[WIP] Le Mans Bugatti Circuit

Discussion in 'Locations' started by Satangoss, Jul 19, 2015.

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  1. Satangoss

    Satangoss Registered

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    Objectives

    Step 1> Provide a full-architecture Le Mans - Bugatti Circuit with correct elevations and autodrome layout.
    Step 2> Start from Bugatti circuit and create full Le Mans 24h circuit.

    Project Step by Step

    1. CAD modelling work - base track layout, topography modelling....Done
    2. Import in 3dsMax and wireframe optimizing....Done
    3. Track 1m mesh detail implementation....Done
    4. Walls and ripple strips implementation...Done
    5. Buildings and Track-Side objects...Done
    6. Texturing and materials apply, real road....Done
    7. AIW and track testing.
    8. Night lights and trees.

    [​IMG]
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    Last edited by a moderator: Dec 5, 2015
  2. yusupov

    yusupov Registered

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    i was going to ask about step two...was worried itd be a bit rude, but youre way ahead of me :D thank you, this is much needed
     
  3. Satangoss

    Satangoss Registered

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    :)

    Anyway I'm in 1/7 of Bugatti layout still... spent 1 month only in the line digitizing, so you can figure.

    Paradoxally, the 24H circuit will be easier than the Bugatti circuit since there's much less topographical details to care about, mostly long and long straights to unwrap out, so I'm very convinced the tough part of the job is currently being done.
     
  4. alpha-bravo

    alpha-bravo Registered

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    I wish you much success and satisfaction with your project. :)
    Keep up the fantastic work !
    Looking forward to read how it goes forward.
     
  5. deBorgo83

    deBorgo83 Registered

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    Can only wish you all the luck in the world with this project. Thanks for taking it on.
     
  6. coops

    coops Banned

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    Looking really nice keep up the great work will continue to keep watching your progress
     
  7. JuanitoRPM

    JuanitoRPM Registered

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    Please make a 24h version with very low graphic charge in the garage zone for races with huge drivers participation.

    Good luck!
     
  8. MaD_King

    MaD_King Registered

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    +1
     
  9. Satangoss

    Satangoss Registered

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    Normally what takes the largest part of the GPU processing are the cars parked in the boxes more than the boxes building itself. I was looking into the existent Le Mans versions and they appear to have the same 3D object for the Boxes building, which is a bit overdone indeed (too many vertices). I'll redo it with less polygons but if you want a stronger impact in your FPS low this *.PLR variable:

    Garage Detail="0.50000" // LOD multiplier when vehicle is in garage (0.01-1.00)

    Try 0.1 or something and you probably will get more FPS when driving through the main straight.

    -x-x-x-x
    Thank you folks for you support, I started the work in 3dsMax yesterday, let's see how long it will take.
     
  10. ethone

    ethone Registered

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    Can you elaborate?

    Thanks for the tip with the LOD multiplier, didn't know about that. I'll put that to use right away. :)
     
  11. Juergen-BY

    Juergen-BY Registered

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    do we need really a second Bugatti? No offense, simply a question...
     
  12. ethone

    ethone Registered

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    I'd say there is definitely room for a better quality version, assuming the "first" Bugatti you saw is the same I saw.
     
  13. P.S.R.

    P.S.R. Registered

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    My two cents is that we need at least one with fast AI. IIRC AI is slow in the other one with no apparent plans to improve...
     
  14. Emery

    Emery Registered

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    As ethone said...

    In general, there is always room for improvement, to the point where someone produces "the standard". Plus there's also the need for historical versions of tracks (modern Road America & Mid-Ohio & Mosport, for instance, are wider than the historic ones. Laguna Seca & Silverstone & Snetterton & Mexico City & Watkins Glen had a different layouts through the ages. Brands Hatch had a different feel, really gritty feel in the '60s with a narrow dangerous pit lane.).
     
  15. Juergen-BY

    Juergen-BY Registered

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    I didn`t downloaded the other version now, i was just wondering about your comment there...

     
  16. P.S.R.

    P.S.R. Registered

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    I know :rolleyes:
     
  17. Satangoss

    Satangoss Registered

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    Two rF1 tracks that I opened have the pit building has same 13.850 vertices, which indicates the GMT was "ripped" from one track to another. The curved rood is generating too many points, but it shouldn't be a problem when you consider the number of vertices of the cars in the pit. Not a big deal but I'll try to reduce the number of points of buildings.
     
  18. Satangoss

    Satangoss Registered

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    It's a valid question, maybe I wouldn't model it if I wasn't planning to create the full 24H circuit next.

    In my personal case, when I look at some track spot and the hill which should be there isn't, it's very immersion-breaker to me. I don't know if the track geometry of the existing version is OK but several topography details are lacking. Maybe not very important when you're driving, but TV cameras cannot deny it.

    There's much other tracks that suffer from the lack of terrain detailing. I think all details are very important to simulation, not only the surface that you're immediately running on.
     
  19. alpha-bravo

    alpha-bravo Registered

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    +1
     
  20. vivemclaren

    vivemclaren Registered

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    A cooperation between you and ethone can be great maybe :)
     
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