[REL] Pescara 1957 (payware) released

fanstastic documentation @Corti

with a very nice detailed map
5QHn3cV.jpeg
 
Giuseppe, thank you for the love you have put into your creations. The video, showcasing your skills is an inspiration to aspiring modders. Love the atmosphere around 'ol Italy. Think I'll set some time aside this weekend for some country driving
 
Hi everyone!

It's my first time posting here but I've been a lurker for a while.
A few of you may be familiar with my previous paid work for AMS1 and AC, I'm happy to report that I have also recently focussed efforts on rF2 now that development of it has settled down and I've learnt a bit more about it.

I'm delighted to present perhaps the most crazy, dangerous, and thrilling circuit to grace the F1 calendar, and certainly it will always be the longest. It's also been rather conspicuous by its absence from more modern simracing titles.

So here it is, Pescara 1957 for rF2. 5GBP gets you a large download including the AC and AMS1 versions as well, so perhaps you can also drive it in your second favourite sim. :D

The track has space for 60 cars in total, nightlights in places, working rain/puddles and fairly sensible AI.
It has the odd rough edge here and there, and I'm grateful to Nico Hillebrand and Devin Braune for their help and advice working for a platform to which I was unaccustomed.

Here's a video of the track (in AC, but so you can get a flavour of the course) preceded by some rF2 screenshots.
As I'm now a bit more au fait with the specific requirements of rF2, my Napoli circuit will also be finding its way to rF2 in a more polished form in the not too distant future.














Kind regards,
Giuseppe :)
Many thanks for your perseverance! Bought it instantly as I received your e-mail!
 
giuseppe i find this strange thing in a "very long straight" :)

ZH8eHTh.jpeg


it seems that the behind of the house is not attached to the terrain
or maybe it is an optical effect because of the shadow on the grass?

I've checked the building and it's an optical effect, the bottom corner is buried in the image attached. EDIT
Upon further checking it seems 3dSimed is playing tricks on me as usual, it will reimport the GMT in the right position, but rF2 sees it as before and it floats. Absolutely bizarre, and not for the first time 3DSimed makes me look an idiot! :D It destroyed all the fbx normals and pivot points for the trees on export to AC, so I've had to redo the trees there as well.
For now, I'm only uploading the mirror fix, as the buildings will require a lot more work than they should because 3DSimed isn't burning the -Z translation into the GMT properly.
 

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I've checked the building and it's an optical effect, the bottom corner is buried in the image attached. EDIT
Upon further checking it seems 3dSimed is playing tricks on me as usual, it will reimport the GMT in the right position, but rF2 sees it as before and it floats. Absolutely bizarre, and not for the first time 3DSimed makes me look an idiot! :D It destroyed all the fbx normals and pivot points for the trees on export to AC, so I've had to redo the trees there as well.
For now, I'm only uploading the mirror fix, as the buildings will require a lot more work than they should because 3DSimed isn't burning the -Z translation into the GMT properly.


interesting
maybe an expert rf2 track modder could give you some info about your problem (@svictor @woochoo @Heikki21 ? )
 
interesting
maybe an expert rf2 track modder could give you some info about your problem
Can only speak of my own experience (using blender), my usual work flow to get model and all stuff correctly into RF2:

1. Build (or import) entire track model in blender, setup proper 3D normal and base-material names, assign and prepare all associated textures, baking PBR textures etc.
2. Export all model as FBX format (in export dialog, there is a "Transform" option to set correct scale, rotate stuff for specific game that may use different coordinates system or scaling.
3. Import FBX (exported from blender) into 3dsimed, then export all model to GMT format, done. Next step is to setup SCN file and create materials JSON in 397's material editor.

This "blender > FBX > 3dsimed > GMT" work flow can ensure all 3d normal, vertex color info that created by blender are correctly preserved after exporting to GMT.

Note, it doesn't matter if all materials are T1 shader in blender or 3dsimed. As nowadays when work with RF2's PBR shaders, all material settings are saved in external JSON file that generated by material editor that takes priority over GMT's built in material setting.

----

About the common issue with losing "pivot point" when exporting objects from 3dsimed to GMT:

The solution is simple, to preserve "pivot point" in object's GMT file, you just need to "tag" the object as "Moveable" in 3dsimed (when working in object mode). If there are many objects, you can tag all objects at once by press "Ctrl+A" in 3dsimed main window, and select "Objects > Set tags", then toggle on "Moveable" check box, then export your models.

This has to be done every time when you export object that has "pivot point". An alternate solution is to setup a SCN file with all those objects added in SCN file each with a line says "Moveable=True", such as below:

Instance=post001
{
Moveable=True
MeshFile=post001.gmt CollTarget=False HATTarget=False
}

Then you can just open this SCN in 3dsimed next time you want to edit some GMT and "pivot point" will be saved after exporting.

This also brings up another issue, if an object has "pivot point" info saved in GMT, but does not have "Moveable=True" line in SCN file of the same GMT instance (as above code), then this object will be placed at incorrect position even though it shows correctly in 3dsimed.

For example, if a building is placed on the surface in 3dsimed, but has "pivot point" z-position set to 1.0 and doesn't have "Moveable=True" line in SCN file, then in game this building will be at wrong position. To fix it, either clear pivot point value (set 0,0,0), or add "Moveable=True" line to this object instance in SCN file. Usually only animated rotation object, RF1's old billboards type object, and post/haybale/cone objects needs to be set with "pivot point" and "Moveable=True" for track mod.
 
The 1937 Mercedes W125 probably will happen soon. I think I am really getting its physics well.

Just did 9:30 in Pescara, was a little disappointed, that it was too fast, but then I have read that straights were divided by chicanes in 1937 COPPA ACERBO.

https://www.goldenera.fi/gp3709.htm

What can I say about the track. I think it is absolutely wonderful. Like Targa Florio it gets so much more fun with each lap. And the vibe is fantastic, plenty of details in it. Well done, didn't notice anything bad or broken yet. Unlike Targa Florio it is just the right size IMO, and has just the right amount of fast flowing sections. And with very fast car, such as W125, straights doesn't even feel long :D

I have one criticism, I think it could use some more saturation for colors, could be more colorful. Small criticism.

The road is fantastic, really nailed perfectly well. I think grip levels are spot on too. I did expect a little bit smoother ride on the freshly paved bits, but it might be wrong expectation.

I hope eventually minimum thousand people buys this, for rF2 alone.
 
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