Uff Posted May 4, 2014 Share Posted May 4, 2014 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 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 v0.2.1Changes: 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 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 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted May 11, 2014 Share Posted May 11, 2014 v0.2.1Changes: 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 ----------------------------Downloadhttp://tinyurl.com/mvt2br8 Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted May 14, 2014 Share Posted May 14, 2014 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 Link to comment Share on other sites More sharing options...
Uff Posted June 3, 2014 Author Share Posted June 3, 2014 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 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 Link to comment Share on other sites More sharing options...
Uff Posted June 8, 2014 Author Share Posted June 8, 2014 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 Link to comment Share on other sites More sharing options...
Uff Posted June 16, 2014 Author Share Posted June 16, 2014 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 Link to comment Share on other sites More sharing options...
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