Targa Florio WIP

Just wanted to share that there is some kind of little issue regarding road physical mesh in Campofelice, around there: https://imgur.com/x5XobcF
I couldn't load image from imgur. Can you upload it to forum, thanks.

PS: There is a known minor issue with mesh triangulation when I first exported raw road meshes(lots n-gon) directly from blender to 3dsimed about 2 years ago (should have applied triangulation first but I didn't at the time), which resulted some bad triangulated meshes at outer road edge, though 99.9% of them are unnoticeable.

If it is the same issue you have found, then the best solution I could think is to redo the whole road & terrain exporting with correct triangulation to fix them once and for all. However it won't be a quick task, because road & terrain & walls & many scenery objects are all merged together in blender file, which requires manual separation and re-apply material settings afterwards.
 
I hope it is something way less complicated. Like missing polygon in mesh or something like it. Whole track is perfect, just somehwere around this place on the racing line I sometimes hit something that is very harsh bump, some other times I don't hit it, or it feels much less harsh. I also currently only drive using rally stages, if that makes any difference for the issue.
 

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I hope it is something way less complicated. Like missing polygon in mesh or something like it. Whole track is perfect, just somehwere around this place on the racing line I sometimes hit something that is very harsh bump, some other times I don't hit it, or it feels much less harsh. I also currently only drive using rally stages, if that makes any difference for the issue.
Thanks. Looks like it is not the same issue that I described.

I have checked road mesh and here is the results:

I pulled a few straight reference lines across the center road, and checked bump/dip height, the highest readings is 1.6cm, and most are between 0.3 and 1.0 cm, which is within reasonable range I believe.

Here is the spots where I found the highest bump/dip near your pic:
index.php

(Consider the 2.2cm height difference between 1.2cm and 1cm, this is probably the spot that cause harsh bump when hit at certain angle or speed? Though still looks like within reasonable range.)

And road mesh (no issue found with triangulation) and 3d normal to help visualize bumps:
index.php
 

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@svictor I am sorry for wasting your time and bringing confusion. I showed wrong place at first. Should have brought an actual screenshot from incident occuring, but I was too busy still in devmode, sorry :D

This is really harsh "bump". I suppose it is missing a polygon. It kicks car up really well, and when I drove backwards and stopped on it, I was redirected to start. Perhaps it is only a rally stage sp9 km9 issue ? I didn't drive full layout to test or other rally stage that has this location.
 

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@svictor I am sorry for wasting your time and bringing confusion. I showed wrong place at first. Should have brought an actual screenshot from incident occuring, but I was too busy still in devmode, sorry :D

This is really harsh "bump". I suppose it is missing a polygon. It kicks car up really well, and when I drove backwards and stopped on it, I was redirected to start. Perhaps it is only a rally stage sp9 km9 issue ? I didn't drive full layout to test or other rally stage that has this location.
Thanks for the help.

I have identified the issue. It was resulted by very long terrain boundary collision wall (total of 16 invisible collision boundary objects, each is roughly 9km long both side combined), which under rare case the game would generate errors in collision cache and causing invisible obstacles/holes.

The fix is to split the wall into smaller pieces, I'll try make a patch shortly.

Meanwhile, if you already have the track in dev mode, you could manually remove following line from SCN file to temporarily disable boundary wall collision cache generation at this troubled section:
MeshFile=collwall13.gmt CollTarget=True HATTarget=False

index.php
 

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v1.16 (2023-10-19)
- Re-triangulated all terrain & road surface meshes. Fixed bad triangulated faces at outer road edge.
- Split all 16 terrain boundary walls into 64 smaller pieces to avoid collision cache errors that would otherwise result invisible obstacles or holes.
- Updated all collision cache files.

All previously mentioned issues are fixed now.

Here are the mas filenames with new changes (in case you want to manually replace old v1.15 files for used in Dev-Mode):
Targa_Florio_MAIN.mas
Targa_Florio_Summer.mas
Targa_Florio_D1.mas
Targa_Florio_S*.mas (all rally layouts)
Targa_Florio_GMT_Newwall.mas
Targa_Florio_GMT_Newsurface.mas
Targa_Florio_GMT_Newland.mas
 
Recently there has been a few reports about potential road hole somewhere in Sector 3.

Currently it is uncertain whether this issue exists in current 1.16 version or on specific layout, as one of the invisible hole issue (cause by collision cache error) from v1.15 was already fixed in v1.16.

If anyone has encountered such issue with invisible holes or obstacles in v1.16, please take a screenshot of the exact location that it happened (and specify which layout name), and upload the image using "forum upload file" in this thread here (as images hosted on some external image sites would not load for me).

Thanks.

ps: So far has done 3 laps but haven't encountered any holes in sector 3 on full layout.
 
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v1.17 (2024-04-12)
- Reworked instant out-lap timing mechanism (workaround), which fixed an issue where player could gain an extra completed lap (due to triggering instant timing in paddock) after rejoining a online session race. Instant timing area is now defined by a group of hay bales and only available in practice, qualify sessions. In race session, hay bales are re-arranged to block access to instant timing area.
- Reworked AI path in paddock, limited AI speed under 60kph in paddock, fixed AI not moving issues while exiting paddock.

Thanks to @DJCruicky for suggestion.
 
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v1.18 (2024-04-13)
- Fixed a surface hole near Campofelice di Roccella that was original fixed in v1.05 but accidentally re-introduced in v1.16 (thanks to @benborp for the info.) Updated collision cache for full & summer layout, rally stage S4 & S6.
- Re-adjusted hay bales and added additional trucks for blocking instant timing area in race session.
 
I have been driving in your track since you posted it. It is my, go to every time i start RF2.
Drive all type of cars in there, even formula cars. I noticed that with the Cart 1990 cars, the AI and my self are always jumping on the track, because of some kind of invisible obstacle on the track, maybe ?! it´s the only cars that do that, not even the F1 1979, with skirts do that. Or maybe should i just setup the Cart cars to be a bit higher ?
 
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