[RELEASE] Nordschleife Tourist v1.65 beta

Discussion in 'Locations' started by pleclair, Aug 4, 2013.

  1. RNeves

    RNeves Registered

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    Great to have you back in business, Pleclair!!!

    The track is even better than i expected it would become!!!

    Are you planning to include the 24h version later??

    Cheers!!
     
  2. pleclair

    pleclair Registered

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    Well, it turns out spline mapping isnt exactly the solution for the guardrails either.

    It might be useful for the racegroove mapping, but it's not precise enough for guardrails, where things need to be 100% straight. In corners, the spline mapping skew a little bit. So we see a bit of the guardrails above or below it.

    So what I do instead, from scratch: (might help others in the same situation)

    I select the top border edge of the guardrail, and create of smooth shape out of it. Then I apply a UVUnwrap modifier to the guardrail I just created the shape of, go into face mode, click the spline mapping button, select the spline, change to planar and commit. Then I apply an uv xform mod on top, set the rotation to center before entering 90 degrees, otherwise it doesnt seems to work right, then I set my U tiling to whatever makes it look what I want, and set the V to approximately the height needed, this doesnt need to be precise at all.

    Then I apply another UVUnwrap on top of the two, and this is where the guardrail get perfect... I straighten the slightly off uv shell, then move it to top of the 1:1, then go into vertex mode, select two bottom verts and loop the UVs, then I move that row to top, with a tool I have installed, polyunwrapper, I can move this by pixel on the map. So I set this to the size I need to fit the guardrail, and move the row of UVs there. Then I have a perfectly fitted guardrail in both direction, without stretching.

    Then I select the whole shell and again with the move pixel, I move it down to the guardrail I need.

    Perfect fit!

    Hope it helps someone out!

    EDIT: I haven'T found out a way to make sure tiling is exactly the same, since I have different sizes of guardrails, the tiling horizontally is approximate with my eyes... but what I do to maximize my chance of having it alright, I render a close of shot on the post, and make sure it is about the size I want it to be... anyone knows of a precise way to do this step?
     
  3. John.Persson

    John.Persson Registered

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    You'r so awsome pleclair, wish you could get a mentor, like some of the ISI staff track maker or something like that to be able to chat with regarding small fundamental things in the process =)

    Your dedication and heart for taking this project, it's crazy!
     
  4. Hugo Gonçalves

    Hugo Gonçalves Registered

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    Thks for the update GW
     
  5. pleclair

    pleclair Registered

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    Really nice, thanks! And thanks for sending this particular video... this is a good example of the fact that Nord is so hard to tame, if even possible at all... every lap, this is prone to happen... :) It must be excruciating racing this officially!

    EDIT: And AWESOME setup!
     
  6. pleclair

    pleclair Registered

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    Thanks!

    Who knows? I'd be honored if that would ever happen.

    But I'm rather happy of my progress, it's been a while since I have pondered at how to do things, beside the gp part of the track. With my share of the return tax money we got, I purchased the vol 3 of the trees I already got before. So that will give me some more unique variation to play with. Also, I have purchased nDo2 and dDo2. I have come to know about this fantastic software, and I will be learning about them soon too.

    I have already created my first normal map entirely from scratch using nDo2 for the metal drains... this texture will likely be replaced, but I wanted to have something to try, and this seems perfect, since it had lots of different relief. bevels on the side, carved a little in the middle, with rounded rectangular holes and small bumps... and it turned out nicely!

    When I'll be updating the first post, long due, I'll be listing the things I use, and where the textures comes from. It might be helpful for others too.
     
  7. Coanda

    Coanda Registered

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    Hey pleclair. Not sure if anyone else has already raised this up. I have a small graphical issue at various parts of the track above the tree line. I get a thin black line. I have also noticed this on other non ISI tracks. LVC has made a suggestion to another modeller: "Either make the bottom few pixel rows of the texture transparent, or tweak the top mapping to 0.98V or so. That should prevent it from wrapping around and is the prefered solution."

    View attachment 12432
     
  8. McFlex

    McFlex Registered

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    What a shame. Such a nice progress so far and then you ruin it :( On such a track we don't need an "extra layer of danger". I allready heard a lot of people complain about the curbs.

    I hope you rethink your decision.
     
  9. Rony1984

    Rony1984 Registered

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    I was just about to post the same:)
     
  10. Andregee

    Andregee Registered

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    Sorry for criticism but the curbstones in the mod which are non existent on the real Nordschleife are a very bad idea in my opinion and everybody who i know thinks the same. I think a good mod has to lean on the real standart as far as possible.

    But so far many thx for your work.
     
  11. Jamezinho

    Jamezinho Registered

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    +1
     
  12. vittorio

    vittorio Registered

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    I have to agree here too regarding added curbstones. I feel sorry because they probably were a lot of work and look great, but it's all about realism for me and ~5-10 friends in my town (btw. they were all so happy to hear pleclair is here again. big nordschleife fans, we will be there again in 2 month :) ). cubbi's post is very interesting regarding the curbs:
    http://isiforums.net/f/showthread.p...st-v0-97n-beta?p=267013&viewfull=1#post267013
     
    Last edited by a moderator: Apr 20, 2014
  13. svenh007

    svenh007 Registered

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    Hello pleclair
    Great to have you back and thanks a lot for the great track

    loving it. Spend some ours with friends who visited me today and all said what an incredible piece of work.

    However, there is was item which we were wondering about and which was raised in entry 2295 where the kerbstones are sometimes not flat.
    You mentioned that you dont want to change it but it brings another danger , but
    it would be great if you could rethink your decision, as on the real track, these
    are not existing. They would destroy the tires and could be dangerous for the driver.

    Sure, that wont be in a simulation but there are some areas where with a having beat with another car , you can easily touch or scratch them. Can be really annoying.

    Would be great to have these areas flat again

    Besides that as I say a first class track

    Regards
    Sven


    Gesendet von meinem iPad mit Tapatalk HD
     
  14. KeiKei

    KeiKei Registered

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    Yes I have those too at some places.

    What comes to conversation about curbstones. I would also prefer those to be like in real-life. However I wouldn't try to make this track to present a precise moment in time because it probably would be too difficult to get reference material from all places at the exact same month/year? So I'm happy if those added curbstones were there in real-life at some point. If not then I would consider again too.

    I know it kind of sucks to be a modder restricted to realism but on the other hand rF2 is a true racing simulator and demands realism from tracks also - at least when we're talking about real-life counterparts. Fantasy tracks are another thing of course but still IMHO those should also follow realism (you know believable environment and not gravity from moon etc. :p). Difficult topic.
     
  15. delapecs

    delapecs Registered

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    +1
     
  16. tjc

    tjc Registered

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  17. Guimengo

    Guimengo Guest

    you guys complaining about the exact accuracy of the kerb or a bump not being there, remember this track is not accurate. The original wasn't and there's nothing pleclair can do from the conversion to make that change, except for strenuous rework of the whole thing.
     
  18. svenh007

    svenh007 Registered

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    Guimengo, dont want to argue with you or pleclair. No question about it, his work is outstanding, regardless of real or not. These curbs gives an extra level of difficulty and danger to the track which is already without them a very, very difficult track. The is a good reason why the track is called "the green hell". And I sure each security advisor of a track would remove them in reality.

    Nevertheless, it a feedback from a user, whats been done about it, is not in our control.

    Yes, the track is not real but very close, hence everybody loves it. And there arent a lot of threads is any simulator forums with so many entries which is showing the well deserved attention of the good work of pleclair
     
  19. ZeosPantera

    ZeosPantera Registered

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    It is simple. We need two versions. The Kerb version and the non-kerb version. Both are accurate for their time periods. I am hoping one day to have four or five versions from different points in history. Go all the way back to the age of no walls and potholes.
     
  20. KeiKei

    KeiKei Registered

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    You do know how massive task this would be? Don't get me wrong - I love the idea but it's just not feasible IMHO. 5 versions would need at least 5 modders. :)
     

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