Simitar's AC track conversions (adding new tracks almost daily)

Discussion in 'Terrains, Levels, Maps' started by Simitar, Nov 20, 2022.

  1. Simitar

    Simitar
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    I got it running in beamng pretty quickly.

    The only problem is that i dont know how to add or convert the multilayered terrain textures.


    This is what it looks like in AC.

    I have not spent a lot of time on this one as i cant get some of the multilayered textures working.
    Here is the initial version in case anyone wants to help me or just play around with it
    https://drive.google.com/file/d/1nnE7BuZuSr7P_U19HEpPpEUTvZxJzZcm/view?usp=share_link
     
    #21 Simitar, Nov 25, 2022
    Last edited: Nov 25, 2022
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  2. kirbyguy22

    kirbyguy22
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    The map texture is a packed texture with 3 layer masks for each layer in the multilayer shader.
    assetto_map_texture.jpg

    To use it in BeamNG, you need to save each RGB channel as its own texture and use them as the opacity masks on a PBR material's layers.
    upload_2022-11-25_15-49-49.png

    upload_2022-11-25_15-50-19.png
     
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  3. Sandraker

    Sandraker
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    Though it's in a very early stage, it's really cool to see this map in Beam, as I've always felt it'd be a great fit for this game
    FIY there are some major collision problems, for example the roadside leaves implode your car on contact
     

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    • 20221126115342_1.jpg
  4. jasel

    jasel
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    very cool bro! but does it have ai? + does this possible to add? (sorry if it's too much)
    https://www.racedepartment.com/downloads/nfs-underground-2-ai-traffic-mod.55754/
    https://www.racedepartment.com/downloads/kanazawa-free-roam.44980/
    https://www.racedepartment.com/downloads/frankfurt-hahn-flughafen.54704/
    https://www.racedepartment.com/downloads/kinnekulle-ring.50423/
    https://www.racedepartment.com/downloads/nsuka-naruto-skyline-ai-traffic-mod.56094/
    https://www.racedepartment.com/downloads/okawa-touge-大川峠.56006/
    https://www.racedepartment.com/downloads/act_cyber.56250/
    https://www.racedepartment.com/down...an-street-realistic-traffic-simulation.55800/
    https://www.racedepartment.com/downloads/2real-srp-shibuya-realistic-traffic-simulation.55690/
    https://www.racedepartment.com/downloads/timbuktu.55733/
    https://www.racedepartment.com/downloads/nfs-carbon-canyons-ai-traffic-mod.55717/
    https://www.racedepartment.com/downloads/2real-union-island-realistic-traffic-simulation.55698/
    https://www.racedepartment.com/down...-assetto-corsa-new-huge-touge-mod-demo.55545/
    https://www.racedepartment.com/downloads/seinäjoki.55450/
    https://www.racedepartment.com/downloads/breedon-everard-raceway-–-bulawayo.55279/
    https://www.racedepartment.com/downloads/bruschied.54784/
    https://www.racedepartment.com/downloads/everest-2-0.54991/
    https://www.racedepartment.com/downloads/slea-head.47982/
    https://www.racedepartment.com/downloads/mežciems.51803/
    https://www.racedepartment.com/downloads/2real-la-blocks-bugx-realistic-traffic-simulation.55895/
    https://www.racedepartment.com/downloads/autopolis-by-mike08.55694/
     
  5. locualo

    locualo
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    wow gotta watch this thread
     
  6. Simitar

    Simitar
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    I think i have fixed that. Also did some other smaller texture fixes, but still working on the main terrain texture, so i have some test files included which is why the latest build is somewhat larger, but will clean that up in the next build.

    Here is build 2 aka fonteny_b2.zip
    https://drive.google.com/file/d/1FTEr1lUyr0B87HPrYVSsEYjKRAuC8fbl/view?usp=share_link
     
  7. jasel

    jasel
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    found a bug
    screenshot_2022-11-26_20-20-22.png screenshot_2022-11-26_20-20-53.png screenshot_2022-11-26_20-21-03.png screenshot_2022-11-26_20-24-07.png
     
  8. Sandraker

    Sandraker
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    Nice, well done. Now that I've completed some laps, I've found some more gameplay-related issues
    1. There are a bunch of barriers at the start/finish area, it seems like all the barriers from both the tourist and race versions are present, and this means that the finish area is entirely blocked, and you can't complete a full lap of the circuit.
    2. The ground surfaces seem to be all tarmac at the moment, including the grass off-track, the cobblestone sections and the concrete, banked carousel corners.
    3. There are a few sticky barriers and fences, but surprisingly not that many. Fixing them all would probably be a herculean task, I guess, and not worth the effort
     
  9. Simitar

    Simitar
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    New build. Build 3. (fonteny_b3.zip)
    https://drive.google.com/file/d/1P114hAwYSoVaHontTFHgi3lynFMyvs7M/view?usp=share_link

    1. Should be fixed now i hope.

    2. Might have fixed some of that. But a full fix should hopefully be done in the next build.

    3. Tell me the location of the problematic areas and i will fix them.
     
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  10. azureskies

    azureskies
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    BeamNGdrivex642022-11-2612-02-28.png BeamNGdrivex642022-11-2611-59-30.png BeamNGdrivex642022-11-2522-22-50.png BeamNGdrivex642022-11-2521-35-41.png
    That's not a bug. He just ported the city only. I also saw that and decided to take matters into my own hands.
    Do note that this is highly unfinished.
    Also sorry for the terrible formatting lmao.
     
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  11. Simitar

    Simitar
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    Alright, i am looking at these now.

    Here are the first ones.

    Autopolis


    Bruschied


    Bruschied Update:B2, fixed no collision on all bollards, fixed sticky barriers on most barriers.
     

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    #31 Simitar, Nov 26, 2022
    Last edited: Dec 11, 2022
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  12. Simitar

    Simitar
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    Sachenring Circuit
     

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  13. Sandraker

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    Ooh, Bruschied's a good choice, I'll give it a run.

    As for Fonteny B3:
    1. The start/finish barriers are fixed, which is great
    2. The ground materials/grip is partially fixed. Green-textured grass behaves like grass, but the currently black-textured stuff doesn't yet, and the cobblestone roads still feel like tarmac.
    3. As for sticky colliders, I think the most important ones are the road signs/distance markers, which should probably just have their collisions removed as is the case on most BeamNG maps. Because signs for both normal and reversed Fonteny are present, and they pretty much wreck you on contact, just doing this would make a huge difference. The other major "offenders" in terms of sticky barriers are certain chainlink fences (I can provide screenshots) and the hay bales at the start/finish area.

    Also, Fonteny runs at over 120FPS on my toaster, which I do appreciate. If you're reading this, give it a drive, it's a very fun and challenging road in damn near any car
     
  14. jasel

    jasel
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    cool! is A.I planned?

    oh okay
     
  15. Simitar

    Simitar
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    Rio de Janerio

    It's too big for the forum so i put it on my private google drive for now.

    Edit, new link, uploaded rio_de_janerio_b2.zip, the first one had a major texture problem, making a mountain transparent, so i fixed that and some other textures.

    Edit2: new link again, uploaded rio_de_janerio_b3.zip, added alpha channel to the tunnel grates and to trees and bushes around the track. Added no collision to the tunnel grates as well so no more punctures running over them.

    https://drive.google.com/file/d/1I7JSnd6aubnFQkLks0Vs3vNkDM_0gQ07/view?usp=share_link
     
    #36 Simitar, Nov 27, 2022
    Last edited: Nov 28, 2022
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  16. omathingo

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  17. Simitar

    Simitar
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    I have not tested these myself yet, but glad that someone is doing something with these conversions.

    Keep up the good work.
    --- Post updated ---
    And on another note. I will be away until saturday evening, so no new releases from me until sunday at the earliest.
     
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  18. CCPSPAIN

    CCPSPAIN
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  19. Simitar

    Simitar
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    Sure. i can take a look at it this weekend when i get back home.
     
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