This summer I started a "proof of concept" project for myself, where I wanted to gather the raw data for a scratch build track project by myself. For that I wanted to use my drone, but quickly I realized, I need more equipment for better geo referencing. So I boosted my setup with some additionally RTK technology. Luckily I got the chance to scan the Oschersleben race track and was also able to put my equipment on track. The result of that scan/photogrammetry was as good as I hoped. As I focused on the main track, to get it as detailed as possible I did not scan the very far outer terrain. For that I am using free available 2m DEM files, which blended in perfectly with my scan. On the second picture, you can see the photogrammetry raw result overlaid with the DEM for the far terrain. I started modelling the track and the roads, curbs, terrain and also some buildings are already finished. I had a one month break now, but will try to continue working on it now, hoping to finish it "soon" But still a way to go. RAW Data Ingame And a first onboard lap
Fantastic effort so far. Looks like you have really done your homework to get the best out of your scandata. May I ask how you approached the circuit owners? Did they give you permission to scan the track? I've been to Oschersleben few times and still have some great memories. I was lucky enough to get Zanardis cap when if managed to win his first WTCC race. And it's actually a great track for spectators. Anyway, it looks very nice and like a great start.
Thank you guys @hitm4k3r luckily I know some people at the circuit, who made it possible for me to get the permission.
Hi Heikki do you have some news? The last videos on your YouTube channel looked very promising. Can't wait to drive your track
Hi @Felix Schendel, I just finieshed building the Hotel in turn 1. Still on the to do list: build marshall huts, signs and details in the pitlane, tyre canvas in some places and build the inside of the garages and clean texture folder Not much but still time consuming things and time is always very very limited. I might release it in a V0.8 stage. Don't have many new screenshots, just a few in the wet which I also posted on discord a while ago. Will keep you updated guys.
Small update incoming later this week Updated T1/pit exit road with different road/tarmac sections, added tyre canvas, added marshall electric houses, added some missing far away trees, added collisions walls I am also preparing a small comparison "presentation" between real vs ingame, to show you the high accuracy of the track
V0.72 update released - updated T1/pit exit road with different road/tarmac sections - added marshall electric houses - added some missing trees and bushes - added marshalls around the track - added a few spectators at the grandstands - added tyre canvas - adressed some lod issues
As promised, I made a small comparision between real and in game. It's not as easy as I thought but attached a few first pictures. The first two show two pictures I took on track vs. ingame. Tried my best to get the perspectives and angles right. Whats nice to see, the ingame date and time are exactly the same as on the real pictures and the shadows cast in an very similar way. Last pictures show an overlay of my scan with the ingame mesh. You can see that every curb is at the exact place and the of course also the amount and positions of red and white. I try to make more pictures and "making of" stuff in the future.