Jump to content
Sign in to follow this  
Uff

Mallory Park by Eximo v0.5

Recommended Posts

Uff

Fonte.

 

Decided to learn 3D modelling and thought I would start with a small track first, I did notice that this track was already in development by another forum user but I decided to carry on anyway mainly just for learning than anything else.
So far after a few failed attempts at getting the layout right I think I have now got the layout correct. I imported the world into blender via Google Earth, created a curve and mapped this to the road surface. I then created the road plane mesh and added some modifiers to make it map to the curve.
Next steps are to ensure the track edges meet up with the Google image, .e.g wider and thinner sections and ensure it is smooth.
Quick image of the progress so far

 

SyqCR7fl.jpg

 

v0.5

  • 2 Layouts now included
  • Export now using AC editor - shaders still being tweaked and tested
  • Recreated world nearest the track edges, run offs now a lot smoother
  • Added Fast_Lane and Pit_Lane AI for both layouts - tracks can now be used quick race and race weekend modes
  • Added more barriers / walls
  • Added Marshall stands around the track
  • Added more buildings
  • Added collision mesh to pit lane garage
  • Added flag pole at hairpin - no flag though
  • Adjusted other buildings - scale/width
  • Adjusted barriers to match up with world better
  • Adjusted lakes
  • New UI images, overview and information details

Known Issues:


  • Kerbs are currently still defined as Grass and as such do not have the correct surface
  • Kerbs are a bit rough
  • Some grass areas defined as Asphalt
  • Edwina chicane bump on the exit
  • Bus stop chicane bumpy on entrace and exit
  • Charlies chicane bumpy - this chicane isnt used so not a high priority
  • Pit Lane entrance is a tad bumpy but you shouldn't be speeding anyway
  • Some barriers in certain areas do not match world
  • Placeholder textures used across some meshes
  • UV mapping incorrect on some meshes - especially grass
  • AI not the smartest especially around the hairpin however you can have some decent races with them as they are quick everywhere else
  • Pitlane Barrier mesh not rendering correctly - not sure why
  • Inside world doesnt match pitlane edges
  • Water defined as Grass

DOWNLOAD

 

v0.2

  • Recreated Track so less bumps
  • Joined world with Track - few parts missing and these will be fixed
  • Added Main Race Building for something to look at

v0.2.1

Changes:

  • Recreated Track (again!) to try and be more accurate based on video footage
  • Track Layout changed to car layout
  • Added Camber and removed Negative Camber from corners which shouldnt have it
  • Fixed issue with AC 0.9
  • Added Jordan Bridge

v0.2.2

  • Improved last corner - more open
  • Removed camber from run up to hairpin

Known Issues:


  • World is basic and doesnt match the edges of the track although track has small run off
  • Grass next to track is actually track and not grass
  • Hairpin has bumps, these will be smoothed once track is finalised
  • No Pits so use Hotlap Model

 

v0.4

  • Added Pit Lane - Practice and Hotlap modes can now be used
  • Added more barriers - including gaps in correct places
  • Added extra tarmac parts ready for alternative layouts
  • Added Garage / Pit Lane wall
  • Added Gravel Trap on T1
  • Added Placeholder Kerbs
  • Improved and flattened world directly near the track edges
  • Improved track texture
  • Improved other textures e.g. Bridge Sign
  • Reduced the curve on the wall at T4 (Hairpin) for now
  • New UI preview picture
  • Updated UI information pane

Known Issues:


  • World can be rough in areas and depending on the speed you crash off at it can send you flying
  • Kerbs are currently still defined as Grass and as such do not have the correct surface
  • Kerbs are a bit rough
  • World is missing on the outside of the new tarmac areas - be careful if using these alternative layouts
  • New Tarmac areas are bumpy and need some smoothing, also textures need sorting
  • Pit Lane entrance is a tad bumpy but you shouldn't be speeding anyway clear.png
  • Placeholder textures used across some meshes
  • Water areas are dangerous - do not drive into water
  • Barriers in certain areas do not match world
  • Shader details incorrect giving off incorrect shadows

Share this post


Link to post
Share on other sites
VELOCIPEDE

v0.2.1

Changes:

  • Recreated Track (again!) to try and be more accurate based on video footage
  • Track Layout changed to car layout
  • Added Camber and removed Negative Camber from corners which shouldnt have it
  • Fixed issue with AC 0.9
  • Added Jordan Bridge

Known Issues:


  • World is basic and doesnt match the edges of the track although track has small run off
  • Grass next to track is actually track and not grass
  • Hairpin has bumps, these will be smoothed once track is finalised
  • No Pits so use Hotlap Mode

----------------------------
Download

http://tinyurl.com/mvt2br8

Share this post


Link to post
Share on other sites
VELOCIPEDE

v0.2.2

  • Improved last corner - more open
  • Removed camber from run up to hairpin

Known Issues:


  • World is basic and doesnt match the edges of the track although track has small run off
  • Grass next to track is actually track and not grass
  • Hairpin has bumps, these will be smoothed once track is finalised
  • No Pits so use Hotlap Model

DOWNLOAD

Share this post


Link to post
Share on other sites
Uff

v0.4

  • Added Pit Lane - Practice and Hotlap modes can now be used
  • Added more barriers - including gaps in correct places
  • Added extra tarmac parts ready for alternative layouts
  • Added Garage / Pit Lane wall
  • Added Gravel Trap on T1
  • Added Placeholder Kerbs
  • Improved and flattened world directly near the track edges
  • Improved track texture
  • Improved other textures e.g. Bridge Sign
  • Reduced the curve on the wall at T4 (Hairpin) for now
  • New UI preview picture
  • Updated UI information pane

Known Issues:


  • World can be rough in areas and depending on the speed you crash off at it can send you flying
  • Kerbs are currently still defined as Grass and as such do not have the correct surface
  • Kerbs are a bit rough
  • World is missing on the outside of the new tarmac areas - be careful if using these alternative layouts
  • New Tarmac areas are bumpy and need some smoothing, also textures need sorting
  • Pit Lane entrance is a tad bumpy but you shouldn't be speeding anyway clear.png
  • Placeholder textures used across some meshes
  • Water areas are dangerous - do not drive into water
  • Barriers in certain areas do not match world
  • Shader details incorrect giving off incorrect shadows

DOWNLOAD

Share this post


Link to post
Share on other sites
Uff

v0.4.1

  • Added 10 Pit Boxes & 10 grid slots ready for AI testing or for multi-player
  • Moved grid slots towards start line
  • Fixed some barriers
  • Fixed some texturing at the Edwina chicane
  • Tried to fix bumps at the Bus Stop chicane - untested
  • Adjust Jordan Bridge and fixed some textures

DOWNLOAD

Share this post


Link to post
Share on other sites
Uff

v0.5

  • 2 Layouts now included
  • Export now using AC editor - shaders still being tweaked and tested
  • Recreated world nearest the track edges, run offs now a lot smoother
  • Added Fast_Lane and Pit_Lane AI for both layouts - tracks can now be used quick race and race weekend modes
  • Added more barriers / walls
  • Added Marshall stands around the track
  • Added more buildings
  • Added collision mesh to pit lane garage
  • Added flag pole at hairpin - no flag though
  • Adjusted other buildings - scale/width
  • Adjusted barriers to match up with world better
  • Adjusted lakes
  • New UI images, overview and information details

Known Issues:


  • Kerbs are currently still defined as Grass and as such do not have the correct surface
  • Kerbs are a bit rough
  • Some grass areas defined as Asphalt
  • Edwina chicane bump on the exit
  • Bus stop chicane bumpy on entrace and exit
  • Charlies chicane bumpy - this chicane isnt used so not a high priority
  • Pit Lane entrance is a tad bumpy but you shouldn't be speeding anyway
  • Some barriers in certain areas do not match world
  • Placeholder textures used across some meshes
  • UV mapping incorrect on some meshes - especially grass
  • AI not the smartest especially around the hairpin however you can have some decent races with them as they are quick everywhere else
  • Pitlane Barrier mesh not rendering correctly - not sure why
  • Inside world doesnt match pitlane edges
  • Water defined as Grass

DOWNLOAD

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×

Important Information

By using this site, you agree to our Terms of Use.