[REL] Pescara 1957 (payware) released

Discussion in 'Locations' started by Italotracks, Sep 28, 2024.

  1. Woodee

    Woodee Registered

    Joined:
    Oct 4, 2010
    Messages:
    4,094
    Likes Received:
    1,185
    Lines at the edge of the road.
     
    Italotracks and vava74 like this.
  2. Corti

    Corti Registered

    Joined:
    Sep 29, 2014
    Messages:
    1,475
    Likes Received:
    2,792
  3. Emery

    Emery Registered

    Joined:
    Oct 24, 2010
    Messages:
    3,170
    Likes Received:
    1,877
    Perfect track to substitute for the Mille Miglia if you're trying to do a '50s WSC series.
     
    bears, 8Ball, vava74 and 2 others like this.
  4. Mauro

    Mauro Registered

    Joined:
    Oct 14, 2011
    Messages:
    2,223
    Likes Received:
    4,484
    fanstastic documentation @Corti

    with a very nice detailed map
    [​IMG]
     
    Legend, Bostrom, Italotracks and 5 others like this.
  5. pkelly

    pkelly Registered

    Joined:
    Nov 14, 2011
    Messages:
    550
    Likes Received:
    378
    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
     
    Italotracks, 8Ball, oka22 and 3 others like this.
  6. vava74

    vava74 Registered

    Joined:
    Dec 14, 2020
    Messages:
    937
    Likes Received:
    1,249
    Many thanks for your perseverance! Bought it instantly as I received your e-mail!
     
  7. Italotracks

    Italotracks Registered

    Joined:
    Sep 28, 2024
    Messages:
    26
    Likes Received:
    141
    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.
     

    Attached Files:

    Last edited: Oct 2, 2024
    Legend, 7bhp_Mk, Mauro and 2 others like this.
  8. bears

    bears Registered

    Joined:
    Apr 4, 2015
    Messages:
    827
    Likes Received:
    3,130
    This is a very good track and historic tracks in Rf2 are always welcome, I do hope you do more as you will definitely have my support
     
    Legend, 8Ball, Italotracks and 3 others like this.
  9. ApexModding

    ApexModding Registered

    Joined:
    May 26, 2018
    Messages:
    201
    Likes Received:
    2,221
    Purchased, looking forward to eventually driving it and any future updates. Also got the Napoli Automobilista 1 edition :).
     
  10. 8Ball

    8Ball Registered

    Joined:
    May 5, 2022
    Messages:
    679
    Likes Received:
    632
    Check your emails guys and gals
    Thanks for the update :cool:
     
    Italotracks, Corti, atomed and 2 others like this.
  11. Mauro

    Mauro Registered

    Joined:
    Oct 14, 2011
    Messages:
    2,223
    Likes Received:
    4,484

    interesting
    maybe an expert rf2 track modder could give you some info about your problem (@svictor @woochoo @Heikki21 ? )
     
    Italotracks likes this.
  12. Italotracks

    Italotracks Registered

    Joined:
    Sep 28, 2024
    Messages:
    26
    Likes Received:
    141
    It's okay, there are a couple of workarounds, it's just a 3DSimed bug..
     
    Mauro likes this.
  13. Flatspotter

    Flatspotter Registered

    Joined:
    Oct 7, 2010
    Messages:
    407
    Likes Received:
    147
    Mirrors are working now. Thank you!
     
    Italotracks likes this.
  14. 8Ball

    8Ball Registered

    Joined:
    May 5, 2022
    Messages:
    679
    Likes Received:
    632
    F3 love it :D

    [​IMG][​IMG]
     
    Last edited: Oct 5, 2024
    atomed, Legend, pascom and 3 others like this.
  15. svictor

    svictor Registered

    Joined:
    Jan 20, 2019
    Messages:
    1,110
    Likes Received:
    7,225
    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.
     
    vava74, Legend, tjc and 10 others like this.
  16. philrob

    philrob Registered

    Joined:
    Jan 12, 2012
    Messages:
    658
    Likes Received:
    1,342
    Another great tutorial, thanks S.Victor
     
    vava74, Legend, Italotracks and 2 others like this.
  17. Legend

    Legend Registered

    Joined:
    Jun 20, 2018
    Messages:
    116
    Likes Received:
    198
    thanks for this gem italotracks
     
    vava74, Italotracks and 8Ball like this.
  18. mantasisg

    mantasisg Registered

    Joined:
    Aug 17, 2016
    Messages:
    3,316
    Likes Received:
    4,941
    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.
     
    oka22, Italotracks, 7bhp_Mk and 5 others like this.
  19. graphicaluserinterface

    graphicaluserinterface Registered

    Joined:
    Oct 4, 2018
    Messages:
    27
    Likes Received:
    49
    @Italotracks
    Has there been an update? I bought this around launch and was just wondering based on what I've read here. And if there is an update, how do I get it? Cheers.
     
  20. 8Ball

    8Ball Registered

    Joined:
    May 5, 2022
    Messages:
    679
    Likes Received:
    632
    Check your email and spam should be a link.
     

Share This Page