[WIP]Lienz 24H convert

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

  1. tuki

    tuki Registered

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    This is based on "Mario Morais's LIENZ GP"(https://forum.studio-397.com/index.php?threads/lienz-conversion.35847/).
    l replaced roadsurface with Lienz GP's.

    l don't have steering wheel so l can't check FFB.

    Does anyone check it ?

    24H layout v0.78
    DL→https://drive.google.com/file/d/1Pxuv9-3NN0ePNsgk5ZCM9ycMXUHGoTIf/view?usp=sharing

    v0.8beta
    DL→https://drive.google.com/file/d/1KolRnrJQURNd2hj_3qxLrMt_Qec1BsYT/view?usp=sharing

    -v0.8beta
    working in progress
    adjust to IBL(PBR)

    -v0.78
    fix ambient color, optimize vis group of some objects

    -v0.76
    fix rdt.dds, fix dust color, fix pit/start light, set max vehicle to 63

    -v0.75
    added Digital flags, fix rdt.dds, fix dust color

    -0.72E
    change road shaders to PBR (Aos,Nm,Ova textures for cobbles and rdt made by Joan Prim Armengol. Thank you very much, Joan)
    add shadow of garagetents
    fix reflection of posts, cones


    known issues
    shadows of mountain
    reflection of some objects to wet load seems to be strange←fixed by SSR(release candidate)
    probe
    marshal←added degitalflag v0.75 or higher
    if you noticed other bugs, please tell me.

    wish list
    cool photo for loading.jpg(1920x1080)
     
    Last edited: Jul 1, 2022
    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
     
    Hazi likes this.
  5. 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.
     
  6. tuki

    tuki Registered

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    My 3Dsimed(Demo) is expired so l can't update for a while.
     
  7. 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.
     
  8. 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?
     
  9. 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)
     
  10. 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.
     
  11. R Soul

    R Soul Registered

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    In that case it should be possible to set/scale the UV coords of the puddle map so that a blank part is stretched over the sloping areas.
    [semi educated guess alert]
     
  12. Woodee

    Woodee Registered

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  13. tuki

    tuki Registered

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    Remco Majoor likes this.
  14. dylbie

    dylbie Registered

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    This is AMAZING!

    Do you plan to make all the layouts eventually?
     
  15. tuki

    tuki Registered

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    l got 3dsmax(for student) and was trying to change road shaders to PBR.
    But l couldn't. l gave up.
     
  16. Joan Prim Armengol

    Joan Prim Armengol Registered

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    Tuki, for setting up the new shaders you can use the material editor.
    I'm in the process of converting a track to new shaders so I could help you out.
     
    Rui Santos, atomed, dylbie and 4 others like this.
  17. tuki

    tuki Registered

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    Thank you, Joan. l know l can use Material editor for PBR. But l don't know about UV unwrapping with 3dsmax...
    If it’s ok with you, please help me...
     
  18. Joan Prim Armengol

    Joan Prim Armengol Registered

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    Sure. Message me your question.
     
  19. Rui Santos

    Rui Santos Registered

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    Does this have the long layout?
     
  20. tuki

    tuki Registered

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    l converted GMTs to FBX with 3dsimed, then l change materials to Gmat(all shaders are T1) upload_2020-10-28_20-37-38.png

    Then
    upload_2020-10-28_20-42-46.png
     

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