[WIP]Lienz 24H convert

Discussion in 'Track Modding' started by tuki, Mar 12, 2020.

  1. tuki

    tuki Registered

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    Last edited: Aug 7, 2020 at 3:29 PM
    pascom, Duncan, atomed and 5 others like this.
  2. tuki

    tuki Registered

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    if noticed any bugs, please tell me.
    thank you.
     
  3. Chris Lesperance

    Chris Lesperance Registered

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    I haven't done any laps with the AI yet. Just a few short runs with the GT3s, and it's pretty awesome. It needs a fresh coat of paint, but it is workable.

    Two things. There is some trees that are really close to the track that you kind of have to drive through the branches. I think that might have been part of the rF1 track. Those should be cleaned up. The second, the street signs and bollards are like hitting a rock. I don't think that is supposed to be like that.

    Are you planning any other updates?
     
  4. tuki

    tuki Registered

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    Thank you for playing.

    Now street signs are not moveable, beacause l don't know how to define inertia of them.
    If l understand, l will update as soon as possible.

    Trees near the course are left because l think it's more exciting.
    if people saying "they are disturbing" are increased, l will clean up.

    translated by google translate
     
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  5. tuki

    tuki Registered

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    l finished converting. Now l have to check bugs
    if noticed, please tell me


    race with 62 AI at ALTSTADT
     
    Last edited: Mar 20, 2020
  6. R Soul

    R Soul Registered

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    Good work. Does those hay bale walls have individual collision models or are they visual only, with smooth invisible walls for the real collisions?

    Also, for good FFB the track density needs to be much higher than a standard rF1 track. I haven't looked at this track so you may have done this, but I'm posting it in case you need to be made aware. A flat straight is probably okay, but for rF2 the track needs good physical detail for bumps, cambers, changes of gradient and corners. There's a conversion of Watkins Glen with a tight right hand corner that goes uphill and the FFB feels awful - lots of sudden changes which cause a knocking effect in many FFB wheels.
     
  7. tuki

    tuki Registered

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    My 3Dsimed(Demo) is expired so l can't update for a while.
     
  8. R Soul

    R Soul Registered

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    The license purchase page says it may take 48 hours to arrange, which is quite a short time in my opinion.
     
  9. tuki

    tuki Registered

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    now l'm making puddle map.
    upload_2020-6-21_1-24-8.png
     
  10. tuki

    tuki Registered

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  11. R Soul

    R Soul Registered

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    A great effort. It looks very good on the flat surfaces, but the slopes need to be clear. Does the puddle map allow that, or is it something that has to repeat like a texture map?
     
  12. tuki

    tuki Registered

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    Yes. puddle map will repeat like other textures in my way.
    l have to unwrap UV to ch5 for using puddle map like 397's official circuit.
    lt may be need 3ds max.(lt might be impossible with blender 2.79b and 3Dsimedw)
     
  13. Woodee

    Woodee Registered

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    puddle map fits over the entire circuit so it can be painted however you like. It doesn't need to follow the road surface. It has different UV coordinates than the road texture.
     

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