Pocoyo Park by Spaskis

Discussion in 'Locations' started by SPASKIS, Dec 10, 2012.

  1. TypicalAnalytical

    TypicalAnalytical Banned

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    Great track. Thanks :)

    One very minor thing I noticed just in case you would want to know is some flashing graphics in trees. Again, very minor but thought you'd want to know and if would like screenshots or video just let me know.

    Thanks again for this great track :)
     
  2. Euskotracks

    Euskotracks Registered

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  3. canastos

    canastos Registered

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    One of my favourite tracks, thank you! :D

    byyyyyyye
     
  4. TIG_green

    TIG_green Registered

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    The layout is one of my favorites. I hoped for more hardcore version of the track (without the cute things :) ) long time ago, because it seems those things might keep people away from it (at least when it comes to online use).
     
  5. hexagramme

    hexagramme Member

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    Perhaps the cute things are good for introducing children to sim racing? :)
     
  6. Marc Collins

    Marc Collins Registered

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    +1

    And this version has been out for months.
     
    Last edited by a moderator: Mar 24, 2015
  7. SPASKIS

    SPASKIS Registered

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    From Euskotracks it is a pleasure to present you the latest version of Pocoyo Park.
    It had passed a while since the last update, and the track clearly deserved a maintainance.

    Most of the changes are focused to make the track look better. Over 12000 BB trees have been planted to substitute the old ugly looking ones.
    Cornerworkers have also been added and LOD and shadow settings have been optimized for best performance.

    I really hope you enjoy the track.
    Pocoyo Park, the track made for kids, where adults have fun.

    View attachment 19754

     
  8. Eddy

    Eddy Member

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    Thanks
     
  9. Hazi

    Hazi Registered

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  10. Steve McQueen101

    Steve McQueen101 Registered

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    THX Spaskis! Good track!!
     
  11. Nitrometh

    Nitrometh Registered

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    Great thx. But cars are mat.

    Gesendet von meinem GT-I9301I mit Tapatalk
     
  12. bhendrik

    bhendrik Registered

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    I like this track, it has a geat lay out. Thanks. The only downside for me is the slow ai, esspecialy through the first corner and the last part of the track with the fast sweeping corners. Thanks for sharing and updating
     
  13. Euskotracks

    Euskotracks Registered

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    Thanks for your comments. All our circuits are made with BTB where the driving line is obtained by drawing a spline instead of by driving a car. As a result of this, the AI is usually worse than a properly created one.

    When I have tried to do it with the aiw editor in dev mode, the results have not been very good either.

    I am thinking about trying a new way of creating the fast line to see if I get better results. I tried something a while ago based on smoothing the fast line without good results.

    I will let you know if I get any improvements.

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  14. bhendrik

    bhendrik Registered

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    Thanks Euskotracks and good luck
     
  15. Marc Collins

    Marc Collins Registered

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    Could the new AI training mode in Build 1080 be of any help?
     
  16. MaD_King

    MaD_King Registered

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  17. hexagramme

    hexagramme Member

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    From the release notes:

    Definitely worth trying, I'd say, sounds very interesting.

    That said, I'd of course be glad to lend a hand with the AIW for this track.
    That would be the good "old fashioned" method of driving the paths myself, then manually smoothing each corner by hand afterwards.
    This method usually gives very good results, I find.

    Let me know if you're interested. :)
     
  18. Euskotracks

    Euskotracks Registered

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    Any help is always welcome.

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  19. Marc Collins

    Marc Collins Registered

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    Please! hex has done AI for many tracks and he knows what he is doing! It will also be very simple for you ;)
     
  20. SPASKIS

    SPASKIS Registered

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    Hi guys

    I have done my first steps into converting tracks to DX11. Since I recently changed my PC and I am now able to enjoy VR using full graphics settings, this task has moved to higher priority.

    The selected track to learn this process has been Pocoyo Park. Some will find it childish but I don't care. I love the layout and its atmosphere. I made the track for my older kid when he was 5 years old and enjoyed watching Pocoyo in TV. Now he is almost 10 years old and asks me to drive the sim with VR glasses!

    I have updated several other things which I hope you enjoy.
    - new asphalt texture
    - new grass tonemapper. More realistic.
    - fast path supposedly has less grip than outside when rain. However, it is faster in dry conditions besides RR which makes it more noticeable.
    - kerbs have also reduced grip in rain. Avoid them when throttling or braking!
    - corrected tire walls that didn't collide.
    - added different real road levels: green, light, medium, high, full.

    Note: I have not changed still the AIW. Some cars (Callaway Corvette) spin at the end of sector1. Others (Flat6) perform without problems there!

    I will try to improve this but it is impossible to put any recently updated official vehicle into dev mode. Everything is encrypted now so it is impossible to edit gen files. Skip Barber is not a useful car for doing this.

    I hope something is done regarding this issue. The most straightforward solution would be, IMO, that regular content could be normally installed in dev mode. Just my two cents @Marcel Offermans

    Pocoyo Park v1.8
     
    Corti, DJCruicky, Hazi and 10 others like this.

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