consisting of eight turns and a 1 km (0.62 mi) home straight. Multiple racing series, including Formula Two, Formula Vee and Interserie, raced on the track during the years it was used.
After many years of financial difficulties, the track was abandoned in late 1978. Illegally raced afterwards the tracksurface was destroyed by the owner in 1988 after a moose accident on 10 May 1988. Deep ditches were then cut through the track at five locations.
These were quickly filled with sand by moonlight racers, but the owner of the track area soon learned about this and destroyed the surface of the track with a plough in early 1989. This ended the racing for good.
The track has been unsuitable for driving for many years, but some structures are left standing, such as the control tower next to the back straight and a television camera tower near turn seven. The control tower was badly damaged in a fire in 2004 and its door is sealed shut with concrete.

Currently the trackarea is a residental area and the control tower was left as a memorial for the circuit.

Trackmakers:
Original GPL track by Jussi Kaskia, Greger Huttu and Olli Suominen.
Converted from GPL to GTL and GTR2 by Kimmo Kokkonen.
Rfactor 1 Conversion by Meck2.
Rfactor 2 Conversion by EmperorOfFinland

Thanks for people at Rfactor 2 forums for helping me with this, thanks to Kimmo Kokkonen to giving me permission to convert so people can enjoy Keimola once more. Also credits go to ISI/Studio 397 for the animated trackworkers and few textures.

Downloadlink: https://steamcommunity.com/sharedfiles/filedetails/?id=2377944974
So its on the steam workshop for everyone to enjoy

1.2.2021: Patch 0.91 Is out.
17.4.2021: Patch 0.93 Is out and the roadmesh has been remade and couple texturebugs have been fixed. i will probably go in and fix the lods to be more sane later but that should be rather easy to do
13.5.2021: 0.95 patch has been released,
Here is the list of improvements and fixes
1: I fixed all the holes on the tracksides and made sure lods work as intended
2: I readjusted the objectspawning on mirrors so its lighter in VR
3: I redid the AIW file and did a new fastline so the cars will take much faster lines though the corner and added a blocking line so the cars block effectively now.
4: Fixed the black lines from textures by manipulating them upwards by 1 pixel.

29.9.2021
1.0 Released major texturerework and enabling IBL/PBR shaders for most of the track surfacetextures. So the only thing to do from now on is to add more bumps to the track but that experimentation has to be put to backburner as i cant drive enough to test it personally.

Do report back if there is something to fix from it :D

Keimola_Loading.jpg


Keimola 1.jpg


Keimola 2.jpg


Keimola 3.jpg


Keimola 4.jpg


Keimola 5.jpg


Keimola 6.jpg


Keimola 7.jpg


Keimola 8.jpg


Keimola 9.jpg
 
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Yeah it is. i decided to try the converting process with the tutorials from the internet and try to get it as updated as possible. Albeit i have encountered some problems with the documentation of the modding itself as there are couple things i need to find out to fix some issues with the current version. mostly moving few models. adding 3d marshalls, checking up the LOD distances optimally to make the track perform better with less powerful hardware. Fixing the Pitlights so that they work properly. And also figure out the roadgroove for the track and see does it actually work. And generate a loading images and other images for the track.

I'd say the track is 90% ready at current moment but its still in the process of testing as i finished it yesterday after a week of work and about 40-50h of work.
 
About lods problem andraglass in past helped me with this tips
(I think it isn't a problem if i copy here, it could be very useful for everyone)

One easy trick in 3dsimed is click on the race track in a point where the car should be after a turn facing a staright with the mouse right button and select Memorize XYZ, then hoover objects in the staright and in both sides of it and in the bottom line of 3dsimed window you'll see the coordinates of the objects you're pointing and the distance relative to the point you've memorize (is the last D=xxx.x); this will give you an idea of what LOD value you'll need for this object (if the distance is, let's say, 705 meters, give it a LOD o 800 or 900), and then go to the next object (you don't need to memorize XYZ again as it keeps memorized until you memorize a new one).

In this way you can change de LOD values of the objects in an easy and quick way.

In my specific case
Then I saw mabny small objects appearing as the car drives trough them and you have mos of them wit LOD too small (300-500 meters), so I changed some LODs on the objects at the right side of the first straight and some of the trees and bushes at the end of this straight.

Having so many objects with short LOD values was causing the horizons to appear too late as 10000 meters was too far for the real distance of this horizons, so I gave the new horizon.gmt just 3000 meters and 5000 to the skybixi.gmt, as it's enough for it.

There's much more objects where you should adjust LOD to something over the real distance but don't change them all to 10000, as this is not the solution.

About .scn exaple
.scn mainview strings i could edit this
ClipPlanes=(0.50, 10000.00)

The bigger is the ClipPlanes max value, the largest area to search for objects to show.

In fact 5000 is enough; 4000 and even 3000 would do the trick too.

You had many objects with exaggerate LOD value, and lots with a short one, and both things can cause objects appearing; when is too short is clear why, but even when the value is too high, you're forcing the system to look for objects to show in a wide area, and it delays showing other objects.

Some day you'll find that track cameras and car cameras have also a ClipPlanes definition, and in some cases if this value is below the distance of the objects from the camera, you're not going to see this objects; is very common to find this problem when you're making a video of a track using the track cameras and moving them to get the images.
 
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Thanks for the help. i have been able to do some work on the LOD's now. and they are improving, i think in couple hours the LOD's should be fully finished so there is no popin on the textures when youre seeing them. the non cockpit view got fixed by the clipplanes command but i dont know is there a command like that for cockpit view or do i have to change the LOD's on the track, albeit the stock lods are good enough that i need only to adjust the treewalls and couple objects until thats done.

This is the list of fixes i need to do still The ones with Underline are already fixed

Realroad shaders properly working on the road.
Put saunalenkki arch lower
.
Adjust the LOD spawning.
Fix pitlights,
Make sure groove works.
Fix guardrail texture
.
Add cornerworkers
Check does the AI perform well enough on the track If not redo the AIW for the track, (Pitlane AIW is already redone and they seem to be exiting the pit in good order)
Fix the missing reflections during rain on the road, (Probably IBL shader issue as i had them working on old real road shaders)
 
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So since i got told that the IBL shaders are bugged i decided to take them out. (It's easy enough to add them back in when needed and it should not be a big issue later on.
 
Pitlights fixed. it was just a mistypo on the scn file itself. now it should be working as expected. So that leaves the corner workers.

However i dont know what cornerworkers to use. if anyone happens to know good 60s 70s cornerworkers it would be good.
 
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They actually built apartmentblocks over the racetrack area during the 2010s and left just the tower standing there so the track is almost completely gone by now.
 
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I noted that there is a issue splitting off the cornerworkers from the main models in brianza and monaco as they use same models with extra stuff and i really just need the one guy and i would have to take out the others on blender and add them in.
 
Sunday oct 13 2003
My first league online race ever :)
at gpl keimola
http://www.stex68.altervista.org/Ris03/Kei/Race.html

With logitech formula force gp :cool:
logitech_wingman_formula_force_gp_wheel_with_pedals_1485345888_036d81a9.jpg

url
I used to have that wheel! I got so much use out of it before switching to a G27, which I used for at least 8 years. I can say I've had good luck with Logitech gear. The one time I had a problem with a $50 mouse they ended up sending me a new one past warranty.
 
So i have a problem, i managed to get the cornerworker to the map but the worker does not animate at all. So i need to spend more time on trying to get that working as extracting the model from blender does not seem to work that well.

Otherwise the track is ready so if i get the cornerworkers to animate i can simply add them to the track, in 15-30 minutes and the track should be good for first release prettymuch after littlebit of testing from my end
 
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Remember that the animations have to be the ones used in the origin of the model, sometimes I also had problems with the name of the instance, the first worker must be "_000"
Instance=CornerWorker_000
{
VisGroups=(32)
MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid) ShadowGroups=(12)
AnimFile=CW_FLAGDOWN.ANM
AnimFile=CW_FLAGDOWN.ANM
AnimFile=CW_FLAGHELD.ANM
AnimFile=CW_FLAGWAVE.ANM
AnimFile=CW_SAFETYCAR.ANM
AnimFile=CW_VICTORY.ANM
}
 
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