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  1. Nordschleife by Snoopy View File Original makers: *Com8* - modeling, texturing, scene Nor, G99 - former modeling, organisation 6e66o - textures Thorsten Rueter - Cam's Misan - AIW, Cam's Tobi - website, board Many thanks to the guys on this forum: Tmanning47- Conversion Stereo- Conversion fixes Qwaribo-brute force json editing Flashcrow-AI fastlane never_eat_yellow_snow1-overlay map The_Doctor and-trackside cameras Installation copy the entire folder called "nord_snoopy_0.5.0" to: X:\Games\Steam\steamapps\common\assettocorsa\content\tracks and paste it Submitter VELOCIPEDE Submitted 05/15/2014 Category Track
  2. Fonte. v1.1 -Slightly better fps at max settings -mesh and textures fixes -A.I. file included -cam files included DOWNLOAD
  3. conversione realizzata da thestrobe8 DOWNLOAD
  4. Nome file: Automotodrom Brno by Patrik Marek Autore del file: Alessandro Pollini File inserito: 09 May 2014 Categoria del file: Track Author : Patrik Marek 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 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 v0.1.3 - 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 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 ) Clicca qui per scaricare il file
  5. Sto iniziando a modellare ecco il primo screen, premetto che manco di esperienza per la modellazione dei circuiti e che ho già un'altro progetto da terminare nel mod USCC, quindi non sò se e quando rilascerò il circuito, spero di farcela perchè da siciliano ne sarei orgoglioso (almeno nel virtuale funzionerebbe)
  6. 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
  7. Fonte. Current state of this track: rev_0.04a ----------------------------------------------~ - [FINAL!] Track surface. NEW! (0.04a) - [FINAL!] Hotlap start position. NEW! (0.04a) - [WIP] Sector Times positions NEW! (0.04a) - [WIP] Pitstop actor position. - [ALPHA!] Buildings position. NEW! (0.04a) - [WIP] Tunnel at portier sector. (removed) (0.04a) - [WIP] All Materials & Textures. (removed) (0.04a) - [WIP] Sun Lighting & position. ----------------~ It's a slowing work so stay tuned for more informations about the actual progress below! DOWNLOAD Actual Progress~ #Current progress of the track is at "alpha state" and the download for latest build of the project. With help of users jonnyboy_99 & wongas, now track has tons of buildings at their positions and more will come eventually~ I've started with the railing or guard rails around the whole track and place the tunel to see how AC handle lights through it. Note: Guardrails could be a little problematic ATM, and I'll not guarantee the right function of it, so we'll need to wait for official docs and tools to get better results. It's a slowing work so stay tuned for more informations about the actual progress below!
  8. 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 DOWNLOAD
  9. I present you my track originally created for rFactor but I converted it to AC just to see how will be it behave in this "not-outdated" engine note: just a test conversion, nothing really works hehe Glava Zete is hillclimb track in Montenegro. This track is the bumpiest track I have ever created for rFactor and practically it is undriveable in AC. and there are some problems with normals and lighting. -length: 6.9km version 0.9.1: -fix for "hotlap" and "race mode" version 0.9 -new trackside and pit objects -3D spectators ( goodbye cardboard cutouts -new distant trees -road surface is slightly bumpier -some work on material/shader settings -new cameras download
  10. Rivijera v0.8 for Assetto Corsa location: Somewhere on Earth, fantasy track type: Temporary Point-to-Point Sprint (A2B) 2 layouts: Rivijera length: 4.3km pit boxes: 5 Rivijera Downhill length: 7.0km pit boxes: 5 Originally made for rFactor1 download
  11. conversione della versione originale creata da com8 per rFactor DOWNLOAD
  12. Nordschleife The Ring 2007​ Download Version 0.9.1 : Changelog- 0.9.1: Added 30 Pit Boxes 0.9:Fixed tree transparency Fixed barrier physics Increased Performance Credits: *Com8* - modeling, texturing, scene Nor, G99 - former modeling, organisation 6e66o - textures Thorsten Rueter - Cam's Misan - AIW, Cam's Tobi - website, board Tmanning47- Conversion Stereo- Conversion fixes fonte
  13. Update 2 - - - - Available for Testing and Feedback(layout)+NEW VID+DOWNLOAD Not really had alot of time to work on this much but the hours ive put in have been usefull for learning also getting to grips with textures alittle more now anyway ive decided now its nearly right with the track lenght 1.45km the same as the real one and also the track width is now 9m wide that i would release what i have so far mainly for my benifit as i would like some community help who no the track or even things i could do to improve certain things. Any way next on my task list is creating some curbing (anyphotos anyone has would be great) and some run off areas. Probably be into multiplayer for a few days so might not get alot done. Heres a quick vid of the progress its come on a bit since v0.01 so far so good learning is taking most of the time up at the min but i feel ive moved on from v0.01. https://www.youtube.com/watch?feature=player_embedded&v=N8DxGPvjnWY And a little rendered shot of the track layout for you DOWNLOAD LINK: https://www.dropbox.com/s/72bocje19731c9b/Llandow.7z place in assetto corsa track folder (unzip first)
  14. VELOCIPEDE

    rFactor 2: screens da Indianapolis

    Il team ISI ha pubblicato tramite Twitter alcuni screenshots inediti che ci mostrano il nuovo tracciato di Indianapolis per rFactor 2, ormai di imminente rilascio, come si nota dalla qualità e completezza delle immagini.
  15. Nome file: Phillip Island by Slider916/Cammel Autore del file: Uff File inserito: 02 May 2014 Categoria del file: Track Phillip Island Circuit By: Slider916/Cammel Converted from rFactor Australia’s premier permanent road course Clicca qui per scaricare il file
  16. Fonte. Here are two screenshots from the current track. Only a few corners have trees yet, so do not be dissapointed, when you load the track. The trees are at the hairpin area. I still have to figure out how to make the trees look better. All materials/shaders are placeholders, ill do the modeling first. So no normalmaps/specularmaps on everything. Have fun! DOWNLOAD v0.37
  17. Fonte. Known Issue : -Trackmap Off -Ai not working -Quickrace and weekend not working -Broken Camera -No grass DOWNLOAD
  18. Guest

    rF2: Le Mans 1991-1996 by Virtua_LM

    Il team Virtua_LM ha finalmente rilasciato per rFactor 2 la conversione, in versione 1.0, della stupenda pista di Le Mans degli anni 1991 - 1996 ! Per tutti i dettagli e commenti del caso fate riferimento all'apposito topic sul forum, mentre per scaricare il file correte a questo link. Basic info: - This is a greatly improved version of the previous release. The most refined area is the guardrails and the specularity levels of the objects. A lot more objects are reflected on the cars or during rain. AI has been refined and the AI-does-not-pit bug has been fixed. Oh and there's also pit perches now. - Originally the track was started for rF1 by Sylvain Glapa, who has done an incredible job with most of which you still see today. The largest ones (in my opinion) would be the trees (look out for the distinct types in the right areas), the road surface modelling and the grandstands/pit buildings. The shaders and some textures have evolved but without his basis we would not have such a track today, let alone one this great. - The shoulders down the Hunaudières straight are not for driving. We could not find any hard info but racing cars generally do not use it outside cases of emergency. We implemented this by making them uncomfortably bumpy. - If you find something that should not be please leave a kind note. Few things are worse than you having a point that we don't read because it was presented in an unkind manner.
  19. File Name: Montreal - Circuit Gilles Villeneuve by Linolafett File Submitter: Alessandro Pollini File Submitted: 01 May 2014 File Category: Track Author : Linolafett here is my take on the "Circuit Gilles Villeneuve" track in montreal. I grabbed the google earth images and stitched them together to get my blueprint. Now i am using google images to get as much reference images as possible. Started working on the first corner combination first. The track Texture is wip, but looks kind of okay at the moment, the red/white texture is my "missingTexture" Texture, just ignore Export works thanks to the great help of you guys, i am really grateful for your effort! Changelog: - added 3D gras - added first version of groove texture (skidmarks, does not change over time yet) - added more buildings and offtrack props (flags/tents/lamps/blockout of montreal skyline) - new fastline AI and cameras made by "Stepy" (thanks!) - fixed too bright bushes in cloudy conditions Click here to download this file
  20. Buongiorno volevo presentarvi un nuovo circuito per ac convertito da RFactor da parte di Slider916/Cammel. Spero di non aver fatto qualcosa di sbagliato, buona guida DOWNLOAD
  21. Fonte. Hi Guys Here is a WIP of my conversion of my fantasy track, Perth Street Circuit for rFactor. Still needs some work but i need feedback and assistance as i want to do a decent job. I am no professional and this is only my hobby when I'm not racing so keep any criticism constructive and as helpful as possible. Thanks. Enjoy. Track has real road and road reflections. No Marshall's as i don't know how to add them yet. Current Version is 0.3 Known Issues - Night Lighting does not work. (Easy Fix) Some of the grass away from the circuit needs to be fixed. AI aren't perfect. DOWNLOAD
  22. Fonte. Current version 0.3 ALPHA RELEASE : http://www.mediafire.com/download/wyjexganntgg5dn/tsukuba.rar https://www.youtube.com/watch?v=Afz_GfeuGeA
  23. Fonte. Legendary 12,5km track NARDO High Speed Ring v.0.7 ... long and is round, has four lanes for cars and motorcycles totaling 16 metres (52 ft) in width and has a separate inner ring for trucks at a width of 9 metres (30 ft) The neutral speed for the four car/motorcycle lanes are respectively: Lane 1 - 100 km/h (62 mph) Lane 2 - 140 km/h (87 mph) Lane 3 - 190 km/h (118 mph) Lane 4 - 240 km/h (149 mph)
  24. Fonte. Desert roads [WIP] dozens (maybe hundreds;-)) kilometers of desert road Download (v.0.3) -->> http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=6637
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