[REL] TC2000 -Tsukuba Circuit-

yashiman

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tc2000logo.jpg

TC2000 - Tsukuba Circuit is in Ibaraki, Japan. Enjoy!

https://steamcommunity.com/sharedfiles/filedetails/?id=3556467719

References
Terrain data: Geospatial Information Authority of Japan (GSI)
Detail data: Tsukuba circuit website
Track information: Sota Sato (Super FJ driver)
Production advice: tuki, Bellett, svitctor
Special thanks: Tanima Server Community
Some models,textures: ISI/S397, tuki(a guest car)
Tools:Blender、3DSimED3、GIMP、Paint_net

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Do you have any information about the track? Is it from scratch or converted from AC?

This TC2000 (Tsukuba circuit) 3D model was almost made by me. Not converted from other games/mod.
Only corner workers and some textures are ISI/S397.

References
Terrain data: Geospatial Information Authority of Japan (GSI)
Detail data: Tsukuba circuit website
Track information: Sota Sato (Tsukuba SFJ driver)
Production advice: tsuki, Bellett
 
yashiman, track looking good, really looking forward to driving it.I have been playing around with the other version by Andrea1968, and it will be great to see a fresh build of this great track.
 
Offline
offline.jpg


Online
online.jpg


TC2000 has a problem now.
Offline test rubbers are so good, however onlines rubber spots are too bad.
I am trying to fix this glitch but it may take a long time.
 
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The first screenshot is dry road, but second (Online) screenshot looks like the road is wet? When road is wet, it may show different groove result depends on road details map (RDT) and blend wet mask (BWM) textures (also affected by Aos map, and groove texture). May be compare groove effect on same dry or wet condition see if any difference.

There is a known PBR rendering bug related to rain, which could also give bad shaing effect:
https://forum.studio-397.com/index....r-remaining-sessions-once-track-loaded.74799/
(best way to avoid this bug, is to start your session in dry condition, then add rain chance to next nodes, so it will transition gradually from dry to wet.)
 
The first screenshot is dry road, but second (Online) screenshot looks like the road is wet? When road is wet, it may show different groove result depends on road details map (RDT) and blend wet mask (BWM) textures (also affected by Aos map, and groove texture). May be compare groove effect on same dry or wet condition see if any difference.

There is a known PBR rendering bug related to rain, which could also give bad shaing effect:
https://forum.studio-397.com/index....r-remaining-sessions-once-track-loaded.74799/
(best way to avoid this bug, is to start your session in dry condition, then add rain chance to next nodes, so it will transition gradually from dry to wet.)

Thank you for the important information.
I don't know this, so I will check it.

Actually, the 2nd picture is a dry road. It was the most cloudy weather this time. Yes, it looks like a wet road.

Now I am exporting and checking GMT files from the start one by one.
It is still a good surface in online tests with about 50% progress.
It's a long road ahead.
 
Actually, the 2nd picture is a dry road.
Also check and make sure instance name has "racesurface_" tag, such as:

Instance=racesurface_001
{
MeshFile=racesurface_001.gmt CollTarget=True HATTarget=True
}

When this tag is missing from instance name, IBL Road Shader will not render correctly (such as if rubber is saturated and appears everywhere).
 
Also check and make sure instance name has "racesurface_" tag, such as:

Instance=racesurface_001
{
MeshFile=racesurface_001.gmt CollTarget=True HATTarget=True
}

When this tag is missing from instance name, IBL Road Shader will not render correctly (such as if rubber is saturated and appears everywhere).

Instance=racesurface_road_01
{
ReflectPlane=(0.000, 1.000, 0.000, 0.000)
MeshFile=racesurface_road_01.gmt CollTarget=True HATTarget=True
}

Maybe Instance name is ok.
Thanks.
 
Also check if you have the three essential ReflectionMapper + Ambient probe in SCN file, missing any of the ReflectionMapper or Ambient probe can result rendering issue with PBR in online session:

ReflectionMapper=REFLECTEDENV

ReflectionMapper=STATIC01

ReflectionMapper=REFMAP0

IRRADIANCE_PROBE=IRRAD_GLOBAL

(example code for ReflectionMapper: https://docs.studio-397.com/pages/viewpage.action?pageId=37945743 , and Ambient probe: https://docs.studio-397.com/display/DG/Ambient+Probes)

And make sure the position value of STATIC01 and IRRAD_GLOBAL are both placed 2-5 meters above the road mesh.

For example, if the coordinates of a road mesh object (center of road) is at 234.56, 1.34, -23.42 (X, Z, Y), then:

ReflectionMapper=STATIC01
{
Type=Cubic
TextureSize=(1024)
UpdateRate=(0.100)
StaticSwitch=(10000.000)
Pos=(234.56, 3.34, -23.42)
}

IRRADIANCE_PROBE=IRRAD_GLOBAL
{
INFLUENCE_RANGE = (0.0)
PROBE_POSITION = (234.56, 3.34, -23.42)
}

(PROBE_POSITION can be placed at different road coordinates than STATIC01 Pos)
 
Also check if you have the three essential ReflectionMapper + Ambient probe in SCN file, missing any of the ReflectionMapper or Ambient probe can result rendering issue with PBR in online session:

ReflectionMapper=REFLECTEDENV

ReflectionMapper=STATIC01

ReflectionMapper=REFMAP0

IRRADIANCE_PROBE=IRRAD_GLOBAL

(example code for ReflectionMapper: https://docs.studio-397.com/pages/viewpage.action?pageId=37945743 , and Ambient probe: https://docs.studio-397.com/display/DG/Ambient+Probes)

And make sure the position value of STATIC01 and IRRAD_GLOBAL are both placed 2-5 meters above the road mesh.

For example, if the coordinates of a road mesh object (center of road) is at 234.56, 1.34, -23.42 (X, Z, Y), then:

ReflectionMapper=STATIC01
{
Type=Cubic
TextureSize=(1024)
UpdateRate=(0.100)
StaticSwitch=(10000.000)
Pos=(234.56, 3.34, -23.42)
}

IRRADIANCE_PROBE=IRRAD_GLOBAL
{
INFLUENCE_RANGE = (0.0)
PROBE_POSITION = (234.56, 3.34, -23.42)
}

(PROBE_POSITION can be placed at different road coordinates than STATIC01 Pos)

IRRADIANCE_PROBE=IRRAD_GLOBAL
{
INFLUENCE_RANGE = (0.0)
PROBE_POSITION = (-141.0477 3.6847 12.4200)
}

ReflectionMapper=REFLECTEDENV
{
Type=Planar
TextureSize=(1024)
UpdateRate=(100.000)
StaticSwitch=(250.000)
FarPlane=(2000.00)
racesurface_trackingIns=NULL
}

ReflectionMapper=STATIC01
{
Type=Cubic
TextureSize=(1024)
UpdateRate=(0.100)
StaticSwitch=(100.000)
Pos=(0,40,0)
}

ReflectionMapper=REFMAP0
{
Type=Cubic
TextureSize=(1024)
UpdateRate=(100.000)
StaticSwitch=(100.000)
racesurface_trackingIns=True
}

Ambient probe (IRRAD_GLOBAL) may be that's ok.
But I did not know STATIC01.
I will try it.

Thanks for the information.
 
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