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Automotodrom Brno by Patrik Marek v0.2.1


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Fonte.

 

 

v0.2.1

- first pass at shaders
- latest texture work
- separated pitlane from the track ( should help with AI lines - however there is some tool in SDK for AI, so maybe I will check it out there instead ) - it might need more separation PIT-IN part of pitlane is probably still part of main track
- new sun orientation (hopefully matching real sun position)

known issues
so far I didn't figured out how to make the "helper objects" export properly, so the orientation of the car in Hotlap/Practice isn't correct, but this will be hopefully sorted out soon,
there are some white edges here and there, will have to check it out and see what can be done about those

this month I will be busy with other stuff, so the progress will be quite slow on this track, but hopefully I will pick it up after that and finally start adding some grass/sand/armco/kerbs to make it easier to test out the track

v0.1.4
- more details on pitwall (started building the fences)
- added brake markers where they are on real track
- tweaks to road surfaces, mostly shape of straights

 

v0.1.3
- improved road surface accuracy ( especially the first half of the track)
- more pit wall works + improved texture details
- new object group "lines" that will be the lines overlay layer to save on memory and make it easier to tweak it

 

v0.1.2
- improved road surface accuracy (hopefully)
- smoother surface
- more pit-lane work
- added small kart track ( although you probably can't reach it and drive on it )

 

v0.1.1
- initial export of the track layout
- initial blocking of road surface texture
- timing is working

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  • 2 weeks later...

V 0.1.3

 

- was trying to get even better/more realistic road elevation, I feel like first half of the track is pretty spot on,
if I was to tweak something, I would say that the double corner , after the lowest point on the track , should be bit smoother, and then the very last 2 corners should also be smoother, there appears to be a small hill before finish line, but that's shouldn't be there,
- added more details on the pit wall, updated texture too

 

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update v 0.1.4
- more details on pitwall (started building the fences)
- added brake markers where they are on real track
- tweaks to road surfaces, mostly shape of straights

known issues
on certain areas of track where 2 meshes are joined ( pit lane joined to main track, kerbs joined to track) I did weld the surfaces together to remove gaps that were there, howver since these were the old meshes, they weren't in exactly same height as the track, so the track now got very bumpy at those areas, this of course will be fixed

I think the overall it's not matching much more closely to the real life, and unless somebody thinks that there are still places that should be heavily modified, I think I might be ready to moving to second stage (v0.2.0) where the tarmac will be locked/baked and I can start blocking grass/sand pits

 

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Anchio l'ho installata ieri e poi subito disinstallata.

 

Che senso ha pubblicare, quando ai lati della pista non c'è il prato, ma c'è ancora il vuoto :doh:

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  • 3 weeks later...

v0.2.1

- first pass at shaders
- latest texture work
- separated pitlane from the track ( should help with AI lines - however there is some tool in SDK for AI, so maybe I will check it out there instead ) - it might need more separation PIT-IN part of pitlane is probably still part of main track
- new sun orientation (hopefully matching real sun position)

known issues
so far I didn't figured out how to make the "helper objects" export properly, so the orientation of the car in Hotlap/Practice isn't correct, but this will be hopefully sorted out soon,
there are some white edges here and there, will have to check it out and see what can be done about those

this month I will be busy with other stuff, so the progress will be quite slow on this track, but hopefully I will pick it up after that and finally start adding some grass/sand/armco/kerbs to make it easier to test out the track

 

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