[REL] Keimola Motor Stadium Conversion to Rfactor 2

Discussion in 'Locations' started by EmperorOfFinland, Jan 27, 2021.

  1. EmperorOfFinland

    EmperorOfFinland Registered

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    So i have been not working on the track for couple days but i decided to work one trackpiece per day on it so i can get it done and the work will not seem like its impossible, here is the first trackpiece properly splitted up. Keimola first subdivided trackpiece.png

    Only thing is that since this is really timeconsuming it will take a while for me to finish up with the meshremake for the track, as i have to individually subdivide the roadedges and the middle of the road + the white lines to get them split evenly. So i expect this work to take anywhere from 3-12 weeks of work if i work 1-2 hours per day on it.
     
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  2. Myrvold

    Myrvold Registered

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    Indeed! I don't understand a thing, but even I can see that this can help people! :D
     
  3. Jka

    Jka Member Staff Member

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    Would it be faster to model new road mesh from scratch? You should able to create left-, center- and right edge splines from existing road meshes. And then create new mesh from them. That shouldn't take 12 weeks.
     
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  4. Woodee

    Woodee Registered

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    What method do you use to do that from splines?
     
  5. TTM

    TTM Registered

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    With loft tool you can do it. I’m sure that blender contains it too.
     
  6. Woodee

    Woodee Registered

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    Loft uses 1 spline path, not 3
     
  7. TTM

    TTM Registered

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    Oops.. :)

    Ok, just create splines from left, center and right edges and then attach them to single spline. Select spline from selection tab and then select cross section from geometry. Click on the left line vertex and then on the center line vertex and then on the right line vertex.

    Apply Surface modifier and then apply edit poly. You can add more polygons to road mesh with surface modifier, just change value on patch topology.

    This is for 3ds max, but i'm sure that you can do same with blender...

    Spline.png
     
    Last edited: Feb 19, 2021
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  8. Woodee

    Woodee Registered

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    done that before, it has it's drawbacks of cross sections across the track to misaligned
     
  9. Vanisch

    Vanisch Registered

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    Unfortunately I keep getting this error while loading this track ... Do any of you have any advice?

    Thank you for your help

    [​IMG]
     
  10. EmperorOfFinland

    EmperorOfFinland Registered

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    I dont have much advice on that error, seems youre missing some things from the track itself. albeit i have a guess its because i dont have textures for the said things. but the mod did not errorout on my end when i have been using it from the workshop. i will add that to fixable bugs list for next release. So my theory on it is that if i add the textures for the said things the error will go away,

    i would recommend reinstalling the mod and trying does it fix it up.
     
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  11. EmperorOfFinland

    EmperorOfFinland Registered

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    Partly the problem about completely remodelling the mesh is that i have no idea on how to do it. as it probably involves doing UV mappings and stuff like that. the reason why it will take 12 weeks is that if i dont feel like working the track since the roadmesh rework with my way is extremely boring work to do. (i have not worked on it for a week now)

    I also have my simracing and streaming commitments so its hard to motivate myself to do something like this. And 3dmax is outside of my money league. so it has to be done with blender. So the plan is to try do 3-7 parts of the track per week so it will get done before the summer.

    You can join on twitch to see me reworking it though so i dont get infinitely bored by doing it. (The link is on the signature of my posts)
     
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  12. EmperorOfFinland

    EmperorOfFinland Registered

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    One thing that infuriates me is the merge by distance failing to work properly but thankfully the subdivided edges match the others so i dont need to go and actually merge the edges as they will automatically merge with the same looptools relax values.

    I have 0 idea why the merge by distance fails to work.´

    I worked for 4 hours today and i got from 1/62 to 8/62, so it seems this mesh will be done in 1-2 weeks, then i will test it out and after that i will start the noising of the mesh itself, i will just try how to mesh drives on its own before i noise it up a bit as some people liked the smoothness of it so i might do a drift version with smoother surface. and the real race version with more bumpy track Keimola Mesh Work.png
     
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  13. EmperorOfFinland

    EmperorOfFinland Registered

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    So i updated the track to 0.92, i found a bug caused by a missing texture so i added the missing textures into the track. Otherwise the track should be as expected. Due to simracing commitments i have not been able to work on the trackmesh yet but i will try to get it done when i find the time.
     
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  14. EmperorOfFinland

    EmperorOfFinland Registered

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    Progress continues on the trackmesh.
    Keimola Mesh Preview Picture.png

    I have been thinking with the idea of making 2 meshes, one being as smooth as the track normally is and have its primary usage being drifting as the track is probably really smooth with the trackmesh rework.

    I also fixed the hole on the track Keimola Fixed Holes.png

    So now there should not be jarring holes on that corner anymore
     
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  15. EmperorOfFinland

    EmperorOfFinland Registered

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    So i have been hacking at the trackmesh for the entire evening. seems like the mesh holes are starting to get fixed. i will work it out so there is minimal gaps showing outside of the track, i went and fixed this too
    Keimola Even More Fixed Mesh.png

    So no longer there should be a hole where you can see the trees. the land will now mesh properly to that way so there is no holes.
     
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  16. Esa Ahonen

    Esa Ahonen Registered

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    Is there any news on this?
     
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