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  1. Nome file: Mallory Park by Eximo Autore del file: Uff File inserito: 03 Jun 2014 Categoria del file: Track Forum. 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 Clicca qui per scaricare il file
  2. 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 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
  3. Uff

    Mallory Park by Eximo

    Version v0.5

    1,414 downloads

    Forum. 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
  4. Uff

    Nuove piste per Assetto Corsa

    I sempre attivi modder continuano a sfornare nuovi circuiti per Assetto Corsa o a migliorare le loro precedenti release. Oggi vi segnaliamo due aggiornamenti e un nuovo tracciato: Eximo ha migliorato Mallory Park, mentre linolafett ha pubblicato un nuovo aggiornamento del suo atteso circuito del Canada (in video qui sotto). Dori, infine, ci dà invece modo di gareggiare su Dragon Range, un percorso di fantasia adatto sia alle gare in salita che discesa.
  5. As my first attempt at a complete track build I decided to pick a little UK track of which I could easily obtain photographs/visit etc to try and build a really complete track. I've never used 3Ds Max previously so this whole process so far has been a learning curve from the start. Here are some early screens in max, i've managed to get a basic point cloud for the area which has allowed me to build the track so far with the correct gradients. I've already scrapped and started again the track surface 3 or 4 times but just down to learning the process and refining it each time. All the objects are being built as separate 3d models for the time being such as buildings / marshals posts / curbing etc again to learn faster about modelling of which should help the overall effect. I will be sure to keep this thread updated with news and information about the build and hopefully try and share any useful information that I learn as I go along to encourage others to also try building. fonte AC forum
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