Released Super Stunt Track

Discussion in 'Terrains, Levels, Maps' started by mike22, Mar 5, 2014.

  1. mike22

    mike22
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    This is the Super Stunt Track. What's super about it ? The stunts are insane and only a few vehicles can handle them. The track is able to be completed, but you have to drive well. And, the track is able to be completed with no damage, but you have to drive perfectly. It's very challenging.



    Recommended Vehicles:
    Civetta Bolide

    Capable Vehicles:
    DSC Pickup
    DSC Buggy
    DSC Scarab
    Stripped D15 Pickup
    Stripped H15 Cabster

    Notes:
    Version 1.31 will replace any older versions of the track because the directory is named the same. It's unlikely I'll release any further versions of this track.
    Using the hood view is less difficult than using the dash view and analog controls, such as an XBOX 360 controller or steering wheel, are recommended. If you don't have the Industrial level ( for some wierd reason ) in your levels folder, the vegetation will fail to load. I made a small archive to fix that. Most people won't need it.

    Features:
    100% original road mesh made in Blender

    Version 1.31 Changes:
    Smoothed all entry points of inclines and exit points of declines
    Made the tunnel thicker so the box inside it isn't clipping through it
    Aligned the checkered line with the gate
    Added vegetation
    Added a breeze
    Adjusted clouds


    Version 1.3 Changes:
    Smoothed rough geometry in turns ( this made a huge difference in drifting ability )
    Added scenery
    Tweaked position of tunnel
    Increased size of box in tunnel ( gotta ride the wall more )
    FPS increase after changing the shadow texSize from 2048 back to the default 1024

    Version 1.2 Changes:
    Drastically reduced suspension thrashing on loops, declines, and inclines
    Reshaped entry point to the small loop
    Re positioned tunnel for smoothness
    Nadeox1's shadow and water edits ( Super-Stunt-Track-1-1 )
    Adjusted the palm tree in the road to reduce difficulty
    Added a proper description for the level select screen

    Version 1.1 Changes:
    Eliminated black band in the ocean at the horizon
    Added collision detection to posts
    Added scenery along the track path
    Further correction of track UV mapping
    Further correction of track collision meshes
    Smoothed the entry and exit points of the jump
    Added a small hill
    Tapered top part of steep for additional risk
    Smoothed the entry point and exit point of the first loop more
    Smoothed the tunnel and made it smaller

    Version 1.0 Changes:
    Smoothed the entry point and exit point of the first loop
    Smoothed the entry point of the steep incline
    Lightened the roads
    Corrected UV mapping
    Changed the wall
    Textured the tunnel
    Replaced the blank cube in the tunnel with a BeamNG container
    Added posts underneath the track
    Solidified the mesh under the track




    How to Use:
    Drag and drop the SSC_M22 directory from the archive into your BeamNG Drive levels folder.
     

    Attached Files:

    #1 mike22, Mar 5, 2014
    Last edited by a moderator: Oct 21, 2015
    • Like Like x 1
  2. NkosiKarbul

    NkosiKarbul
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    Re: The Broken Loop

    Hehe, nice!
    I just played around with that shape too, no luck yet but wait for the other stunts... video coming up.

    Also i think i can tell from the screens that you should use more subdividing, could be wrong.
    One collision polygon however should be 1,5-2 meter length maximum and dont get over an angle of 2-3 degrees to the next collision polygon neighbour, otherwise the car will have multiple impacts while sliding over the ground if you drive to fast into the loop. If you have more subdivisions it will slide more smooth and so take no damage and keep more speed up from my experience with self created mesh ramps.

    Edit: of course you dont want to much either, because of performance. :)
     
  3. mike22

    mike22
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    Re: The Broken Loop

    Thanks for the tips. You're probably right about the subdividing. I just started using Blender seriously about a week ago. Here's a screenshot of the mesh in Blender. The exported .dae file is only 1.28 MB. Should I always export with triangulation ? ​I notice that inflates the file size a lot.
     

    Attached Files:

    • blender_2014_03_05_17_53_50_156.jpg
    #3 mike22, Mar 5, 2014
    Last edited: Mar 6, 2014
  4. NkosiKarbul

    NkosiKarbul
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    Re: The Broken Loop

    Hm, that looks more or less ok i think, it also allways depends on what kind of ramp shapes you want, meaning how narrow their turns are.
    The polygons on my road mesh parts are around 1,9x1,9 meter i think, but the parts are 100 meters long and the biggest angle upwards over this distance which i gave them was 90°. With that shape you can drive into them with 280km/h without taking damage or even sliding over the ground the whole time. You just realy have to test, adjust, ex- & import again and repeat till its smooth. :)
    But you can have 300k collision polygons, or more, on a single object without big performance issues, at least from my experience and my pc is not that good.

    Edit: sry forgot about the triangulation, you dont have to triangulate in blender, the game can do that upon importing your .dae file.
     
    #4 NkosiKarbul, Mar 6, 2014
    Last edited: Mar 6, 2014
  5. mike22

    mike22
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    I released the beta version.
     
  6. GTR2legend

    GTR2legend
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    good fun map
     
  7. NkosiKarbul

    NkosiKarbul
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    I only have 1-2 fps and freezes of up to 15 seconds. oO
    No idea whats causing this as it stais the same when i pause physics and also while deleeting every existing object in the map singlewise.
    Meaning no matter what i deleete, ocean, clouds, terrain, forrest, track, without touching the others in same time, it wont get fixed. If i deleete all at same time its gone.. very strange.
     
  8. mike22

    mike22
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    That is strange ! I get 55 - 60 FPS when I play it. Although this most likely isn't the problem, what is your computer hardware ? Maybe it's the palm trees ?

    Is anyone else having this problem ??
     
  9. go14smoke

    go14smoke
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    I'll let you know when I download the map tonight. :)
     
  10. mike22

    mike22
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    Re: Super Stunt Track 1.0

    I just released version 1.0. There's a lot of improvements.
     
  11. NkosiKarbul

    NkosiKarbul
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    Re: Super Stunt Track 1.0

    I found the cause for my 1-3 fps problem, it was the texture size of the shadow map set in the sky object. It was on 2048, when i set it on 1024 everything works fine. :)
    Going to test a little tomorrow.
     
  12. mike22

    mike22
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    Super Stunt Track 1.1 WIP Screenshots

    Just updating the thread with a some version 1.1 WIP screenshots
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_08_11_51_51_834.jpg
    • BeamNG.drive.x86_2014_03_08_20_19_49_480.jpg
    • BeamNG.drive.x86_2014_03_08_20_24_05_294.jpg
    • BeamNG.drive.x86_2014_03_09_01_01_24_355.jpg
    • BeamNG.drive.x86_2014_03_09_01_04_02_809.jpg
    • BeamNG.drive.x86_2014_03_09_01_08_20_728.jpg
    • BeamNG.drive.x86_2014_03_09_01_17_18_306.jpg
    • BeamNG.drive.x86_2014_03_10_01_56_35_242.jpg
    #12 mike22, Mar 8, 2014
    Last edited: Mar 10, 2014
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  13. mike22

    mike22
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    Version 1.1

    I just uploaded version 1.1. If you want something added or improved, let me know.
     
  14. IBsenoj

    IBsenoj
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    Re: Super Stunt Track 1.1

    This's a pretty sweet map. I don't have any errors, Thanks!

    - IBsenoj
     
  15. Nadeox1

    Nadeox1
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    Spinning Cube
    BeamNG Team

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    Re: Super Stunt Track 1.1

    Very neat map. The covet almost managed it, until it slipped out the track and landed on a tree :(

    BeamNG.drive.x86_2014_03_10_17_02_44_618.jpg

    I changed some thing that I think will improve how the map looks.
    In the Ocean settings, turn the Cubemap settings to bluesky.
    In the Sky settings, turn shadow distance to 400 and softness to 0.20 :)
     
  16. mike22

    mike22
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    Re: Super Stunt Track 1.1

    LOL, funny picture ! You got the Covet through the first loop ??

    I'll check those settings out. Thanks for the feedback !

    The ocean setting make it look how I was trying to make it look. That's very helpful. I also agree with you on the shadow distance improving the look. I was just trying to get shadows visible at a long distance. That's why I had it set so high, but I'm gonna release one more version of this track and the settings you mentioned will be included.
     
    #16 mike22, Mar 10, 2014
    Last edited: Mar 10, 2014
  17. pulley999

    pulley999
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    Re: Super Stunt Track 1.1

    DLing the map now. Posting so I feel some sort of commitment to come back and give feedback.

    EDIT:
    Thoughts, in order of track:

    • [*=1]First ramp is nice and smooth.
      [*=1]WHY IS THERE A TREE IN THE ROAD AND HOW DO I NOT GET STUCK UNDER IT?/s
      [*=1]downramp is fun
      [*=1]1st loop is a suspension thrashing doozy that requires both high speed and high RPM(torque) to make it through due to the amount of speed lost to collisions with the geometry. Make it 2/10 times.
      [*=1]another tree? Ok, this one isn't as bad.
      [*=1]Narrow Hill is frustrating in 1st person but completely do-able in any other view.
      [*=1]WHEE TUBE! Wish it was smaller/longer and the player were injected at a slight angle so getting on the roof were feasible, but still fun. :D
      [*=1]turns, nice scenery. Feels like I'm back on DRI for a second or two.
      [*=1]What is the secret to making the loop jump? Every time I think I've figured it out I mess up next time. Made 4/15 times. Landing ramp could use adjusting to improve margin of error.
      [*=1]hill. Get cocky here and treat it like a jump. Not a good idea. Make it 1/10 times if I try to grab air, can't work out speed. Fine otherwise.
      [*=1]Final jump, easy once I figured out the speed, could use a little wider landing pad for corrections if something knackered your suspension before you get to it.

    For the landing ramp of the loop, maybe make it longer, but instead of continuing to curve, just stick up in the air a bit. More or less, just take the existing geometry at the end of the loop and extrude it a little more.

    First loop is really an exercise in frustration, but I think counter-intuitively making it larger may make it easier to get through.

    Other than these two issues, the map is a blast. It makes me want my car to have a can of Nitrox[SUP]2[/SUP] and a FailChute[SUP]TM[/SUP] branded with a silly racing team name. awful reference is awful.

    One more thing, no technical difficulties were experienced with the map.
     
    #17 pulley999, Mar 10, 2014
    Last edited: Mar 10, 2014
  18. mike22

    mike22
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    Re: Super Stunt Track 1.1

    This is excellent feedback ! I actually agree with a lot of it.

    The tree in the road, LOL.. Yea, I put it there for an element of difficulty and risk, so the driver has to take the outside part of the turn.

    I'm trying to make the first loop not thrash the suspension as much without changing the size.

    Your tunnel feedback is interesting..

    What's DRI stand for ?

    The secret to completing the loop successfully is the speed at which the driver hits the break. Go as fast as you can into the loop and let off the gas just before you hit the break in the loop. If you leave the break too quickly, you'll hit the edge of the other side of the loop. If you leave it too slowly, you'll fall or make a very rough landing that'll break / damage the vehicle. The best tip I can give you guys is that you have to keep your vehicle in good shape before getting to the loop because if you damage the suspension too much, the car won't have enough speed to complete the loop smoothly.

    Yea, that hill is misleading. It requires carefulness.

    I agree about the final jump. It can be very tough if your suspension is damaged a bit.



    Just to give you an idea of how this track is when you know how to drive it. I just did a lap of the Version 1.2 WIP with the Bolide and it looks like this. Also, just for the record, I complete the first loop 9 outta 10 times, but I've had to test drive the track hundreds of times, so..
     

    Attached Files:

    • BeamNG.drive.x86_2014_03_10_18_09_35_422.jpg
    #18 mike22, Mar 10, 2014
    Last edited: Mar 10, 2014
  19. pulley999

    pulley999
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    Re: Super Stunt Track 1.1

    Dry Rock Island, the default tropical island map.

    My issue with the loop is knowing what speed to hit it. 80MPH going in, ~60MPH coming out seems to be good with the Bolide, but sometimes I fall massively short while other times I'll fly a little bit too far and shred my bumper and front tyres on that edge, causing the car to lose momentum and fall. I suspect it has to do with what gear I'm in, but, well, good luck have fun figuring that out in the Bolide without having a debug screen open. Come to think of dashboard gear indication, I need to attempt it with the Moonhawk. The car may be a little anemic, but has a trooper of a drivetrain and suspension. If it had the power, I bet it'd survive nicely.
     
  20. mike22

    mike22
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    Re: Super Stunt Track 1.1

    I don't even break it down like that. I never know my speed. It may have to what gear you're in, but I noticed when my suspension gets damaged, the RPMs are lower going into the loop.

    On a side note, I was just trying to record myself completing a lap of Version 1.2, but the program I'm using halves my FPS to 30, which makes managing the stunts surprisingly much more difficult. Do you know how many FPS you're getting ? Because I have feeling trying to drive this course at anything below 45 FPS will be harder than it already is.
     
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