This project has been moved to a dedicated thread. I am actively working on 3 projects at once, the Derby D-15, this, and Polaris Island. I began adding details, terraforming and getting this map ready for progression to be made. All assets, textures, and small details aren't final, the route, elevations, and road camber angles are all final features. Edit: So to give an idea of terraforming progress. The highlighted area shows map locations requiring terraforming so that the ground matches the road at least with moderate accuracy before textures and assets can be worked on further. The greater the highlight the more priority there is, the middle needs elevation noise and a natural mountain range. Here is an untouched image of the map above. Note the atmospheric fog, of which I removed so the image could be clearer, I however didn't want to temporarily remove it from the game as it's necessary to some degree on the map, the game however makes it look really bad when your camera is zoomed out very far away from the ground. --- Post updated --- Doesn't look perfect but the ground is mostly aligned with the road. Any points that appear to cover the road is just long distance view artifact. --- Post updated --- --- Post updated --- Adjusted road texture --- Post updated --- So today just so happens to be my 18th birthday. --- Post updated --- Changed grass texture, adjusted finishline, ect. Also fixed a bug that made the map crash the game every 30 seconds.
Can't promise a pitlane. To anyone, is there anything you want to see in the map? [Keep in mind it's a raceway]
sandboxes, race curbs in the turns. small walls ,fence, tribunes, standpit, sponsors sign pannels. Or all the elements who compose a race track
I am actually currently working on wall/catch fencing around the track. --- Post updated --- My priority schedule: Confirmed to happen -Walls/Catchfense -Sand [Confirmed with depth mapping] Not confirmed to happen -Distance Markers [These would have to be hand made for all distances from 200 - 50M and have left and right track sided variants] -Proper Racetrack Textures On Road Surface [Depends if I can work that out with the UVs without using too much resources, I want a pretty high FPS map if possible but I think that's no longer gonna happen] -Racing Curbs [I might recycle the ones on Hirochi Raceway] -Track-side Advertising This should give an idea on what is and is less likely to happen. I will indeed try to get all these things done but I don't want to set myself up to disappoint others. ---Later that day--- This corner has an extended wall since it's very easy to understeer off the track quite a distance on this rather low speed corner if you fail to slow down enough. The iner wall will get a low catch fence... --- Post updated --- Did some small texture optimizations to save about 30-50mb vram. ---Major Update April 8th 2016---- Added shallow depth map to the sand to aid in stopping power but not cause sideways cars at moderate speed to roll. In contrast no depth map looks like this. The clipped black squares show groundmodel depth. In further contrast here is no depth next to intense depth. The raised white ones show how much depth there is, as you can see in the top image on the very left you can see little tiny lines under the white showing the depth. It slowed down a racecar understeering sideways from 110km/h to 40 on impact with the wall without flipping. I've also had it work really well in one case where the same car entered at 100km/h and hit the wall at less then 20km/h leaving only a few dents in the rear bumper. In an instance where it worked really really well, I was understeering at 100+km/h and it stoped me in half the distance too the wall with my break floored just before entering the sand sideways, the sand only lifted the inside wheels about 1/2 a foot off the ground, no signs of flipping the car over what so ever. [keeping in mind a good corner entry for this part of the track with this car is around 65-80km/h] There will be many more walls, catchfenses, and sand pits spread through the track, I am just too frustrated with my rig causing me workflow issues right now to work further, expect a progress report maybe later today or within a few days. --- Post updated --- A little lacking in the feedback department, feels like 2013 --- Post updated --- Back with more progress. Added catch fence and depth mapped sandpit to first corner. --- Post updated --- Recycling rumble strips from Hirochi Raceway. --- Post updated --- Bottom image shows an unfinished corner [the first one to have catch fence] Track texture polish.. Fixed a bug in the track mesh, fixed side texture.
@SkepticalYeroc i am absolutely following this track from here on out. the layout seems realistic and fun to drive, considering i always felt that although detailed, hirochi raceway has a wacky, unconventional layout that never felt like it could exist in the real world. you have a proper straightaway and wild elevation changes and sharp hairpins. kudos for a solid design.
please do. ive been toying with the idea of trying my hand at road and track design. i cant wait to try it and maybe give feedback. we need more racetracks and thats coming from a mountain pass kind of guy.
Sigh, so I've been trying to make a damn video to showcase the track layout in a time lapse.. and I cannot get a hold of my goto software for video editing that I bought in 2014. I hate when company's try to force you to buy their new software. Well I guess I'll just figure out blender... Okay, I created a video, however I can guarantee I messed up and it will be bad quality.
Really looking forward to trying this. The track looks really interesting to drive and visually it's really pleasing. I'll make sure to give some input on force feeback, bumps and the like when I try it!
Good luck with that... the track is as smooth as butter, which is one of the main attractions. It's absurdly smooth. --- Post updated --- I'm uploading a video of me driving that 30km on my racetrack. [sadly without sound I accidentally recorded my mic and not sound, muted and will have inserted youtube music at a low-med volume .-.] I'll using the Group 4 Bolide Racecar.
This is going to be beautiful! Are you going to add more vegetation/natural scenery to make it feel a little more alive or will this be strictly track oriented?
I'm uploading a video of me driving that 30km on my racetrack. If it lowers fps beyond playability then nope, my rig is slowly falling apart... If I'd had a better pc that might be different, maybe in the longterm future id come back and beef it up. 30km Endurance YouTube edits too be done, video was 16gb sorry for long upload Car has small offset frontal collision with wall @ 40Km/h [24.8mph].. instantly bursts into flames. Logic
-------All Projects On Hold------- I'm momentarily closing all my projects as something major has come up and I'll be building a new computer and purchasing a brand new monitor within the next two months. My whole system constantly bottlenecks productivity due to faulty, obsolete, hardware that has been compromised. My new pc will be about 2x< faster combined with a hi-res monitor to increase screen space for production. -I'm not entirely cutting off all production on this specific project-
Status Update Computer should be finished in 5-7 days GPU should be obtained and installed by June 1st-2nd