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WIP Racetrack One

Discussion in 'Track Builder' started by fufsgfen, Nov 7, 2018.

  1. fufsgfen

    fufsgfen
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    3rd iteration, now even better :)
    upload_2018-11-8_19-40-30.png
    You place zip to mods and it should appear to your game.

    Some bumps are on purpose, but there are few that I need to learn how to get rid of, watch out that chicane, it is bit wider than IRL so it is not quite as bad, but it is nasty IRL (can hurt your spine), it is nasty in game.

    Update: I did upload improved version, it works in time trials mode (trackbuilder tracks category).

    There is now even less bumps, kinda ok now I think, can get bit to correct feeling, but banking and hills need still bit of work.

    I did also put railings there so you don't fly off, also managed to get chicane to be quite ok with railings.

    I put more attractive screenshot in, aerial photo I stole from Russians.

    Bit more work on hills and few turns are banked too much, I guess those are worst bits now, and it is still tad short, but might be because of aerial photo can have distortions.
     

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    #1 fufsgfen, Nov 7, 2018
    Last edited: Nov 8, 2018
  2. Lucaas

    Lucaas
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    I dig it.
    (a.k.a. I like it)
     
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  3. TStabbert

    TStabbert
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    Hey fufsgfen,

    cool track! I saw you made liberal use of the bezier track piece. While it certainly offers a lot of control over how the piece should look, make sure to set the fwdLen and bckLen parameters of the piece to higher values when the piece is longer. Doing this at corner #4 will also prevent it from eating tires. If you look closely, you can see that the meshes of the two pieces are overlapping - which is not good for physics. You might also want to use the spiral pieces for gentle turns, and the S-curve piece for the chicane. For the S-Curve, you can adjust the hardness.

    I also saw you used the linear interpolation for height markers: make sure to check the "Custom Slope" checkbox, otherwise some pieces will have gaps between them (like directly after curve #1). In a future update, this will be automatically checked.

    There is also the "Bevel" border type, if you want no borders at all for the chicane (or "none", but it doesnt look as good imo).

    Other than that, nice track! Is it inspired by a real-world track? It kinda does look like one.
     
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  4. fufsgfen

    fufsgfen
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    Thanks from the tips!

    I did try other pieces and found out that can't get them to line up with map, 4m was bit too much movement, but there is a lot I have not yet figured out from the editor, then I just stuck with one piece that seemed to work :)

    Yeah, overlapping is bad, now I have new knowledge how to tackle that, thanks! I don't need to start crafting pieces for track in Blender as that would quickly become bit labor intensive :)

    I had indeed trouble with bumpiness with smooth slope and everything else except linear, but custom I had no courage to test yet, need to test how that will work out, but I think one of the issues was that I should of used better choices where to join pieces together. Making whole curve of one piece would probably be something to aim for.

    Yeah, it is real world track, I like the layout which I got used to in very long time ago in other sim and thought I try if I can get it anything like it, few turns are not quite right I think, but after I practice a little more, I hope I can make an updated version.
     
  5. TStabbert

    TStabbert
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    You can use smaller steps when adjusting pieces by holding CTRL, so it goes in 1m steps :)

    for the height markers and bumpyness: They works the best when used sparsely: place them at the highest and lowest point of a hill/valley. Then you can use the smooth interpolation which will do the rest for you.

    When i create a track like this, i usually create the whole track without any markers first, and then put in height markers at some key points.

    Making a curve out of one singular bezier piece could work, but I prefer using a combination of Spirals and Curves. It makes for a guaranteed smooth transition from straight to curved, given same or very similar radius values for spiral and curve :)
     
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  6. fufsgfen

    fufsgfen
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    Thanks, I did even finally look into tutorial video, which did help a lot, old nerd never learned to RTFM, but with your tips and checking the documentation it became lot easier :D

    I think there is 1 or two spots that could use more work in regards of height and curve setting, but kinda happy with it already, it amazes me what kind of code must run behind those tools to get it work so nicely, one can make quite quickly such racetrack layout.

    I did start with flat track like you, just getting curves right etc. However with 3rd iteration I already did have height markers etc. set, so it took few 'rounds' to get it line up again.

    Kinda made this to inspire people to try making some realworld tracks, those might provide some fun to community I'm sure :)

    It is only 1-2 hours to make one and I'm quite slow, also still learning best practices, so I'm sure many can make real world tracks faster.
     
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