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GP Bikes => Mods => Tracks => Topic started by: Grooveski on February 06, 2015, 06:06:25 PM

Title: Oliver's Mount
Post by: Grooveski on February 06, 2015, 06:06:25 PM
Hiho.
Didn't mean to hijack the Public Road thread so thought I'd start a fresh one.

Quote from: h106frp on February 05, 2015, 12:18:53 AM
Managed to get GPL loaded up and tried the olivers mount track, its fun and very well done with all the scenic details, but does feel very 'flat' the road has no camber anywhere and feels quite unnatural for what is meant to be a 'road'. Hedge lines likewise - vertical edges and no feeling of the natural variations you get on a road. Still it is an old engine.

To make this track really work i think the road surface profile and immediate roadside scenery will need a bit of work to convince the rider this really is a typical public highway most of the time.

I will play a bit more to get a feel for it,  still working on keeping the car in a straight line :) - would be a lot more fun on 2 wheels...

Yeah, I watched the video a few times and was having the same thoughts.

Now that I've had a look at the tracktools I've decided to stay in max for assembly.  Means we can tweak the loft direct during testing to fine tune bumps then just re-export to the game.

Opens a few other possibilities too.  I don't know how to do it yet but I'm pretty sure you can use edgelines as secondary loft splines...
...so I could make up any shape of hedge cross-section for a bunch of points along the topside and the software would fill in the gaps.
Think it's worth including a centre strip inside the hedge model so there are three layers for the light to come through rather than just two.  You're so close to the model that you can tell it's a model.
Having a spec channel for the hedge will be nice - leaves are shiny after all.

Camber can be added to the loft as well.  Originaly I didn't add road camber because it'd have pushed close to GP500s limit.  I traded it off for spare polys for bump detail.

So, a weekend of reading max tutorials ahead by the sounds of it...
...inbetween bouts at the A1 Ring.  Just got round to going full version GPB a couple of nights ago.  It's like I've never ridden a bike game before.  ;D
Loving the analogue rider control.   :)
Title: Re: Oliver's Mount
Post by: h106frp on February 06, 2015, 07:21:52 PM
Sounds like you have some great ideas. Be great once we get all the photos, I'm actually looking forward to doing some skins.

Great to hear you are enjoying the sim, i will always have a soft spot for GP500, but returning to it now its limitations seem very obvious.
Title: Re: Oliver's Mount
Post by: Grooveski on February 07, 2015, 11:07:42 AM
Quote from: h106frp on February 06, 2015, 07:21:52 PMI'm actually looking forward to doing some skins.

Glad to hear it, I may have a village for you to skin soon.   ;D
Dropped on the first landscape texture, just as a planer image for now.
When the other two are lined up over it I'll cut the model into 3 parts and reapply each as a UV, should be rolling hills and fields as far as the eye can see.

This skin will serve for placing scenery as well as for chopping up the land model.  The nearby parts will be subpatched and remapped for repeating textures.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_15.jpg)
Title: Re: Oliver's Mount
Post by: Donnie on February 08, 2015, 07:35:56 PM
As a road race fanatic I can't wait for this.  A place I've been to many times.  Looking great so far guys.
Title: Re: Oliver's Mount
Post by: Harrytmj66 on February 10, 2015, 10:17:16 AM
Wow, good work.
I should really get to Olivers Mount this season it's just up the road from me.
Title: Re: Oliver's Mount
Post by: Eagle on February 12, 2015, 07:05:30 AM
Waiting for more, good luck with this map. :)
Title: Re: Oliver's Mount
Post by: Grooveski on February 12, 2015, 01:07:16 PM
Progress has been slow.  I scrapped the above model as well just after posting that pic.  Discovered than the Land-Form dataset has been recently replaced by Terrain 50 data which claims to be accurate in height to 0.1m rather than 1m for the landform.
...so another download then had to find a way of converting the new data to a usable model, blah, blah, took a while, blah...
...and back on track with Land_V3.  :)

Lined up the three versions of the aerial photo, chopped the model along the image edges and remapped them as planer UVs.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_16.jpg)

So now the image resolution drops off as the distance increases - a simple mip-mapping arrangement.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_17.jpg)

Cut out the area of interest...

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_18.jpg)

...and that's pretty much where I am at present - flipping in and out of subpatch mode while fine tuning the model to the contours(which are still the most accurate data I have).  The new model may be closer than the others but it's still only a 50m grid so there are spots where the gap between points misses detail completely(like up at the monument where the plateau and drop-off are nowhere near the contours).

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_19.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_20.jpg)

Once it's a match I'll freeze the subpatch and it'll be all smooth and shiny.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_21.jpg)

That(and the contours) will then go in as references for reworking the loft.  May seem like a lot of work for just a land model but the closer the better for pointing out which bits of the road I've got the heights wrong on.

P.S.  Everything will get selective poly reduction later in the build.  At the moment the land model is 200k polys but will probably end up around 40-50k(maybe even smaller, still don't know what GPB's draw distance is).
Title: Re: Oliver's Mount
Post by: Eagle on February 12, 2015, 03:37:35 PM
Waw amazing.. ':o

I'm a little ashamed in front of that. :[
Title: Re: Oliver's Mount
Post by: h106frp on February 15, 2015, 01:12:23 AM
Thanks to nouvaics excellent photos i have started to look for some textures, the control tower has had some dodgy paint jobs - should we leave 'as is' or touch them up?   It could do with a lick of paint to hide the old signwriting  ::) Personally quite like the rustic look  :) Left image is front, right image is podium side
(https://lh5.googleusercontent.com/-XDrVFukODhU/VN_ww2zzfrI/AAAAAAAAAH0/W1pKaWnyjvc/w1358-h715-no/ControlTower.jpg)

How are you going to handle the tree details? The detail is great, and trees like this run along many of the embankments, must be a way to get them to look good :) This one is right on the track edge. I have seen the 2 planes at right angle tree model, but i am not sure it would work for these...
(https://lh5.googleusercontent.com/-gRoyc3EcHsY/VN_5X2HTWtI/AAAAAAAAAIg/6XBTY5JgMUA/w1036-h819-no/treeroot.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on February 15, 2015, 06:50:26 AM
Its hard to deside on the tower, I have been thinking aout it. On the one side its good to keep it original but it looks shabby and like it is badly made in the game, so I was also thinking if at speed it will look bad, if it was reworked and then aged it might be better. This is one I will try as soon as I get time. Starting the new business comes first Im afraid and today I gotta hit the London bike show and try to promo my controls and push GP Bikes too. The tree roots are great, Im a gear head but love nature too lol

DD
Title: Re: Oliver's Mount
Post by: Klax75 on February 15, 2015, 06:57:09 AM
The tree, you would probably make a low poly basic shape of the tree. Then you'd take something like Z*Brush, bump up the poly count in to the millions, so you can make a high detail normal map to give all the smooth look and fine details then take the normal map and put it back on the low poly version. So in the sim you'd have a high detail looking model, which is actually on a low poly count shape.

You also have to consider how much detail on something you really aren't going to see very well when racing by it at high speeds.
Title: Re: Oliver's Mount
Post by: h106frp on February 15, 2015, 10:33:35 AM
Normally the trees/hedges are set well back on a modern circuit for safety, but here they literally the track edge and you will see a lot of them even at speed, i think they do need to be detailed enough to feel 'dangerous' if you hit them - just to get the atmosphere of the place. Where they are set back from the track or behind barriers its not a problem as its more typical of other tracks. Probably the most detailed area for trees is on the run down the hill after the hairpin - this really need to feel really tight and closed in - especially at speed ;D
Title: Re: Oliver's Mount
Post by: Klax75 on February 15, 2015, 12:54:48 PM
Oliver's Mount is the third video. :)

http://www.torque.tv/speed-world/ (http://www.torque.tv/speed-world/)
Title: Re: Oliver's Mount
Post by: h106frp on February 15, 2015, 01:00:27 PM
Cant see from my region  :( really must get around to 'sorting' this issue  ::)
Title: Re: Oliver's Mount
Post by: PeterV on February 15, 2015, 02:09:34 PM
Quote from: Klax75 on February 15, 2015, 12:54:48 PM
Oliver's Mount is the third video. :)

http://www.torque.tv/speed-world/ (http://www.torque.tv/speed-world/)

Quote from: h106frp on February 15, 2015, 01:00:27 PM
Cant see from my region  :( really must get around to 'sorting' this issue  ::)
https://hola.org/
Title: Re: Oliver's Mount
Post by: Hawk on February 15, 2015, 03:48:23 PM
Quote from: h106frp on February 15, 2015, 01:00:27 PM
Cant see from my region  :( really must get around to 'sorting' this issue  ::)

Try installing "Hola Unblocker".  Silly UK and American authorities think they can straight jacket internet usage. Lol

JOIN THE REVOLUTION!!  :P ;D

http://hola.org/ (http://hola.org/)

Hawk.
Title: Re: Oliver's Mount
Post by: HornetMaX on February 15, 2015, 07:39:26 PM
Quote from: Hawk_UK on February 15, 2015, 03:48:23 PM
Try installing "Hola Unblocker".  Silly UK and American authorities think they can straight jacket internet usage. Lol

JOIN THE REVOLUTION!!  :P ;D
Unless UK and American authorities are behind Hola, of course :)

MaX.
Title: Re: Oliver's Mount
Post by: doubledragoncc on February 15, 2015, 08:23:04 PM
YO Hawk baby you de man!!! I had not even bothered to think about there being a way around regions. Dang I got Pandora back

Love ya man

DD
Title: Re: Oliver's Mount
Post by: h106frp on February 15, 2015, 08:29:24 PM
Few attempts to install but now up and running - cool service - excellent video


Thanks for the tip  8)
Title: Re: Oliver's Mount
Post by: Hawk on February 15, 2015, 11:57:02 PM
No probs guys. Glad to help.  ;)

@Max: I absolutely agree with you on that one Max. What governments like to portray in the public eye tends to be a totally different agenda to what they really want and do. They think we are all idiots. No wonder UKIP are doing so well. Straight no nonsense talking, and if they'll get us out of the European Union then they have my vote for sure.

Some software companies play this kind of game too, I'm sure of it.

Sorry for the off-topic comments, but had to go political there for a couple of sentences. LOL

Anyway sorry.... Back to topic.....  8)

Hawk.
Title: Re: Oliver's Mount
Post by: HornetMaX on February 16, 2015, 12:38:56 AM
Quote from: Hawk_UK on February 15, 2015, 11:57:02 PM
No wonder UKIP are doing so well. Straight no nonsense talking,
As far as I recall from my year in Scotland (btw I'll be up there next week for a week, gonna see the rugby w00t!): straight yes, no nonsense ... hmm, well ... occasionally :)

MaX.
Title: Re: Oliver's Mount
Post by: Grooveski on February 17, 2015, 07:43:07 PM
Quote from: h106frp on February 15, 2015, 01:12:23 AM
Thanks to nouvaics excellent photos i have started to look for some textures, the control tower has had some dodgy paint jobs - should we leave 'as is' or touch them up?   It could do with a lick of paint to hide the old signwriting  ::) Personally quite like the rustic look  :) Left image is front, right image is podium side

How are you going to handle the tree details? The detail is great, and trees like this run along many of the embankments, must be a way to get them to look good :) This one is right on the track edge. I have seen the 2 planes at right angle tree model, but i am not sure it would work for these...

Rustic's fine by me - or tart it up - whichever you prefer.

I've been having a play with the tree growing program and starting to put together a bit of a model library. Looks like a decent looking game model for a single large tree is about 4-5k polys.

I don't know what the GPB engine will push but reckon 500k for the whole model sounds like a nice round number.  That's 4 times what GP500 can handle and just under F1 2012's kinda count(F1 runs a 3d crowd as well on top of that).

So 50k for the land, maybe 70k or so for the play area, 30k for fences and another 100k for buildings and clutter.
....still leaves half the budget for trees and hedges. 
Say we give 50k to hedges and 200k to trees, of which 50k are low poly (2,4,6 and 8 plane) and 150k high poly.
That's 30 trees worth.
Which sounds about right.  Skyrim is probably pushing that in the immediate vicinity before it LODs down.

Which begs the question - Does GPB handle scenery LOD models?  Perhaps I'm underestimating how much detail we can throw at it.

...but yeah, to start with we'll make up 30 of the most prominant trees and stick to low poly for the rest(if we end up going mental we'll need low poly ones there anyway).  Should be able to lift bark textures from nuovaic's photos and at the bases could perhaps join the trunk to the verge, skin that section in the photo, zbrush a little detail into the model then tweak the UV to stretch the usable bit of image round the roots.  It's a bit of a cheat, might do the job though.

I'll be honest, the trees seem a long way off yet.

Gathered up a nice selection of fence models while rummaging for trees.  Have also progressed the land model, it's near time to introduce it to the loft.   :)
Title: Re: Oliver's Mount
Post by: h106frp on February 17, 2015, 08:04:12 PM
I have chopped out quite a few textures now including;

Control tower sides
Podium rear, 2 sides and front
Control tower area wood and metal fence - tileable
Scoreboard
Sheene memorial - front and sides
Bridge 2 - sides
Bridge 3 - started but a lot of work its a fiddly thing to do

Still going.. but i have started  :)
Title: Re: Oliver's Mount
Post by: BOBR6 84 on February 18, 2015, 01:42:28 PM
good stuff  :)

as its wheelie wednesday....  ;)

(http://i58.tinypic.com/2nti5hk.jpg)
Title: Re: Oliver's Mount
Post by: h106frp on February 19, 2015, 12:07:04 AM
Love it, we want a bumpy track and wheelies ;D

@Grooveski
When you make a skin for a 'see through' structure how do you deal with the internal visible bits? Should the skin just be the external face or should it be as if you can see inside it?

i.e. i was trying this bit (bridge1span);
(https://lh6.googleusercontent.com/-t7FxKgpexyU/VOUmMuzC4JI/AAAAAAAAAJM/bvk4Z1PjuDY/w1004-h220-no/bridge1span.jpg)

Along the top the internal detail of the back face is visible in perspective, should i just paint the front face external detail? Can you project out and unwrap the top cage so that we end up with a skin that 'drapes' over the structure like flattening a box or toilet roll tube out into a flat sheet? the current UV's seem to be projections as far as i can tell at the moment.

Thanks
Title: Re: Oliver's Mount
Post by: doubledragoncc on February 19, 2015, 01:23:33 AM
Look at the way it has to be done H, the threads got split from open map to here

http://forum.piboso.com/index.php?topic=1860.45 (http://forum.piboso.com/index.php?topic=1860.45)

Scroll down too Grooveski's explanation

DD
Title: Re: Oliver's Mount
Post by: h106frp on February 19, 2015, 07:38:06 AM
Thanks, but i think i answered my own question while i was writing it ::) the UV will need to be re-done for this particular bridge (1) The 'tube' of the bridge sides and top will have to be 'un-rolled' for painting. Thing is i need the vertical (around the circumference) locations of the top long horizontal rails on the UV so that i know how tall to make this image. It only affects this first bridge, the rest can be normal projections :)

Still playing with the best way to do bridge 1 and 3, quite tricky to do but i think i'm developing a method that works :) I,m going to cut away all the mesh, trees etc from the structural steel, touch up the girder and then layer in new mesh from a stock image.

Probably a lots of painting in due to the original images having a lot of long shadows but this cannot really be avoided with their locations. Not sure what to do about the colour, in long shots the steelwork logs a darkish green, the photos close in seem to be a bluish green due to the amount of moss and lichen - hard to tell what would look best in the model ???
Title: Re: Oliver's Mount
Post by: Grooveski on February 19, 2015, 10:25:59 AM
The UV is already set up the way your asking for.  See how the one part of the template....

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_22.jpg)

...is repeated five times over the top of the frame.
So have half a frame width along the top of that part and half along the bottom with the part just being a single strip of panels.   ;)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_23.jpg)

Once the skin's on I'll run a subpatch on the tube that'll round off the frame. 
Could have built it rounder in the first place but there would have been more polys to arrange in the UV map that way.

You'll find most of the skins on the models I give you are noted in one way or another so although you'll be using the eps templates it might be worth loading in the temp skin on a background layer just so you can see what goes where.  Last night after finishing up the monument model I painted on little coloured dots to check that everything was where it should be - I do that a lot. 
(...and if I've used text it's likely been to check that the parts were the right way round)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_24.jpg)

P.S.  Gotta thank nuovaic again for the photos.   ;D  What a difference it makes having background images for modeler.
Title: Re: Oliver's Mount
Post by: h106frp on February 19, 2015, 11:00:06 AM
Ah, that clears it up, what is .eps?

Nice thing about using nuovaic's photos as a base is we should both be working to the same scale  :) That monument looks sharp  8)


Just tried with the sides part of bridge 1, my picture crop indicates the bridge is about twice as long as the current UV.
Title: Re: Oliver's Mount
Post by: Grooveski on February 21, 2015, 05:13:29 PM
Quote from: Grooveski on February 01, 2015, 07:57:58 PM
Have a play with opening the eps versions.  You have to specify your canvas size in pixels when you open it.
EPS is the best format for templates.  A crisp line on a transparent background at any resolution.  Very usable. 

Quote from: Grooveski on February 02, 2015, 07:19:35 PMIf you deform images to squeeze them into bits of template they'll go into the game and the game will just deform them back out again.  It's probably not going to be very noticable if it's just a tiny amount but it's not doing any good and is a bit pointless, more work for you and anyone who may want to change things later.
Better for you to lay the parts roughly into place on the template and send it back saying "adjust UV".  I'll then load what you've sent into the background of the UV window and drag the parts and points around until the UVmap fits the skin.

;)

If you want to try adjusting the UV yourself it wouldnt take me long to talk you through it.  Modeler can look a bit daunting if you're not used to 3d programs but adjusting an existing UV map ain't like blowing up planets.   It's making the maps in the first place that's a footer, tweaking them is a doddle - you're just dragging points around.

Had a decent go at the TSOs last night.  That's the base models for all the nearby buildings about ready for UVing...

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_25.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_26.jpg)


...and a variety of clutter models sourced that can be tweaked to suit(benches, bins and the likes).
Had a eureka moment in the tree texture hunt.  Golf games!  :D

Have started adding some of the repeating textures and trying out environmental maps on them.  Liking what I'm seeing.  Wouldn't be surprised if we end up with low-res spec maps for everything, norm maps for everything closeby and I'll be hustling the bike modders for the best way to deal with glass(there'll be a reflection map involved no doubt but whether it's applied to a transparent bmp or alpha'd tga... ?
...my money's on the latter).

Downloaded a couple of the max track models from the mega site and it looks like pure black is GPBs bitmap transparency colour(so don't use rgb 0,0,0 for anything else in the skins).

Also squeezed in a few laps of the A1Ring and didn't even fall off that often.  Hopefully by the time testing comes along I'll be able to do more than wobble out the pits and crash at the first hairpin.   :P

Oh - the pits.  Oliver's Mount uses a figure-of-eight pit arrangement that'd be pretty cool as you'd get to finish your last flying lap and could set a time on your cold tyre lap too.  I've no idea if GPB will allow that(cross line - enter/exit pits - cross line again  ??? ) so we may have to reverse the pit direction and go with a normal layout.
Title: Re: Oliver's Mount
Post by: matty0l215 on February 21, 2015, 05:51:01 PM
Quote from: Grooveski on February 21, 2015, 05:13:29 PM
Oh - the pits.  Oliver's Mount uses a figure-of-eight pit arrangement that'd be pretty cool as you'd get to finish your last flying lap and could set a time on your cold tyre lap too.  I've no idea if GPB will allow that(cross line - enter/exit pits - cross line again  ??? ) so we may have to reverse the pit direction and go with a normal layout.

Shouldn't be a problem, it would just start a new lap and count the time you spent in the pits as a false lap


Title: Re: Oliver's Mount
Post by: doubledragoncc on February 21, 2015, 06:29:45 PM
Dang you have been BUSY. Great work m8. One idea about trees for density instead of just a line of trees, could you have one row of trees in front of another or more to give a depth to the treeline??? Hard to explain but sure you know what I mean

DD
Title: Re: Oliver's Mount
Post by: Grooveski on February 21, 2015, 07:18:13 PM
The ring is wearing a group of four textures that are good for distant field edges.  I only applied them so I can copy that part to the land model and those surfaces will be taken over with it. (then I'll just delete the ring)
While I had the monument aerial to scale as a background it made sense to sketch out the old reservoir diameter.  Was bored of brick units, one thing led to another and the first trees were planted.    ;D
The first of many.  Quarter of a million polys is a hefty budget for greenery and yeah, I know what you mean.   ;)

That plot is for sale at the moment.  Handy - couple of pics of the treeline from the inside.
http://www.zoopla.co.uk/for-sale/commercial/details/33204955

That's great to hear matty, cheers.  :)
Title: Re: Oliver's Mount
Post by: Grooveski on March 03, 2015, 08:29:19 PM
Quick update:

Land matched to contours and track loft matched to land.
Was (mostly) able to tweak the loft elevations in long stretches so as not to affect the bumps built into it.  Was slightly off all over, just by a degree or so here and there apart from Sheen's Rise which as expected was a mile out.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_27.jpg)

So that's the two main models pretty close.  Much happier now with the gradients.  The hairpins have been reworked and I've started going round adjusting the verges and rechecking the road.
Once the verges are done the land model will get some final adjustments to fit.  (There are also bits I had to deform for the subpatch - they've still to be leveled again.)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_28.jpg)

Skins are starting to magically appear in my email.  :D  Have to say it's nice not to feel like it's a one man show any more.  Knowing someone else is out there working away encourages me to get on with it too.
The first real skin(wip) went on Bridge 3 and the model got fleshed out a bit.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_29.jpg)
Title: Re: Oliver's Mount
Post by: Donnie on March 03, 2015, 08:43:55 PM
Superb!  Wish I knew how to models things.  Can't wait to try it.
Title: Re: Oliver's Mount
Post by: GhostdogNL on March 03, 2015, 11:21:05 PM
looks good and sounds good mate ..alway`s nice that people helping out !
Title: Re: Oliver's Mount
Post by: HornetMaX on March 03, 2015, 11:37:37 PM
Even if I'm not a big fan of road races, it is truly great to see a good cooperation going on !

I do think that's the right way forward for modding !

MaX.
Title: Re: Oliver's Mount
Post by: Klax75 on March 04, 2015, 09:41:17 AM
Good job! :D
Title: Re: Oliver's Mount
Post by: nuovaic on March 04, 2015, 10:35:35 AM
Cool!
I thought this project had stopped, but really happy to see it coming together. This is going to be the best track in GPb by far. Yes, looking great man!

Title: Re: Oliver's Mount
Post by: azarito46 on March 04, 2015, 11:49:47 AM
Can't wait! Looks nice  ;D
Title: Re: Oliver's Mount
Post by: Eagle on March 05, 2015, 05:23:06 AM
Dayum, can't wait for this map. :o

Hope i'll finish my mods before so i can test them on it. :D
Title: Re: Oliver's Mount
Post by: BOBR6 84 on March 05, 2015, 06:40:33 AM
Great work Grooveski  8) thanks for the updates too, nice to see how much work is involved behind the scenes.. looks like alot!! :o fair play to ya  ;)
Title: Re: Oliver's Mount
Post by: matty0l215 on March 05, 2015, 07:06:56 AM
Really looking forward to this one guys!! Keep it up ;D
Title: Re: Oliver's Mount
Post by: Klax75 on March 05, 2015, 07:52:45 AM
I like how you have so much land out side of the track. Really can take away from the feeling when you see just the tarmac and then floating space. Especially on long tracks.
Title: Re: Oliver's Mount
Post by: Grooveski on March 07, 2015, 01:08:29 AM
Cheers guys.
For all it's a lot of work there's something entertaining about it. 

Sometimes modding's a chore(fixing unwelded models does my head in) but this is my first scratch build so I'm learning all the time.  Tonight's job was pretty good fun(and not just because of the homebrew).  With upping the target poly count I could afford to round off the verges a bit, it's just a mouse click and a quick tangent drag at each of the mid-verge points on the loft sections but it had an instant and rather satisfying effect on the model.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_30.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_31.jpg)

Was playing with poly counts while taking those grabs.  The first wireframe is around 25k(where I started for GP500), the next is up a couple of clicks on the path steps and one on the shape steps - that's the likely settings for the verge model and comes out at 56k.
Then the camber goes on.  I think 5 strips will to do(for less than an inch of camber on such a narrow track(and more importantly not a track where there's much spinning up and drifting going on)bringing the projected play area to 73k in all.  eek!

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_32a.jpg)

...which is only a bawhair over the guesstimate so I guess I shouldn't panic yet but it sure does look like an awful lot of polys.   ???

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_33.jpg)

Worrying about poly counts is still a way away though.  Been round once for the verges and another to check the track widths(thanks again for the measurements nuovaic ;)).
Next time round is to add additional loft targets for bits where the verges have variances, then again to tweak the main spine where upping the path steps has highlightled slight kinks.
...and when I get to it I reckon Mount needs flattened and Mountside needs tightened a little still.
....and I still haven't even looked at Sheenes rise since butchering it's elevations the other night, it'll need a good rework.
....and all the while feeling guilty because really I should really be prepping TSOs.  Wouldn't want my shiny new skinner getting impatient. ;D

:)

P.S. BOBR6, you haven't on the offchance noticed a good pic that shows one of the corner boards have you?  They're at all the hairpins and the onboard views are all blurry, could do with seeing something we could guess a font from.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on March 07, 2015, 04:05:44 AM
Good morning! Il be home in 2hrs il have a good look around..

Title: Re: Oliver's Mount
Post by: BOBR6 84 on March 08, 2015, 10:04:50 PM
Wow so far I cannot find anything lol  ::)

Seen a few pic's with the boards but all facing the wrong way.. Il keep searching, bound to be one somewhere lol.
Title: Re: Oliver's Mount
Post by: Grooveski on March 13, 2015, 08:37:18 PM
No worries, was just on the offchance.   ;)

Thought I'd take the track model for a spin and see how things were looking:

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_34.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_35.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_36.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_37.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_38.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_39.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_40.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_41.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_42.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_43.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_44.jpg)

The last pic - Farm Bends - is the bit that needs the most work still.  It won't be right until the main road is in place.  I should have probably modeled it that way then added the chicane.  Should all work out in the end though.

Other than that it's getting pretty close.  After the spin I smoothed a few bumps and I'll be having another look at the jumps section along with Farm, some of the new embankments still need a bit of a tweak but on the whole...
....yeah, getting there.  :)

This version was pretty low poly, no real embankment detail and no road camber.  Can knock out a test conversion for GP500 in minutes but still haven't tried GPB yet. That's maybe this weekend's reading.
Title: Re: Oliver's Mount
Post by: GhostdogNL on March 15, 2015, 08:09:59 PM
hey man realy nice work and fast ! cant wait for it !!! ;D
Title: Re: Oliver's Mount
Post by: doubledragoncc on March 15, 2015, 08:38:11 PM
Fantastic work man and dang quick. I am so sorry I dont have time to help at the mo, really wanted to but have to get the business running first. I will eventually MAKE time to get into this. Thanks for the hard work G


DD
Title: Re: Oliver's Mount
Post by: Grooveski on March 17, 2015, 11:04:39 PM
Managed to drag myself away from the road model for an evening and got some more done to the TSOs.  Mostly arranging UVs but got to add a few new bits of skin too.   :D

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_45.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_46.jpg)

h106frp, I'll upload you a model/template update pack tomorrow after I've unwrapped the last few buildings.
Title: Re: Oliver's Mount
Post by: h106frp on March 18, 2015, 12:22:55 AM
I will keep an eye on my inbox  :)

Looking good so far and the skinned models look nicely proportioned. Love the control tower, hard to believe its just a flat sided box.

Be nice to take a break from wiring up my steer rig for a bit :D

Title: Re: Oliver's Mount
Post by: Hawk on March 18, 2015, 12:25:14 AM
Nice job Grooveski!!  ;) 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on March 20, 2015, 11:40:39 PM
Quote from: h106frp on March 18, 2015, 12:22:55 AM
I will keep an eye on my inbox  :)

Sorry h, should have just uploaded it the other night.  Still haven't had a chance to map the transmitter complex buildings yet but here's the model update (http://www.motogp500online.com/Stuff/Grooveski/Tracks_wip/OM_TSO_01a.rar) as it stands.
There are a good few unknowns among the pit buildings.  We could really do with maybe an onboard of a bike leaving the pits to see what some of the buildings look like from that side.
Feel free to guess.  :)

If there's no template for something I've probably copied it onto the wip skin.

Planning another session or two still on the TSOs.  Will add the Sheene memorial, marshal posts and thon building up by the football fields(...and get everything mapped).
Some buildings will be getting extra model detail as well - rafter overhangs, gutters and drainpipes, etc.  That's why you'll see some gaps in the UV templates(like the transmitter tower where I've still got all sorts of aerials and dishes to add).

Oh, meant to say...
Don't add wire mesh to bridge 1 or 3.  I'll double skin those bits on the model and put on a repeating texture.
...and wait to do the support wires for the timing tower aerial.  The way I've modeled them isn't right, we can get better detail another way.
Title: Re: Oliver's Mount
Post by: Grooveski on March 24, 2015, 01:38:10 PM
If ever there was a behind-the-scenes job it's poly reduction but as boring as it is it has to be done.
Didn't want to leave it to the end so that's the easy bit done.  Reducing the land part will involve more concentration(and less beer ::)).

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_49.jpg)

About half way to target.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_47.jpg) (http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_48.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on March 25, 2015, 12:07:06 AM
(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_50.jpg)

;D

Will go back up a few k when it's changed to tris...
....and I've been failing to count the 12k polys of the mount itself.  That'll get reduced in places but upped in others so likely won't change much overall.

But 120% of target is in the ballpark - another step nearly done.  :)  I'll go back over at some point and try to trim it down a little more.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on March 26, 2015, 08:05:41 AM
Silky smooth..  8)

https://www.youtube.com/v/lDxvMX14MNk

Corner boards are clear in this one too..  ;)
Title: Re: Oliver's Mount
Post by: Grooveski on March 26, 2015, 11:03:57 AM
Nice one Bob.  ;)
Yeah, that's the clearest view yet.  Only one I had that was slightly sharper was the one on bridge 3.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_51.jpg)

Y'know the Spring Cup races are in a couple of weeks, I might send the Auto66 Club an email with a short wish list of photos.  They'll have likely dealt with Jester back when that model was being built so probably know the score.
For all it'll be - snaps's of the boards, a couple of angles in the pit lane...
...and the dozen other things I think of between now and sending the email lol.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on March 26, 2015, 05:59:25 PM
Nice one  :) yeah great idea! no reason why they should say no.. plenty of photographers up there  ;) good stuff Grooveski  8)
Title: Re: Oliver's Mount
Post by: Grooveski on March 29, 2015, 09:42:18 PM
Been round again with that Dean Harrison onboard on the second monitor.  Lots of elevation tweaking(reworked about 70% of the track ::)) and have been over every bump and rise(mostly dropping them a bit - quite a few were still too exaggerated).
Once more round looking at edges and verges and I reckon that's the road done.  It's certainly close enough to fine tune the land to now.

Needed a low concentration job to do during the qualifying yesterday so poured a few polys into the cafe.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_52.jpg)

[Edit]
Just thought I'd stick this view up too - shows the tail end of the lap pretty well.

(http://i69.photobucket.com/albums/i68/Grooveski/GP500/OM_53.jpg)

Have thought a few times that maybe I'd bitten off more than I could chew for a first build(kmracing99 has the right idea - start with an old airfield track ;)).  It's nice to see it with more right than wrong - that's only happened in the last couple of weeks.  :)
Title: Re: Oliver's Mount
Post by: GhostdogNL on May 06, 2015, 06:36:42 PM
any update`s ???  ;D :P
Title: Re: Oliver's Mount
Post by: Grooveski on May 10, 2015, 02:47:14 PM
Not a lot being going on to be honest.  Partly because we've kicked off the MotoGP champ so I've less time, partly because I was kinda needing a break...
Have been in it a few times tweaking bits here and there but no major advances.  Just noticed plecair's offer of textures though, that'll likely kick me back into gear again, his timing's perfect. :)
Title: Re: Oliver's Mount
Post by: GhostdogNL on May 16, 2015, 01:56:32 PM
Oke thnx for the update. I will have patience than :p
Title: Re: Oliver's Mount
Post by: Donnie on October 18, 2015, 08:49:37 PM
Is this still being worked on?  I hope so.
Title: Re: Oliver's Mount
Post by: Grooveski on March 28, 2016, 01:38:20 PM
Sorry for just vanishing.   :-[  Beta6 wasn't doing it for me and both my bikes were in bits so I got kind of sidetracked.
Beta8 is definitely doing it for me though and between practice stints I've been tinkering a little again.

Discovered that the Dirt series use the same program for their trees and they're between a fifth and a third of the size that I was coming out with(and you'd have to look real close to tell the difference)...
...so I'll be following their style...
...and cramming many more high poly trees in than the original plan.   ;)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_54.jpg)

I'd like to pinch their trick for the tree shadows as well.  Instead of making the high poly tree shadow casting they have in place a simple 2 plane affair like an old fashioned X tree model.  It has nothing in the colour channel but does have the tree silhouette in the alpha channel.
...and it's that which casts the shadow.  Clever stuff!    :)
Don't know if that's possible at present or if I'll have to huckle Piboso.

Started on the various junctions.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_55.jpg)

The top road now has painted kerbs(on the latest google streetview) and the junction's changed so there must be some sort of short track affair happening these days.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_56.jpg)

Pit area is mostly laid out.  Holding off on the extrusions until I get Farm Bends a bit closer to the mark since two of the roads have to tie in.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_57.jpg)

To help with fixing Farm I sketched out the main road...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_58.jpg)

...and will take the sketch model back to max to tweak the loft to suit.  The other end isn't tieing in at present because the far bit of road is too high.  Something like a couple of hundredths of a degree rotation from mountside hairpin half a mile away should bring it down nicely.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_59.jpg)

Run-off - Oliver's Mount style.   :D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_60.jpg)

...and most of that is grass.  Think 1m wide dirty footpath with just this gap to aim for.   :-\
(a dude with a drone posted footage on youtube so I got to see what the other side of the wall looks like :) )

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_61.jpg)
Title: Re: Oliver's Mount
Post by: nuovaic on March 28, 2016, 04:21:44 PM
 ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
Sooo glad the project is not dead, thanks for still working on it!
Title: Re: Oliver's Mount
Post by: doubledragoncc on March 28, 2016, 04:32:12 PM
WOW.........That is what you call a sexy tree bro. Trees are such a letdown in most games. You really have done some great work on the track. So sorry I have not been able to help, but after losing 25 years of work and designs over Christmas I have had to re do all my own stuff.

I really look forward to seeing this track finished or even part done.

Brilliant work Gman

DD
Title: Re: Oliver's Mount
Post by: Grooveski on April 12, 2016, 10:47:37 PM
Farm Bends tweaked.  Maybe still a touch deep but getting closer.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_62.jpg)

Close enough to tie in the various pitroad extrusions.  Another session on the pit area and it'll be about ready for a test ride I reckon.   :D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_63.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on April 12, 2016, 11:04:15 PM
Cool beans bro. Looking forward to this track.

Great work

DD
Title: Re: Oliver's Mount
Post by: Hawk on April 12, 2016, 11:11:30 PM
Looking forward to giving this track a ride!  ;D

Keep up the good work Groovski!  ;) 8)

Hawk.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on April 12, 2016, 11:52:08 PM
Nice one Grooveski!!  8)

Oh it's wheelie wednesday too..  :)

(http://i63.tinypic.com/wri4b7.jpg)
Title: Re: Oliver's Mount
Post by: matty0l215 on April 13, 2016, 06:33:22 AM
Im really looking forward to this track!

Excellent work ;D
Title: Re: Oliver's Mount
Post by: Grooveski on April 19, 2016, 02:07:41 AM
OK, so maybe two sessions.  ::)
Pit entry model about done.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_64.jpg)

Just slapping on rough skins for now.  What looks like kerbs here will be mostly grass later but it's easier to see UV repetitions with a kerb skin(then swap it out).

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_65.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on April 19, 2016, 06:39:39 AM
Looking great bro. I like the way your doing it. The most important thing is to ensure there are no HOLES in the track edges that give core crashes as with most tracks. If you do it at the start it must be best?

Great work mate
DD
Title: Re: Oliver's Mount
Post by: Grooveski on April 19, 2016, 01:35:00 PM
All the road surfaces have been lofted with the verges already attached so the only place there could be gaps is where I make them(kerbs(real kerbs - still to be added) and junctions).
The rest of the model, yeah - I've been sealing up as I go.  The pits are still in quads but if I changed to tris you'd see hundreds of extra polys where the various bits have been welded together.   :)

I'm more concerned with bottomless pits.  There's scope for folk going over fences in places  :P , will need to add add quite a few bits of hillside to the col model that wouldn't be there normaly.
Title: Re: Oliver's Mount
Post by: HornetMaX on April 19, 2016, 01:45:01 PM
Quote from: Grooveski on April 19, 2016, 01:35:00 PM
There's scope for folk going over fences in places  :P , will need to add add quite a few bits of hillside to the col model that wouldn't be there normaly.
Invisible wall above the fence ?
Title: Re: Oliver's Mount
Post by: Grooveski on April 19, 2016, 01:53:50 PM
Damn fine idea!   ;D

Or maybe allow them over (for the giggle factor) but have an invisible catchment area below....
You're onto something there.  Nice one Max!   ;)
Title: Re: Oliver's Mount
Post by: HornetMaX on April 19, 2016, 01:56:08 PM
Not really mine :) I think somebody once used an invisible wall to prevent people from cutting a chicane (was it Enna or Monza ? can't remember).
Title: Re: Oliver's Mount
Post by: matty0l215 on April 19, 2016, 02:03:46 PM
There is one on the Old Snetterton track and one at croft. They are on quite a few tracks :P
Title: Re: Oliver's Mount
Post by: doubledragoncc on April 19, 2016, 04:50:13 PM
That invisible wall at Monza hurts lol

I never cut on purpose so dont find many

DD   
Title: Re: Oliver's Mount
Post by: janaucarre on April 19, 2016, 06:35:26 PM
I put invisible wall at monza,  and mosport,  for this last it was for stopping the bike without rider before 5minutes
Title: Re: Oliver's Mount
Post by: Grooveski on April 24, 2016, 01:42:13 AM
Something like that.   :-\
Will be tweaked when the buildings go in and again for vegetation but that's the rough geometry laid out. :) Holding off on the temptation of punching the subdivide button until I see what's visible once all the clutter's in.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_66.jpg)
Title: Re: Oliver's Mount
Post by: Napalm Nick on April 24, 2016, 07:28:15 AM
What you guys do there with your modelling amazes me, I don't have a clue about it and after loading up 3DS and fiddling about a bit and watching some tutorial I think "I'm too old for dat!".

Good on you guys  :)
Title: Re: Oliver's Mount
Post by: Grooveski on April 24, 2016, 08:01:34 AM
We're all too old for 3DS.  ;)

I suffer it for one job(the track itself) because it's loft modifier pisses all over any other program's extrude variants...
...but after ten versions of AutoCAD, five of Lightwave and with a decent grasp of ProEng, Mech Desktop, Inventor and Solidworks - MAX is still a horrible sea of hidden icons.  ???
Give me a program where buttons have their function written on them any day.  May make the buttons five times the size but at least I'll know what they do.  :)
Title: Re: Oliver's Mount
Post by: Hawk on April 24, 2016, 09:22:46 AM
Quote from: Grooveski on April 24, 2016, 08:01:34 AM
We're all too old for 3DS.  ;)

I suffer it for one job(the track itself) because it's loft modifier pisses all over any other program's extrude variants...
...but after ten versions of AutoCAD, five of Lightwave and with a decent grasp of ProEng, Mech Desktop, Inventor and Solidworks - MAX is still a horrible sea of hidden icons.  ???
Give me a program where buttons have their function written on them any day.  May make the buttons five times the size but at least I'll know what they do.  :)

That's exactly why I stuck with Maya..... Maya's interface is just SO much more intuitive to use and every function is just SO easy to access, unlike 3DS Max were to get anywhere you have to go through one selection after another... Just pisses me off big time - Like when you phone a company and you have the automated voice on the other end taking you through one menu to another before you finally get to talk to the person you wanted in the first place. GRrrrrr!! Very frustrating! :o ::)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on April 25, 2016, 04:34:35 PM
Back in MAX this evening and must admit I've been giggling at your description.   ;D
Pivot point and working pivot points - having to leave the modifier stack to set them does my head in (in LW you just click in a viewport).
Also having to back out of selections before moving to the next - ok, means you don't accidently move anything but man, it gets tedious real quick.
I dare say things can be improved by messing with preferences but even the program options screen is a scary place to be.    :o

Has to be said though - it is spectacularly good at what it does.  I'm having a last go at fine-tuning the embankments before popping it into the game for the test run and the way MAX builds the model from one main spline and sixty-odd sections never fails to impress me.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_67.jpg)

The little yellow line in the perspective view is showing the tangent that's being tweaked.  Everything updates in real(ish) time, you can manage road width and camber, adjust model detail at the click of a switch...
...it's worth putting up with some clunky traits for.  :)
Title: Re: Oliver's Mount
Post by: Grooveski on May 02, 2016, 03:41:45 PM
Ohhh - new file extentions.  Amazing how something so simple can put a smile on your face.   :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_69.jpg)

So far so good - next stop TrackED.
Title: Re: Oliver's Mount
Post by: Donnie on May 02, 2016, 06:10:12 PM
Cant wait to try this!
Title: Re: Oliver's Mount
Post by: Grooveski on May 03, 2016, 07:34:06 PM
Grrrr!   :(
Can't say I wasn't warned. 
Quote from: Hawk on March 29, 2016, 10:55:52 PM
The .trp file will take just seconds to complete(don't forget to note down the track code generated on your final run when the run log ends)...

Re-read that line half a dozen times over to try to burn it to memory.
...then apparently forgot all about it.    ::)

No big deal, reconvert and burn on the C/L again.
....still - Grrrr!
Title: Re: Oliver's Mount
Post by: Hawk on May 03, 2016, 09:27:47 PM
Quote from: Grooveski on May 03, 2016, 07:34:06 PM
Grrrr!   :(
Can't say I wasn't warned. 
Quote from: Hawk on March 29, 2016, 10:55:52 PM
The .trp file will take just seconds to complete(don't forget to note down the track code generated on your final run when the run log ends)...

Re-read that line half a dozen times over to try to burn it to memory.
...then apparently forgot all about it.    ::)

No big deal, reconvert and burn on the C/L again.
....still - Grrrr!

Lol.... Frustrating I know but very easily done mate; I've done it too. Hehe  ;D
Luckily it doesn't take long to run it through for another .trp and code.  ;) 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on May 05, 2016, 09:21:08 PM
Must be about there now.  The new extensions are fair piling up.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_70.jpg)

Cheers to janaucarre for the tutorials.   ;)  Even without the pics they still made perfect sense and the tip about just stuffing the marshals straight into the text file was worth it's weight in gold(Z and X aren't moving them here either).

Made another rookie mistake tonight.  Was adding and testing camera positions(quite quickly - already had the co-ords and was on a roll) and absent-mindedly hit the Esc key...
>:(
...so I got to add half a dozen again - and learned to NEVER hit the Esc key! 

First impressions of TrackED are yeah - pretty damn good.    :D
I particularly enjoyed watching the wee dudes waving the flags about.  Got to see a fair bit of them because the calc button for setting their orientation wasn't doing anything(didn't take long to set them manually and was good practice for the tweaking they'll need when the fences go in).
Title: Re: Oliver's Mount
Post by: Hawk on May 05, 2016, 09:33:10 PM
Strange your having probs with TrackED positioning and the "Calc" function for Marshals orientation - Works fine for me.... TrackED works fine for positioning the Cams too.  Have you the latest version of TrackED?  ;)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on May 05, 2016, 09:49:08 PM
I think so(but will check).

The camera positioning was working fine.  I just done it in lightwave first because it's a nicer place to be.  :)  It's where I'm used to setting cameras up.
Title: Re: Oliver's Mount
Post by: Grooveski on May 06, 2016, 05:03:57 PM
Testrun went so-so.  :-\

Timing wasn't working, cameras still don't have limits set so were all over the place, was too dark, Farm is still too deep, there's a touch of the uphill grip problem showing at the top of Sheen's Rise, Drury's needs more +ve camber, Jeffries Jump is too much of a jump(both wheels rather than reach-for-the-sky front end), first bit of Sheene's Rise still isn't right.

On the plus side - doesn't look too bad. Most of it's pretty much where it should be and for all the track seems narrow from the hot seat it looks fine in the screengrabs.
The timing's probably a triviality, a backwards gate or the likes(had reflaptime way too low in the .ini as well, dunno if that could have affected anything).
...and now that I see thon last pic it's a bit clearer what's wrong at Farm Bends.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_73.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_71.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_72.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_74.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_75.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_76.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_77.jpg)

Back to the grindstone.....
Title: Re: Oliver's Mount
Post by: h106frp on May 06, 2016, 05:19:12 PM
Looking  fantastic, the fact that you cant tell where you are on track even without the scenery says a lot for the design.

Blackhearts NR looks at home on this track - cant wait to try it  :)
Title: Re: Oliver's Mount
Post by: Hawk on May 06, 2016, 05:30:33 PM
Looking good mate!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Napalm Nick on May 06, 2016, 05:31:37 PM


Keep grinding Groovy it will be great!
Title: Re: Oliver's Mount
Post by: Grooveski on May 06, 2016, 05:56:44 PM
Quote from: h106frp on May 06, 2016, 05:19:12 PM
Blackhearts NR looks at home on this track - cant wait to try it  :)

Would have looked nicer if I'd have noticed his update last night rather than just now.    :-[
...but yeah, was the bike I already had set and there was no way I was changing for the test.  :)
For all it's a nice low-stress ride it still wasn't easy to huckle round.  Need to work up a setup because the low-speed head shaking at the hairpins was dire(thought it was bumps in the model at first :D ).
Title: Re: Oliver's Mount
Post by: Grooveski on May 13, 2016, 08:08:23 PM
Getting there.

Cameras are working now so here are a few of the bits that were missing last time round.

Pit area looks ok from the road.  A little deep perhaps, will squish it up maybe 10% for the next test.  Near halved the depth of Farm Bends - they're not far off now(at last ::) ).

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_78.jpg)

Happier now with the elevations through Mere and the start of Sheene's Rise.  Have ended up with the dip a touch deep but it's all much closer than it was before.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_79.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_80.jpg)

The run down to Drury's.  This bit looks about right...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_81.jpg)

...but I need to have another look at the approach kink. There's a little rise there I don't think is quite right yet.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_82.jpg)

Drury's feels closer with a few inches of camber added.  Still not enough though I reckon.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_83.jpg)

Have maybe toned the jump a down little too much.  Now it's consistantly reach-for-the-sky and not enough 2-wheels-off.  Should be somewhere between where it was and where it is methinks. 
I'll try it on a variety of bikes before having another go at it.
(need to mind and move that camera - should be further down the road)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_84.jpg)


Also want to check the track camber on the exit of the esses
...and the bumps along the top straight.  (when I first laid down the spline I wasn't planning on having road camber.  Think I've built bumps in that may be doubled when it goes on).
....and the bump before the jump.
.....and the elevations just after Mountside.

Dying to start adding stuff but better to finalise the road first.  There's a ton of shit gets done when I freeze the model and leave the loft behind, only want to do it all once.   :)
One more time round the loft and I'll pop up the next test as a beta, another set of eyes wouldn't go amiss.
Title: Re: Oliver's Mount
Post by: Napalm Nick on May 13, 2016, 09:29:55 PM
Well done Groovy keep going mate. I was only watching this on TV today (Poor Billy  :()

Looks like a country road Sunday scratch!

Title: Re: Oliver's Mount
Post by: Ian on May 14, 2016, 10:26:40 AM
Well done mate I rode loads of your GP500 tracks and they were great.
Look forward to giving this one a go.
Title: Re: Oliver's Mount
Post by: Grooveski on May 17, 2016, 10:10:24 PM
OK, here's the third test if anyone wants to take a look at it.  I've included a track map with the spline point numbers to make it easier to describe things.
What I'm interested in is the track layout and elevations.  Bumps that should be there, bumps that shouldn't be there, etc.

I'll get the ball rolling with:
Esses exit (80-90ish) should maybe still have more +ve camber.
Track at Memorial exit (191-193) should be wider.
Dip at Mountside approach (284ish) too deep.
Jeffries Jump too low.

There are numerous little kinks and pinchspots on the model that are easier to fix later on in the process.  They're mainly at the hairpins(bulges in the track edge), s'cool - I know about them

If bottomless drops and having to go back to the pits over and over again is likely to frustrate you, don't bother downloading it.   ;)
Speaking of pits, didn't get round to squishing them up so they're still a little deep.
I'd kill for and onboard vid of someone leaving the pits by the way - just in case anyone comes across one.
Title: Re: Oliver's Mount
Post by: Hawk on May 17, 2016, 10:13:35 PM
Sounds interesting mate.... I'll test as soon as I can.  ;) 8)

Thanks Grooveski!  ;D

Hawk.
Title: Re: Oliver's Mount
Post by: h106frp on May 17, 2016, 10:17:39 PM
https://www.youtube.com/v/3skgAIpCpcY

1/3 of the way through they make their way to track  :)

At end pit return
Title: Re: Oliver's Mount
Post by: Grooveski on May 17, 2016, 10:51:07 PM
Lol, have never seen them come out there(hadn't even noticed that little bit of road ::) ).  I was sure the pit exit led out to Farm bends.
...and for the entry I've used the righthand of the two roads(where others were queuing at the end).  No reason both couldn't be set up though.

Man, looks real scary in the wet.   :-\
Title: Re: Oliver's Mount
Post by: h106frp on May 17, 2016, 11:04:32 PM
I had noticed the road that runs in front of the scoreboard and track gate in the photos but i did not realize how you got to it through the pit lanes.
Title: Re: Oliver's Mount
Post by: Grooveski on May 18, 2016, 12:53:14 AM
Testrun 4 with the previous list of changes made.
https://www.dropbox.com/s/lgouxbag1rw1i9f/Olivers_Mount_testrun4.rar?dl=0

Also leveled the dip on Sheenes rise a little more.
Title: Re: Oliver's Mount
Post by: nuovaic on May 18, 2016, 08:47:13 PM
Well, I just had to have a look at this! Exciting stuff Grooveski!

First thing that hits you square on the forehead is the track width. It looks too narrow, even though after a rough check it's actually right. Must be the fact there is nothing else to see yet, makes it feel like a footpath in the sky. And after a few laps it actually becomes just right.
Going back to when I actually had a bike, I had no problem getting round the hairpins, but in GP bikes it's a little more difficult, the slow speed at the mere hairpin and mountside hairpin means the bike is on the verge of transition to counter steer and is therefore unstable and the front wheel wobbles. There doesn't seem to be much grip also, front folds on 3 bikes I have tried so far at these points, even at around half lean. If I could get enough grip and get some laps in, maybe some things will stand out. But for now it's not that easy.

Track accuracy wise, it looks and feels very good, to the point where I wonder if you are being a bit too picky? I doubt you will get all the existing bumps, cambers and undulations perfect, but the actual layout is spot on. The back straight is something I remember well, having had a real wobble and near crash some time back. I got a wobble at the same spot! Spooky.
Yes, the (real) turn after Memorial is quite wide, with some run off built in.
The jump and wheelie rise seem pretty good, I wouldn't change it yet, we need to check with all bikes first.

Otherwise, excellent work! I will keep testing when I get time..

Title: Re: Oliver's Mount
Post by: Grooveski on May 19, 2016, 09:06:58 AM
It's a track for the 'unplayable' pile for sure :(.  I have problems at most standstill hairpins but here it's 50/50 or less that I'll make it round either of those two.
...and even when I do it's a wobbly awkward mess(just like any time I have to manouver in pitlanes).

They were no bother in the earlier GP500 test.  I mean they were tight and at that point weren't the right shape, but you didn't just wobble and fall over. 
Just gotta hope low speed stability is on the hitlist for an upcoming beta.

Sounds like a thumbs up for the model - nice to hear.   :D

May be getting close to OCD but I'm not quite there yet(hmm, that sounds like something somone with OCD might say :P ).

Are a few bits I'm still not happy with:
The dip on the rise ends little abruptly(first bit looks ok now).
The whole run along from Memorial to Drury's needs to be angled down slightly more so the entry to Drury's is a bit flatter.
The dip on the drop down to Mountside is still too deep.

Apart from that it looks about ready to roll to me too.   :)
Title: Re: Oliver's Mount
Post by: Grooveski on May 19, 2016, 11:01:15 PM
Made the last of the changes and exported a couple of versions, one for the verge and one for the road.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_85.jpg)

Remapped the road and added the camber.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_86.jpg)

Ta-da!  The final road model.  Happy days!    ;D

...or not.  Between the hairpin problems and Piboso's comment just there:
Quote from: PiBoSo on May 19, 2016, 10:08:57 PM
It really doesn't make much sense to create road circuits ( like the TT or Oliver's Mount ) for GPB now, since they are in progress for TTB, with a never-before-seen level of detail.
...totaly demoralised is the mood of the moment instead.    ::)

Anyhow, guess I can start piecing all the bits together now. :-\
Title: Re: Oliver's Mount
Post by: Blackheart on May 19, 2016, 11:14:58 PM
Quote from: Grooveski on May 19, 2016, 11:01:15 PM
Quote from: PiBoSo on May 19, 2016, 10:08:57 PM
It really doesn't make much sense to create road circuits ( like the TT or Oliver's Mount ) for GPB now, since they are in progress for TTB, with a never-before-seen level of detail.
...totaly demoralised is the mood of the moment instead.    ::)

Anyhow, guess I can start piecing all the bits together now. :-\

Piboso just want sell the "new" sim... Instead we want these new tracks!  8)

And TTB will probably be released in 2020 ...
Title: Re: Oliver's Mount
Post by: Grooveski on May 19, 2016, 11:30:53 PM
So far along it'd be daft not to put it together now.   ;)
Title: Re: Oliver's Mount
Post by: BOBR6 84 on May 19, 2016, 11:47:36 PM
Yeah still well worth completing Grooveski..  8)

I did some laps, struggled in the same places but to he honest when all the scenery and furniture moves in it will be easier to ride i reckon.. I just wobbled around, careful not to go off tack. With some rhythm the hairpins should be ok.

A smokey 2stroke 250cc will be cool on here aswel as the 600's!

Nice one!

Ps. Not sure what TTB means for GPB..? I guess it means the end.. If so, then nothing stopping people from creating mods still, right??
Title: Re: Oliver's Mount
Post by: Blackheart on May 20, 2016, 12:08:55 AM
As said Grooveski people lose enthusiasm. Create mod takes a long time. If gpb no longer be updated (as is happening now) no one will want to create new contents.  :-\
Title: Re: Oliver's Mount
Post by: BOBR6 84 on May 20, 2016, 12:20:38 AM
Not always though.. Look at all the content for GP500  8)

Guess it depends how good TTB turns out to be too.. Does sound good so far..  8)
Title: Re: Oliver's Mount
Post by: doubledragoncc on May 20, 2016, 08:24:23 AM
I will only be able to ride this garden path track on the S80, can someone make a fizzy for me to use lol.

Its great work G, dont be put off mate. In first person it is gonna be hard for me but will try it.

DD dies at The Mount is my final video title lol

DD
Title: Re: Oliver's Mount
Post by: Grooveski on May 26, 2016, 12:05:32 AM
Assembly plodding along slowly but surely.  Land merged with the track, sideroads and kerbs added.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_87.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_88.jpg)

Working round it adding some addition verge detail(field gates and the likes) and giving the land model the odd tweak.  It was pretty close but there were a few bits that didn't quite match up.
...like along the back of the pits here.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_89.jpg)

Next step is to chop up some of the land for either adding to the selection for a repeating grass texture(some hillside bits and the football fields) or reskinning with a higher res image(the bottom fields).
...then fences - lots of fences.   :)
Title: Re: Oliver's Mount
Post by: grimm on May 26, 2016, 04:24:48 AM
I've been watching this track thread from the start and I'm always hoping a release of some sort would happen. But alas, it is always progress that delves deep into the process! I'm always astonished at how much is going into this track being a proper representation of the real thing. And being a public road hooligan, but never having traveled abroad to see the IRR in action in person (sadly only through youtube video's, but I began keeping up with it years ago as video is uploaded after the races) but playing TT Superbikes and learning the courses has given me an incredible respect for people that develop anything related to IRR or IOM in GP Bikes. Ulster and NorthWest were a great addition but never seemed to get to the complete point that would have really made them amazing. I sure hope you don't lose your go power here and give up due to something Piboso said in passing on the forum. I am just one of MANY that don't reply but are eagerly awaiting this track, patiently checking the updates and hoping for something incredible to be posted by you.

Just putting it out there that this track is eagerly awaited and it is something I really want to see in GP Bikes as much as anything else. TTB, when it happens, will be neat, but until then, just like waiting for a Supermoto in MX Bikes, we need a filler for this gap in time. :D
Title: Re: Oliver's Mount
Post by: Vini on May 26, 2016, 04:02:22 PM
can somebody explain to me the point of TTB?
is the only difference that it allows very long tracks?
Title: Re: Oliver's Mount
Post by: doubledragoncc on May 26, 2016, 04:05:48 PM
TTB will not just be for longer tracks but the graphics will be far better and basically a totally new sim from GPB physically.

We are all waiting on more news from the big guy lol

DD
Title: Re: Oliver's Mount
Post by: -aGy- on May 26, 2016, 05:54:01 PM
good work.. i hope there is no banking cornes because this game can not simulate that..?!is there?maybe beta 15 or beta 9 if piboso focus on this game and not 10 of them.!sry but im finnish so its like it or not
Title: Re: Oliver's Mount
Post by: Vini on May 26, 2016, 06:23:15 PM
i tend to agree, i still don't understand the need for a second bike sim.
Title: Re: Oliver's Mount
Post by: h106frp on May 26, 2016, 06:38:53 PM
This is looking like it going to be an awesome track when complete and looking forward to seeing the scenery go in and especially curious to see if you can capture some of the more notable panoramic moments from around the track.

Are you planning another pre-release? I struggled with the first one due to the problem of falling of the edges  :o

Keep at it, i think we will be riding this long before TTB appears and it could be a lot of fun especially for the smaller classes of bike.

TTB is probably a logical step - GPB's graphic engine was designed around older graphics capabilities and forking in a new engine would be problematic. Best leave GPB alone and relatively stable until after TTB is at beta and then add short track to the TTB engine
Title: Re: Oliver's Mount
Post by: Vini on May 26, 2016, 07:44:52 PM
so start at 0 all over again???
if piboso is not willing to "fork in a new engine", i don't expect him to ever fix core.exe crashes.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on May 26, 2016, 07:57:00 PM
piboso surely has learnt alot creating his (her?  ??? ;D) sims.. MXB is off to a pretty good start, beta4 all in all is better than GPB.. personally i think TTB will be awesome!

Who doesn't want a road racing sim?  :o
Title: Re: Oliver's Mount
Post by: Blackheart on May 26, 2016, 08:00:57 PM
Even a single screenshot in all these months? Very bad sign.  ::)
Title: Re: Oliver's Mount
Post by: Grooveski on May 26, 2016, 09:43:59 PM
Quote from: grimm on May 26, 2016, 04:24:48 AM...and being a public road hooligan, but never having traveled abroad to see the IRR in action in person...

I'm the same - years of watching road racing but never been to one.  There were a bunch of us making NW noises over the winter but it never came about - perhaps next year.

Nothing's really changed plan-wise.  Was just the timing gave me a bit of a shock the other night.  Freezing the road model was a red letter day so to hear within hours that there was a lidar version on the horizon dampened the moment a touch.

Back to business as usual now though.
..and I've gone from obsessing about bumps to obsessing about kerbs to obsessing about farm entrances, so don't appear to to have changed to botch-it mode.
The work last year on the TSO's was time well spent.  Was a bit like the poly reduction sessions - knew if they were left to the end they'd suffer.  Having so much stuff lying in the other file  in a reasonably advanced state is a good push to keep the quality high on the terrain side.  I'll readily admit I'm about sick of the sight of Oliver's Mount and can easily see how projects can peter out by the time the road's finished.  You've been at the thing through three map types, three DEMs, three programs, two dudes with cameras and tape measures, TV/onboard/sidecar/rear facing cameras, two game engines...
...and now you have to build all the smegging houses?

But...
Competition on the horizon.  What changes?
Release order mainly - V0.1 will likely be a bit bare.  Fences, bare minimum of trees and braking markers, bug free(ish) and it's ready to go - race-wise.  Might as well get some use out of it while it's top-of-the-line.  I was planning to hold off until it was 'nice' but that can come with V0.2.

Following a much welcome tip from Hawk I reworked the hairpins concentrating on evening out the normals and I'll own up, there was a bump mid/late-corner on Mere that I hadn't noticed.  :-[  Good chance it runs nicer now than the test model.
...and now that the polys are squared up it can easily be selectively subdivided further to really smooth it out. :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_90.jpg)

Grimm's mention of TT Superbikes got me curious.  I only ever played it a few times at a mates house and only ever the Mountain Course.
Looking at their OM - the track's not bad.  Some slightly exaggerated bumps(much like I thought about their TT course) but in their defence the old OM road surface was bumpier than the present one.
...but not that much.
They've gone overboard with the elevation through Mere just like I did at first.
...and are hiding lack of terrain with tree cover.
....and seem to have got off on tightening everything up.  The fences on the right along both the straights were never that close I don't think.
.....and the skymap makes it look like the Lake District.
Pretty close though, and the fences are nice.  :)  With GPB's render engine and some higher res skins it'd probably all look not bad.

https://www.youtube.com/watch?v=PBtRHIIlr3Y

This one will look similar at V0.4 or thereabouts(at a guess).  The tail end of the build will be all about skinning and environmental mapping and stuff I still know next to nowt about.  Been reading up on burning occlusions and playing with HDRI setup scenes but that all seems a way down the ways still. 
Hell, even hedges still seem a fair way down the road. :)
Title: Re: Oliver's Mount
Post by: Napalm Nick on May 26, 2016, 09:53:03 PM
Stick at it Groovi!

You know we are all right behind you on this.

(And not all of us are wielding a gun)  ;)
Title: Re: Oliver's Mount
Post by: HornetMaX on May 26, 2016, 09:58:35 PM
Quote from: Blackheart on May 26, 2016, 08:00:57 PM
Even a single screenshot in all these months? Very bad sign.  ::)
I think Piboso said not a long ago he hasn't yet started working on TTB (only some 3d stuff is/was ongoing), so not much to put on a screenshot.

On the other hand, I really don't know if radically improving the graphical engine is in the plans for TTB: my understanding is that there may be improvements, but mostly to accommodate the large size of road circuits. I don't expect TTB to be on a much recent openGL / Vulkan / DX11 / DX12. But I'd be glad to be wrong :)

Title: Re: Oliver's Mount
Post by: nuovaic on May 28, 2016, 11:49:45 AM
Please stick at it Groovski, I just know how good this is going to be. But I also know it's a huge time consuming project that I ca't help with.
Anyway, you got a big fan here!
Title: Re: Oliver's Mount
Post by: Hawk on May 28, 2016, 11:55:48 AM
Very nice work Grooveski! Like the hairpin and track topology now, looks great and will greatly help I'm sure.   ;) 8)

Can't wait to see this finished mate!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on June 27, 2016, 05:16:59 PM
Braaap  ;D

https://www.youtube.com/v/O0zIf159aXI
Title: Re: Oliver's Mount
Post by: Grooveski on June 28, 2016, 09:54:49 AM
Scary monsters.  :)
You generaly see that happening to someone every year -a couple of years ago in the 125s two of them done it at the same time and there was a guy right behind them that looked like he got as big a fright as the two near-flippers.

Wish I could say it was all progressing nicely but with it being sunny out I've not been sat at the computer much recently. 
Got some good deals on ebay for bits for the wee dirt bike project too.  That's been nibbling away at my time as well.

Am pretty far along with fine tuning the land model.  The plateau took quite a lot of tweaking.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_91.jpg)

Added the cafe carpark...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_92.jpg)

...and started on the fences.  They're just x/y positioned so far.  Will go round again raising each post individualy up to the main model.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_93.jpg)

Tried to avoid too much repetition in the fence texture when applying the UV.  Took longer than I expected to get right but it's looking alright now.
(All bit fresh looking - it'll dull with age ;) )

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_94.jpg)

Got sidetracked for a night and extracted an MS Flight Sim model of Scarborough that I found while rummaging about the net.  Unfortunately it doesn't go far enough inland to include the buildings that are most visible from the track but it sure is cute.  Who knows - maybe I'll ask for permission to add it to one of the later versions - use it as a base and finish the rest of the town.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_95.jpg)
Title: Re: Oliver's Mount
Post by: h106frp on June 28, 2016, 11:38:24 AM
Looks stunning, i cannot believe how beautiful a fence can look  8)
Title: Re: Oliver's Mount
Post by: Warlock on June 28, 2016, 01:25:36 PM
Amazing job you doing there man  :o
Title: Re: Oliver's Mount
Post by: Hawk on June 28, 2016, 01:27:01 PM
Looking good Groovski!  ;D

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 04:50:08 PM
So much for 30k polys for the fences.  (http://i69.photobucket.com/albums/i68/Grooveski/Gubbins/dry_zpsd177828d.gif)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_96.jpg)

...and that's in quads.   ::)
Only need a quarter of them in the col model(the faces you'll actually hit) which should help lighten the load a little again.
...but still, 250%+ of target is pretty far off the mark. :-[  Not my best guess ever.
Title: Re: Oliver's Mount
Post by: h106frp on June 30, 2016, 06:02:27 PM
From riding a lot of tracks the graphical load seems to be mainly dependent on the total view distance. If this track is quite twisty and the view limited by trees and embankments  you might find you can have a lot more detail without much frame rate hit.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 07:09:57 PM
Yeah, hoping that with it all being spread out it'll be fine.
Hide the high poly fences behind a bunch of high poly trees.    ;)

Since dreaming up the target count I've been keeping an eye on track sizes.  I know COTA is a 500k+ model and as it turns out so are plenty of others. 
Spent years poly reducing things and stripping out high poly fences(and BTB's over-the-top tyre walls) to cram tracks into GP500 but in GPB all that clutter is still there and the game seems to run them ok.   :)
Keep meaning to take a spin at Sendai sometime...
...just to see why the model is so big.   ???

Density in the collision model plays a part too though.  I mind someone saying that was likely the problem with Spa.
...which is only a 300k or so model but grinds to a halt worse than plenty of tracks twice it's size.

Track trivia moment - The Jerez model we're running was originally from GP500.   ;D
It's been divided, re-kerbed, re-fenced and re-skinned.  Land, vegetation and other details added but when I converted it back to GP500 a few years ago the road geometry was a perfect match - every third vertex sat exactly on the old model's.
Title: Re: Oliver's Mount
Post by: h106frp on June 30, 2016, 07:35:28 PM
I would say go for it and try it with all the detail, can't wait to see a few trees go in :)

At the moment with very modest hardware i can run maxxed out settings and get 80+ fps, dropping to 8x AA its around 140fps with a fancy cockpit model. I know most people report that with a decent card they hit the 200fps limit. I would like to have a track that tempted me to buy an upgrade card  ;D

Just tried Spa to check and probably get 15% frame rate variance around the track - not too bad really.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 07:58:09 PM
Solo practice at Spa was fine.  A slight drop as you say.
Online practice chasing a couple of others was all it took to start showing a problem.
With a dozen bikes it was chronic.  ::)  The FPS dropped just after the left hander before the final chicane, got worse through the chicane and stayed that way along the pit straight.

My computer's getting on a bit too but everyone was having the same problem that night.  Someone suggested that the entire model may be on a col layer and it kind of made sense at the time.
Title: Re: Oliver's Mount
Post by: Hawk on June 30, 2016, 08:04:45 PM
Quote from: Grooveski on June 30, 2016, 07:58:09 PM
Solo practice at Spa was fine.  A slight drop as you say.
Online practice chasing a couple of others was all it took to start showing a problem.
With a dozen bikes it was chronic.  ::)  The FPS dropped just after the left hander before the final chicane, got worse through the chicane and stayed that way along the pit straight.

My computer's getting on a bit too but everyone was having the same problem that night.  Someone suggested that the entire model may be on a col layer and it kind of made sense at the time.

Hmmm... Strange... the last time I raced online at Spa I didn't have any frame rate problems at all... Ran as smooth as any other track I've tried.  :-\
That's not to say the frame rates don't drop at certain parts of most tracks, but not enough to affect the performance of GPB in my experience.... Not since I upgraded my PC anyway. Lol  ;D

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 08:48:47 PM
OK, so maybe not everyone had the problem but trust me, I wasn't alone in starting both races with my FPS barely out of single figures.  There was total carnage at turn 1 in both races(and the multiple restarts) and plenty of folk were blaming FPS off the line for it.
Immediately after the race I upgraded from a GTX260 to a GTX750Ti.  That's how bad it was from where I was sitting.   ;)
Title: Re: Oliver's Mount
Post by: Hawk on June 30, 2016, 09:04:47 PM
Quote from: Grooveski on June 30, 2016, 08:48:47 PM
OK, so maybe not everyone had the problem but trust me, I wasn't alone in starting both races with my FPS barely out of single figures.  There was total carnage at turn 1 in both races(and the multiple restarts) and plenty of folk were blaming FPS off the line for it.
Immediately after the race I upgraded from a GTX260 to a GTX750Ti.  That's how bad it was from where I was sitting.   ;)

Sounds like you had the same problem I used to have before I upgraded my PC...... I was getting frame rates down into single figures(approx. 7 FPS) on some tracks, but since the upgrade I've had no probs.  :)

How much RAM have you got and what CPU?

Hawk.
Title: Re: Oliver's Mount
Post by: Blackheart on June 30, 2016, 09:13:45 PM
Quote from: Grooveski on June 30, 2016, 07:58:09 PM
Solo practice at Spa was fine.  A slight drop as you say.
Online practice chasing a couple of others was all it took to start showing a problem.
With a dozen bikes it was chronic.  ::)  The FPS dropped just after the left hander before the final chicane, got worse through the chicane and stayed that way along the pit straight.

My computer's getting on a bit too but everyone was having the same problem that night.  Someone suggested that the entire model may be on a col layer and it kind of made sense at the time.

Each race to Spa has always had this problem.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 09:35:48 PM
Quote from: Hawk on June 30, 2016, 09:04:47 PMSounds like you had the same problem I used to have before I upgraded my PC...... I was getting frame rates down into single figures(approx. 7 FPS) on some tracks, but since the upgrade I've had no probs.  :)

Phenom 9500 Quad@2.2GHz
4Gb - It could take twice that but the slots were filled years ago.  ::)
Win7 64

In it's day with the 260 it was the best I could slap together for the money I had but it's day was what...
...nigh on ten years ago?
Doesn't negate the fact that it ran Spa in GP500(not very well it has to be said -was a bit buggy there too).
....and also happily ran Burnout Paradise, Driver San Fransisco, Borderlands 2, COD4 and the likes - wasn't bad - pushed a few a polys in it's time.   :)
Title: Re: Oliver's Mount
Post by: h106frp on June 30, 2016, 09:57:20 PM
When you take the plunge you wont believe the difference, i went from a Q6600 to an i5, the addition of a modern motherboard, OS on SSD and a usable 8GB is quite startling.  ;D
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 10:24:43 PM
My flatmate has something along the lines of a 6-core@3.3GHz.  When the time comes to render out the .map with shadows, specs and norms I'll likely bung max10 and the model onto a stick and take it next door.  :)
...or send it to you. :P
Title: Re: Oliver's Mount
Post by: doubledragoncc on June 30, 2016, 10:34:27 PM
I was an absolute AMD fan until I got my first ASUS with an i7, only way to go really.

Motherboards make the big difference too not just a good CPU. ASUS is by far one of the best companies for gaming hardware with the ROG department dedicated to just that.

The new club server and streaming system will be ROG all the way baby lol. Grimm knows how I build systems lol.

DD

Title: Re: Oliver's Mount
Post by: Hawk on June 30, 2016, 11:01:30 PM
Quote from: Grooveski on June 30, 2016, 09:35:48 PM
Quote from: Hawk on June 30, 2016, 09:04:47 PMSounds like you had the same problem I used to have before I upgraded my PC...... I was getting frame rates down into single figures(approx. 7 FPS) on some tracks, but since the upgrade I've had no probs.  :)

Phenom 9500 Quad@2.2GHz
4Gb - It could take twice that but the slots were filled years ago.  ::)
Win7 64

In it's day with the 260 it was the best I could slap together for the money I had but it's day was what...
...nigh on ten years ago?
Doesn't negate the fact that it ran Spa in GP500(not very well it has to be said -was a bit buggy there too).
....and also happily ran Burnout Paradise, Driver San Fransisco, Borderlands 2, COD4 and the likes - wasn't bad - pushed a few a polys in it's time.   :)

Yeah, I agree with some of the other guys here... An updated CPU, Memory and motherboard will make a massive difference to performance. That's what I did and I was amazed at the difference in speed and performance. But like you, I had hung onto a system that was a good ten years old before I decided to upgrade.... I'm not a tech fashionista at all, I only upgrade when I absolutely need to. Lol   ;D

Hawk.
Title: Re: Oliver's Mount
Post by: Hawk on June 30, 2016, 11:04:39 PM
Quote from: Hawk on June 30, 2016, 11:01:30 PM
Quote from: Grooveski on June 30, 2016, 09:35:48 PM
Quote from: Hawk on June 30, 2016, 09:04:47 PMSounds like you had the same problem I used to have before I upgraded my PC...... I was getting frame rates down into single figures(approx. 7 FPS) on some tracks, but since the upgrade I've had no probs.  :)

Phenom 9500 Quad@2.2GHz
4Gb - It could take twice that but the slots were filled years ago.  ::)
Win7 64

In it's day with the 260 it was the best I could slap together for the money I had but it's day was what...
...nigh on ten years ago?
Doesn't negate the fact that it ran Spa in GP500(not very well it has to be said -was a bit buggy there too).
....and also happily ran Burnout Paradise, Driver San Fransisco, Borderlands 2, COD4 and the likes - wasn't bad - pushed a few a polys in it's time.   :)

Yeah, I agree with some of the other guys here... An updated CPU, Memory and motherboard will make a massive difference to performance. That's what I did and I was amazed at the difference in speed and performance. But like you, I had hung onto a system that was a good ten years old before I decided to upgrade.... I'm not a tech fashionista at all, I only upgrade when I absolutely need to(and I'm not Scottish! Hehe..... That's an English joke the Scots know well. Isn't that right Max!  ;D ) Lol   ;D

Hawk.
Title: Re: Oliver's Mount
Post by: Hawk on June 30, 2016, 11:05:08 PM

Quote from: Grooveski on June 30, 2016, 09:35:48 PM
Quote from: Hawk on June 30, 2016, 09:04:47 PMSounds like you had the same problem I used to have before I upgraded my PC...... I was getting frame rates down into single figures(approx. 7 FPS) on some tracks, but since the upgrade I've had no probs.  :)

Phenom 9500 Quad@2.2GHz
4Gb - It could take twice that but the slots were filled years ago.  ::)
Win7 64

In it's day with the 260 it was the best I could slap together for the money I had but it's day was what...
...nigh on ten years ago?
Doesn't negate the fact that it ran Spa in GP500(not very well it has to be said -was a bit buggy there too).
....and also happily ran Burnout Paradise, Driver San Fransisco, Borderlands 2, COD4 and the likes - wasn't bad - pushed a few a polys in it's time.   :)

Yeah, I agree with some of the other guys here... An updated CPU, Memory and motherboard will make a massive difference to performance. That's what I did and I was amazed at the difference in speed and performance. But like you, I had hung onto a system that was a good ten years old before I decided to upgrade.... I'm not a tech fashionista at all, I only upgrade when I absolutely need to(and I'm not Scottish! Hehe..... That's an English joke the Scots know well. Isn't that right Max!  ;D ) Lol   ;D

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on June 30, 2016, 11:39:27 PM
Quote from: Hawk on June 30, 2016, 11:01:30 PM... An updated CPU, Memory and motherboard will make a massive difference to performance.

Really?  Is that the way it works these days? 
Man, things sure have changed since my old VIC20. 
;D
:P
Title: Re: Oliver's Mount
Post by: doubledragoncc on July 01, 2016, 07:20:47 AM
VIC20!!!!................................Thank god I am not alone lol

When I was a young lad..............................

DD
Title: Re: Oliver's Mount
Post by: HornetMaX on July 01, 2016, 07:54:55 AM
My first computer too. I've built a 8/16KB (switchable) RAM extension for it :)

Good times: cassette player, turbo loader, reading head alignement, ...
Title: Re: Oliver's Mount
Post by: Grooveski on July 01, 2016, 01:09:54 PM
Hehe. :) Mine came in a bundle with an 8k upgrade, a ROM of Jupiter Lander and the dodgiest stacker card you've ever seen.  Looked like it'd been soldered by a monkey with the DTs and didn't fit. 
Step one of computing - Take file and enlarge expansion slot...   ::)
Title: Re: Oliver's Mount
Post by: Warlock on July 01, 2016, 01:11:43 PM
Quote from: doubledragoncc on July 01, 2016, 07:20:47 AM
VIC20!!!!................................Thank god I am not alone lol

When I was a young lad..............................

DD

Hahahah , same here  ;D
Title: Re: Oliver's Mount
Post by: Grooveski on July 17, 2016, 03:59:34 AM
Planting fences is boring - no two ways about it.   :(

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_97a.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_98.jpg)

Once it's done I get to plant trees though - and I'm kinda looking forward to that.   :)
Title: Re: Oliver's Mount
Post by: doubledragoncc on July 17, 2016, 07:45:18 AM
Lookin pucka G. Great work mate.

I never knew you could PLANT fences? I thought you "put em up" lol

DD
Title: Re: Oliver's Mount
Post by: Hawk on July 17, 2016, 02:31:39 PM
I know what you mean Grooveski, but that sort of detail is what really makes the difference, so well worth the pain and effort mate.  ;D

Looking great mate! Coming on nicely!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: h106frp on July 17, 2016, 05:03:42 PM
Looks fantastic  8)

Any chance of some other views ?
Title: Re: Oliver's Mount
Post by: Grooveski on July 19, 2016, 11:05:13 AM
Other views will show what a shambles the rest of the track is.   :P  That's the only corner worth looking at.   ;)

Hmm, doesn't look too bad from that angle.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_99.jpg)

From here though you can see there are still steps to iron out where the different ground models have come together.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_100.jpg)

You can also see the extra top fence rail  :) - there were two styles of 3-bar fence to place so I just modeled a combined version to start with.  When I go back round again I'll delete the bits that aren't needed.
Will be tweaking the heights at that point too.  They're all a little high at present and there are sections that should vary from the norm.

Drurys is still pretty much in bits.  Loads to do there yet.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_101.jpg)

...but Mountside is coming along.  Still to add the pavement at the bottom right but most of the geometry's down and blended together.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_102.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on July 19, 2016, 11:30:38 AM
Looking sweet Gman

The areas where you have google map type graphics is gonna get worked over I take it?

DD
Title: Re: Oliver's Mount
Post by: Grooveski on July 19, 2016, 11:59:12 AM
Yeah.  I already have higher res aerials to apply to the bottom fields.

The top fields and most of the hillsides will be added to the same selection set as the grass verges.
...which won't be wearing that texture - that's just a temp grass skin I threw on for working in max.
It's a wait 'till the end kinda job.   ;)  Means I can stretch stuff about and chop it up without caring about UV damage.

The road won't have that skin on it either - OM doesn't have edgelines these days and that's just another lowres wip affair.

Only the kerbs and fences have what may be final skins on(and they both still need some work).

The nearest bits of that aerial surface will be a few hundred metres away and mostly glimpsed through trees.
...And even at that it'll be getting some work done.  The ponds just down the hill from the pit area will need skinned with something pretty reflective, you can see them from Mountside to Farm and like Hawk said, it's the little details that make the difference.   :)
Title: Re: Oliver's Mount
Post by: doubledragoncc on July 19, 2016, 12:12:59 PM
Sounds brilliant. Really looking forward to falling off on this track lol.

DD
Title: Re: Oliver's Mount
Post by: Grooveski on July 20, 2016, 02:56:52 PM
(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_103.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_104.jpg)
Title: Re: Oliver's Mount
Post by: Hawk on July 20, 2016, 03:14:15 PM
Very nice! Looking great mate!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: MultiCOOLFRESH on July 20, 2016, 03:53:55 PM
It looks so great man, I can not wait crashing my bike at this track ;D
Title: Re: Oliver's Mount
Post by: nuovaic on July 20, 2016, 06:13:37 PM
Beautiful  :)
Title: Re: Oliver's Mount
Post by: Eagle on July 20, 2016, 06:19:45 PM
Glad this is still on going! And it seems to be progressing well!
Title: Re: Oliver's Mount
Post by: BOBR6 84 on July 20, 2016, 07:35:43 PM
Looking good Grooveski  8) Fair play to ya!  ;)
Title: Re: Oliver's Mount
Post by: Grooveski on July 22, 2016, 04:05:22 PM
Phew!   :P  That's the bulk of the fencing in.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_105.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_106.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_107.jpg)

Tonight's session is all wire fences, short sections and marshal posts - Lower concentration stuff, concert on the other monitor and a few beers to hand (i.e.  ...what modding's all about).   ;D
Title: Re: Oliver's Mount
Post by: Blackheart on July 22, 2016, 04:11:08 PM
Best GP Bikes project!  8)
Title: Re: Oliver's Mount
Post by: Warlock on July 23, 2016, 12:04:52 AM
Quote from: Grooveski on July 22, 2016, 04:05:22 PM
concert on the other monitor and a few beers to hand (i.e.  ...what modding's all about).   ;D

hahah  ;D

Great job man, coming out nicely.
Title: Re: Oliver's Mount
Post by: Grooveski on July 23, 2016, 12:11:54 AM
Adding beer and free will to the session resulted in:

...a gate, it's alright I suppose.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_108.jpg)

....a few bits of woodwork up by the cafe, boring!

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_109.jpg)

.....and a notion for a 20-odd-mile long 'Oliver's Mount Plus'.   :D ;D ;D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_110.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on July 28, 2016, 08:05:34 PM
Drury's pieced together nicely.   :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_111.jpg)

...and for the first time ever - Farm isn't two steps behind the rest of the build.    ;D
It got looked at on the merging lap, again for embankment tweaking and since that embankment is also the most important fence on the track it just got some more time.  From the right angles it's almost starting to look like Farm Bends at Oliver's Mount.   8)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_112.jpg)
Title: Re: Oliver's Mount
Post by: BOBR6 84 on July 28, 2016, 09:30:48 PM
Nice!  8) just looked at a few pic's and it does look spot on  ;) thanks for the update  :)

a day late but hey ho..

(http://i.imgur.com/gagxMKA.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on July 28, 2016, 11:47:21 PM
Quote from: BOBR6 84 on July 28, 2016, 09:30:48 PM
Nice!  8) just looked at a few pic's and it does look spot on  ;)

Cheers, but "starting to look like..." was a more honest assessment.  ;)
Looking at it all I see is unfinished road.  Still haven't fixed any of the camber issues from botching the loop instead of modeling it as an add-on. 

That's a handy photo.  Good angle. :)
Title: Re: Oliver's Mount
Post by: Grooveski on July 30, 2016, 06:00:56 PM
Another lap done.  :)

Geometry all tweaked at The Esses.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_114.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_115.jpg)

Road camber adjusted up at the cafe where it was all a bit wonky before.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_116.jpg)

Done some poly reduction through Memorial.  Pic taken at the halfway mark.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_117.jpg)

Added the pavement at Mountside...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_118.jpg)

...and sorted the road at Farm.
....and had another play with the embankments.  Still don't know if I'd go as far as 'spot on' but that's it a little closer again.  :D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_119.jpg)

It's all starting to look a bit ridable.   ;D
Title: Re: Oliver's Mount
Post by: Boerenlater on July 30, 2016, 06:40:50 PM
Wow excellent project.
Title: Re: Oliver's Mount
Post by: Napalm Nick on July 30, 2016, 07:49:02 PM
Yep! Keep going Groovy! After watching it on TV I am keen to get to grips with it. Great job mate.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on July 30, 2016, 08:45:36 PM
the pic i looked at, Farms..  ;)

(http://i.imgur.com/sOSXc0T.jpg)
Title: Re: Oliver's Mount
Post by: BOBR6 84 on July 30, 2016, 08:46:02 PM
opps bit small  ???
Title: Re: Oliver's Mount
Post by: Grooveski on July 30, 2016, 10:31:04 PM
Quote from: BOBR6 84 on July 30, 2016, 08:45:36 PM
the pic i looked at, Farms..  ;)

(http://i.imgur.com/sOSXc0T.jpg)

No, I'll accept that it its starting to look the part.  ;)  Hell, I shudder to think how many hours of my life have gone into fretting about those few hunded polys.  :-\

You see what I was meaning about the road though?  When I froze the loft in max the left side of the road was blending in nicely but the right had an extra bump.
It's an easy enough fix but to maintain the camber meant rotating rows of points around the good endpoints:
This row came down by 0.7°, the row either side by 0.6°, etc...
...one row at a time.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_120.jpg)

Bloody footer but the other option would have been banking the corner back in max and that wouldn't have worked right either, it's not really a banked corner.

Anyhow, done now.  :)
Title: Re: Oliver's Mount
Post by: Grooveski on July 31, 2016, 01:02:16 AM
P.S.
I knew the photo wasn't of farm - and that you knew that too.  (Man - forum's are wierd sometimes)
I just meant it's a handy angle to compare to the model(at the jump).  ;)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_121.jpg)
Title: Re: Oliver's Mount
Post by: Vini on July 31, 2016, 01:46:09 AM
Quote from: Grooveski on July 30, 2016, 10:31:04 PMYou see what I was meaning about the road though?  When I froze the loft in max the left side of the road was blending in nicely but the right had an extra bump.
It's an easy enough fix but to maintain the camber meant rotating rows of points around the good endpoints:
This row came down by 0.7°, the row either side by 0.6°, etc...
...one row at a time.
I can't thank you enough for putting this level of detail and dedication into the project!!  ;)

Would be a shame to have a beautiful track that's too bumpy to do proper hotlaps or races.
Title: Re: Oliver's Mount
Post by: BOBR6 84 on July 31, 2016, 09:17:27 AM
Quote from: Grooveski on July 31, 2016, 01:02:16 AM
P.S.
I knew the photo wasn't of farm - and that you knew that too.  (Man - forum's are wierd sometimes)
I just meant it's a handy angle to compare to the model(at the jump).  ;)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_121.jpg)

Lol yeah i knew you knew that i knew that lol  :o

Yeah i see what you mean by the way.. Must be difficult to peice it all together nicely.. You seem to be a perfectionist, not good for you lol but awesome for us  ;) nice work! Ty  8)
Title: Re: Oliver's Mount
Post by: Grooveski on August 02, 2016, 03:00:12 PM
Applied the hires skin to the bottom fields.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_122.jpg)

Added the new football fields up top.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_123.jpg)

Shifted everything onto one layer and done a global weld.  I'll do this again later and manually check all the junctions but I just wanted a little piece of mind - been chopping a lot of stuff up lately.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_127.jpg)

While it was in one piece...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_124.jpg)

...I punched triple for a quick check of the poly count.  Still ok.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_125.jpg)

It'll come down a bit when I've done some reduction along the edge where the verge meets the land.  Knew I'd have to do it - that's the price of high poly verges.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_126.jpg)

Applied a repeating grass texture and had a go at tweaking it's levels to suit the landscape.  Needs a touch more blue methinks.  :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_128.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on August 02, 2016, 03:22:50 PM
Looking amazing G.

I think this is the most anticipated track and we now have a Moto2 woohoo.

I might have to stick to the 80's to not die on it though lol

DD
Title: Re: Oliver's Mount
Post by: Grooveski on August 05, 2016, 08:47:32 PM
You'll be fine.  OK - it hasn't got any wider but there'll be all sorts of markers compared to the test run.   ;)

Need to start prioritising things.  Tweaking the land to the new water tank entry is all very pretty:...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_129.jpg)

...but no-one will ever see it and it could have waited half a dozen versions.

Not quite over the fence OD yet, the track looks pretty much ready to roll, poly count doesn't really matter 'til later....

Has to be trees!  ???
Eek!   :-\
Title: Re: Oliver's Mount
Post by: Meyer#12 on August 05, 2016, 09:13:59 PM
Looking amazing G! A superb job there!
Title: Re: Oliver's Mount
Post by: doubledragoncc on August 05, 2016, 09:30:33 PM
I hear the track a callin "Moto2 come play with me"

This is gonna be a bitching trak G

Great work m8

DD
Title: Re: Oliver's Mount
Post by: Grooveski on August 09, 2016, 08:56:28 PM
Quote from: Grooveski on August 05, 2016, 08:47:32 PM...track looks pretty much ready to roll, poly count doesn't really matter 'til later....

Those were silly comments to make one after another.   ::)
Within an hour of making them I celebrated a numerical landmark in my backup method...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_130.jpg)

...by treating the model to a few subdivisions.  :)
So we're up 5k tris or so but Mere,

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_131.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_132.jpg)

Drurys,

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_133.jpg)

Mounside...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_134.jpg)

...and Farm

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_135.jpg)

....are looking nicer than ever.

In other news:

Trees!   ;D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_136.jpg)
Title: Re: Oliver's Mount
Post by: janaucarre on August 10, 2016, 11:33:05 AM
hi,
have you solved the lightning problem(to much dark)?
if not try to change the sun position in z (don't remember wich axe it is in the txt file track folder, it must be under the track (if i remember well)
Title: Re: Oliver's Mount
Post by: Grooveski on August 10, 2016, 03:52:23 PM
No, never did work that one out.  I think it's maybe the lighting direction I was using when rendering out the the Map file.
...or as you say - the position in the text file.
....and by position I maybe mean vector direction.
.....or maybe not - who knows?
Was taking in a lot that weekend.  The stuff I understood went ok but yeah, lighting the model had me confused so I just turned up my monitor brightness a touch and ignored it.  :)

The bike was lit and had a shadow.  That's what had me thinking it was an error in the conversion rather than the final scene lighting.
Checked the surfaces in case there was an unwanted diffuse value but everything looked ok. 

For the test I was only interested in trying the track surface.  This time though it'll need fixed...
..along with the timing - just ignored that too.   ::)

The axis system in TrackED has Y and Z swapped.  I'm fine with that - it's the same as Lightwave uses(left hand system I think it's called) and was a bit of a novelty when I was copying over the marshal positions.
The 'Light direction' in fbx2edf I wasn't so sure about though.  Presumed it'd be the same axis system but to be honest I didn't have a clue what I should be putting in there.   :-\

In other news.  More trees!  :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_137.jpg)
Title: Re: Oliver's Mount
Post by: CapeDoctor on August 11, 2016, 06:09:28 AM
well mate, i plan to spend at least as many hours as it takes you making the track on riding it, so yeah, keep up the great work!!  ;D
Title: Re: Oliver's Mount
Post by: TFC on August 11, 2016, 07:49:12 AM
Grooveski, I too have no idea how the light direction works. I figured it used the same x y and z as blender given the origin was the same but perhaps it does use the same as tracked. In the docs it explains what the values do (i.e sun position north etc..) but in practice it doesn't seem to behave. I'd love to see a visual representation as I tried for two hours and more changing the value of each entry individually and while each one on it's own made some kind of sense as soon as you change another it seems to throw it all out.

Maybe someone knows?
Title: Re: Oliver's Mount
Post by: janaucarre on August 11, 2016, 09:13:02 AM
For testing:
Place an object under the track in your 3d scene,  around 50meters, and note the coordinates x y z,  report the z as y in text file in trackfolder,  i think it will be right.  Open the monza textfile (where sun position is)  and use it to reffer
Title: Re: Oliver's Mount
Post by: Grooveski on August 12, 2016, 03:38:12 PM
Had a play around but no joy.

First tried 0,0,0 out of curiosity - No shadow and wierd bike lighting.
...then 1,1,1 - Light from expected direction.
....then 1,1,0 - Spun direction round to where I want it(so same axis system as TrackED).
....then 100,100,0(brings position above model) - no difference.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_138.jpg)

So I've set it to 10,7,0 and that's what I'll try using in fbx2edf.

In other news:  :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_139.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on August 12, 2016, 09:27:42 PM
 :-[ ...should have said:
Cheers janaucarre for the input nonetheless ;) - was worth a go.  :)
If there are problems this time round I'll not be slow to ask for help.
Title: Re: Oliver's Mount
Post by: Grooveski on August 15, 2016, 04:45:05 PM
Had a nice weekend off - but here we go again.
Last of the dense wood geometry in.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_140.jpg)

Right.  Finish the fences... 
...then it's time to try it out.    :)
Title: Re: Oliver's Mount
Post by: Grooveski on August 18, 2016, 09:29:18 PM
Reworked the bottom field geometry to fit the road...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_141.jpg)

...and along the back of the pits...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_142.jpg)

...then started adding the remaining fences.  Don't even want to admit the poly count of this stretch.   ::)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_143.jpg)

Adding the marshal posts this time round too.  There's milions of them - have done a fair bunch but am only as far round as the start of the top straight.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_144.jpg)
(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_145.jpg)
Title: Re: Oliver's Mount
Post by: Hawk on August 18, 2016, 10:48:01 PM
Your doing a great job there Groovski.... Looking fantastic mate!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Rodrigovis on August 19, 2016, 02:26:09 PM

grooveski thank the great work
before the GP500 and now GPbikes ...
keep the GP500 installed due to the Brazilian tracks created for you .
-Interlagos
-caruaru
-londrina

Title: Re: Oliver's Mount
Post by: Grooveski on August 23, 2016, 08:43:18 PM
Still at it - round to Memorial now.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_146.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_147.jpg)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_148.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on August 23, 2016, 09:05:46 PM
Great work G. Cant wait for this.

I need to PM you about a project idea............a biggy hehe

DD
Title: Re: Oliver's Mount
Post by: Grooveski on August 25, 2016, 03:59:23 PM
Quote from: doubledragoncc on August 23, 2016, 09:05:46 PM
I need to PM you about a project idea............a biggy hehe

My guess is it'll include the words 'Nürburgring' and 'update'.   :P

Bear in mind that after Olivers Mount I'll be finishing Knockhill(it's fairly advanced as it stands).
...and there's a bunch of existing tracks that I plan to update a touch.  They're the same models as the ones I've already tweaked and welded for GP500.  Aragon is first(i.e started) but there must be another half dozen kicking about the hard drive.
...and I'd like to try to sort the hairpin at Macau.  If ever a corner needed a few more polys...
....so my todo list is a fair length already.   ;)
Title: Re: Oliver's Mount
Post by: doubledragoncc on August 25, 2016, 04:16:38 PM
Nothing to do with an actual track....................but.................

I am putting stuff together and will contact those I need to soon. This is a long winded project and one that may push GPB into a new sales group.

DD
Title: Re: Oliver's Mount
Post by: Grooveski on August 30, 2016, 12:56:48 AM
Have had fence fatigue again and have barely opened the model.  ::)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_149.jpg)

...so it's time for a lap or two.  ;D  The rest of the fences can go in later.
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 12:51:02 PM
13 hours and fbx2edf is still processing the mesh.   :-\

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_150.jpg)

If this is the time conversions are going to take then it'd be nice to know what I'm doing.  Think I should maybe do a full conversion on a simpler track model to learn how to use the track tools properly.
Title: Re: Oliver's Mount
Post by: RiccoChicco on August 31, 2016, 01:11:52 PM
Never used fbx2edf so I'm probably telling something stupid, but your command prompt (the black window) says "Ending Log" which means in the 3ds max exporter that the export has been done.  :)
Title: Re: Oliver's Mount
Post by: Blackheart on August 31, 2016, 01:16:39 PM
Perhaps he meant 13 hours in total? In the screenshot is the process end with this tool. (i use it for bikes)

Anyway 13 hours?  :o I have never worked with the tracks, but it seems too long  :P

P.S. I can not wait to try this project
Title: Re: Oliver's Mount
Post by: h106frp on August 31, 2016, 01:21:15 PM
The message 'ending log' in the standalone converter does mean it is finished.  At this point you need to hit the quit button to close the app or it just sits waiting for you to start another conversion.

If you open an explorer window you should see you .edf file go from 0 bytes to the finished size during the conversion
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 01:22:05 PM
It says that but it's still grinding away using the CPU for something.
At the end of the mesh run it should give me a track code.  That hasn't come up yet, the ending log line is the last so far.

Wonder what log it's talking about.  A log would actually be quite nice.  Somewhere to copy/paste the track code from to the .ini instead of having to type it over and double check it.
Title: Re: Oliver's Mount
Post by: h106frp on August 31, 2016, 01:27:07 PM
long shot, but are you sure about using '.' (0.1) in the filename, it might be stopping the program from finally writing out the file
Title: Re: Oliver's Mount
Post by: RiccoChicco on August 31, 2016, 01:28:15 PM
The track code comes when you export the .trp (collision) file. If you were exporting the .map, which can be very long, you shouldn't get any track code.
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 01:35:02 PM
Yeah, I am, but the file is there.
...timestamped 20 past midnight, right around when I done the conversion.   ???

Should that line at the top have something in it?  Have I just forgotton to name it or tell it that it's a track or something?  Perhaps the job is done and I'm sitting waiting on a track code that's never coming.   :)
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 01:36:25 PM
lol, thanks Ricco.   ;)

oops.   :-[

Done a  mesh run for the background.edf.  Forgot to change it when I loaded in the main model.
Chump!
Title: Re: Oliver's Mount
Post by: RiccoChicco on August 31, 2016, 01:38:31 PM
Note that the track code is only useful for the release (stats purposes), but it's not necessary to update it each time you want to try your new .trp file while your still working on it.  :)

Just to be clear, what are you exporting? Visual (.map) or collision (.trp) file?
Title: Re: Oliver's Mount
Post by: Hawk on August 31, 2016, 01:40:03 PM
Quote from: Grooveski on August 31, 2016, 01:22:05 PM
It says that but it's still grinding away using the CPU for something.
At the end of the mesh run it should give me a track code.  That hasn't come up yet, the ending log line is the last so far.

Wonder what log it's talking about.  A log would actually be quite nice.  Somewhere to copy/paste the track code from to the .ini instead of having to type it over and double check it.

The exporter used to allow you to highlight copy/paste the generated track code directly from the log generated in the app window when exporting a .trp file, but in the last two or three releases that function isn't available anymore. I have asked Piboso if he can restore that function. It sure would make it a lot easier and also stop any errors creeping in by currently having to type the track code in character by individual character. 

Hawk.
Title: Re: Oliver's Mount
Post by: RiccoChicco on August 31, 2016, 01:43:49 PM
Grooveski, in your screenshot I can see that "Mesh" is selected. That will generate a .edf file (used for bikes, helmets, etc...) and not a track file  :P

You should use "Map" and "Collision" for track modding.  :)

EDIT : Just saw your edit  ;D ;D ;D
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 02:04:28 PM
The background.edf should just be a mesh though?   ;)

Good info guys. cheers again.  :)
Right then, best get back to it.
Wonder what it was up to with my processor while I was asleep.  Sure did look busy on the usage chart.   ;D

Title: Re: Oliver's Mount
Post by: Hawk on August 31, 2016, 02:33:10 PM
Just to let you know that the FBX2EDF converter does seem to complete the export of the .map and .trp file a lot quicker than the 3dsMax exporter. This is the first thing that struck me when I first tried the FBX2EDF converter for exporting track files. In comparison the 3dsMax exporter which once took 2 hours to export a .map file for me(can't remember which track it was, could've been Silverstone).  :-\

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 02:49:36 PM
Will bear that in mind.   Mind reading something about having to use the max exporter for models with shaders...
...which is still a few versions away. 

Conversion took seconds.  :)  Am just tweaking the marshal positions, should be rolling in short order.   :D
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 04:12:02 PM
Spoke way too soon.  This is going backwards.   :o

First it was the wrong size - Max and it's bloody multiple units settings - no big deal - reexported and converted.

Now it's something amiss in TrackED.  The trp is in and the c/l burned, the new marshal positions are copied over from LW to the text file but when I go into either the camera or marshal views there's no track model visible(anywhere - tried looking up, down and all around in a camera test).
Nothing should have moved - the c/l was lined up - ....
???

Edit] aha - I haven't redone the map file yet - that's probably it.
Double Chump!

....and man is it hard not using the esc key - twice already!  >:(

Gonna be a long night.   ::)
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 04:56:13 PM
Shit - I meant to ask last night but forgot:
Which way round do the colours go on the alpha channel of a tga for transparency?

I've gone with black for the transparent bits and white for the visible....
....but going by today's form I'm not holding my breath for that to be right.   ;D
Title: Re: Oliver's Mount
Post by: matty0l215 on August 31, 2016, 05:14:32 PM
Quote from: Grooveski on August 31, 2016, 04:56:13 PM
Shit - I meant to ask last night but forgot:
Which way round do the colours go on the alpha channel of a tga for transparency?

I've gone with black for the transparent bits and white for the visible....
....but going by today's form I'm not holding my breath for that to be right.   ;D

White to be visible, black for see through.
Title: Re: Oliver's Mount
Post by: Warlock on August 31, 2016, 05:15:52 PM
Black = transparent
White = opaque 

;)


If you dont see the track TrackED  could be due the scale of the track , if forgot to scale it before exporting could be there but very very small :)

Edit: oops Matty was faster lol
Title: Re: Oliver's Mount
Post by: matty0l215 on August 31, 2016, 05:17:42 PM
Quote from: Warlock on August 31, 2016, 05:15:52 PM

Edit: oops Matty was faster lol

About the only time i can beat you at something :P
Title: Re: Oliver's Mount
Post by: Warlock on August 31, 2016, 05:26:42 PM
lol  ;D

Not really m8, you are learning a lot of stuff about the bikes physics , i have no clue about that.  ;)
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 05:33:25 PM
Awesome!  ;D

The scale should be good now W, I can see the track in plan view and the centreline from the testrun is matching up.

The map file is still churning away, taking a while but I did flick on shadows this time and it's got a lot of fence posts to think about - should probably have left that until I had things running but hey, I've got plenty to be getting on with in the meantime:
Tweaked the camera positions in LW and am copying them over to the tsc.
Remembered MaX's mugello thread and ramped down the fog setting to his test levels.
Title: Re: Oliver's Mount
Post by: Hawk on August 31, 2016, 05:48:28 PM
Quote from: Grooveski on August 31, 2016, 05:33:25 PM
Awesome!  ;D

The scale should be good now W, I can see the track in plan view and the centreline from the testrun is matching up.

The map file is still churning away, taking a while but I did flick on shadows this time and it's got a lot of fence posts to think about - should probably have left that until I had things running but hey, I've got plenty to be getting on with in the meantime:
Tweaked the camera positions in LW and am copying them over to the tsc.
Remembered MaX's mugello thread and ramped down the fog setting to his test levels.

Yes. Lol......  Best to leave the shadows and super sampling options de-selected until you go for your final export run as it adds considerably, and I do mean considerably(lol), to the processing time.  ;)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 06:11:49 PM
Hmmm, multiple lols are never a good sign.    :D

Just cancel it, do a normal map to get the ball rolling again then set a shadow version running before I crash out?
i.e. considerable = hours?
...........................days?
:P

Hehe - it just finished as I was typing.   ;D

Have dug out a wee emergency keyboard that's been lying about for years in which there's never been an emergency bad enough for it.  It's like a laptop board on a usb lead.  Think I might glue up the esc key and plug it in for the evening.  Done it again just minutes ago while checking which cameras were fixed and which were free - I just use the esc key too often in other programs to close dialogues and get out of commands.   In TrackED I have to hold the back of my neck with my left hand to make sure I don't accidentaly punch the sucker.   ::)
Title: Re: Oliver's Mount
Post by: Grooveski on August 31, 2016, 06:35:52 PM
Happy Happy Joy Joy!   ;D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_151.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on September 01, 2016, 12:58:21 AM
Thoughts from the test ride:

The background is too high.  Not sure how it got there - don't think I done it.
On the plus side - what you can see of it appears to be displaying fine, tree tga's and all.  :)
The background.edf isn't written out to hrsshots so this screengrab is all you'll see of it(but it was there all the time floating about while I was riding).
TFC warned us that background still had issues.  If I don't see a fix quick I'll shunt the model into the skydome and give that a shot.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_151a.jpg)

Need to shift the light west another 15° or so, this bit should be more in shadow.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_152.jpg)

The fences are pretty enough but the bike's reaction to them is kind of violent, it's not bouncing the way I thought it would.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_153.jpg)

The fence up the rise is too close(and looks like the that galv surface isn't double sided yet).

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_154.jpg)

Lighting is looking better than the test run.  Whatever happened that time I don't think is happening now.  The grass still looks dark but that's because it's wearing a darker skin these days.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_155.jpg)

The non-transparent fence mesh is probably my fault but the visible crossbrace at the gate certainly isn't.  There's a rounding-off error somewhere in my pipeline.  :(
It's more than 4mm(the thickness of the brackets on fence above the wall).

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_156.jpg)

The camera tweaking didn't make it round this far - this one needs to be a lot closer...
....and the geometry still needs to come out to meet it a bit.
Have to say I'm impressed with the smoothing algorithm.  There are places that should look a shambles but are alright(like on the right of this pic)....

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_157.jpg)

...and some bit's look pretty good.  :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_158.jpg)

...and Hawk - you were right on the money about the hairpin geometry.  They've gone from hopelessly vague to being able to feel and see the effects of the polys.  Mere feels better now and Mountside is probably only a subdivide away from feeling the same.
Still a little flaky but I still think that's the game engine, I mean lets face it - if bikes handled like that at walking pace in the real world the first junction in each direction from every dealership would be just be a huge pile of abandoned motorcycles.   ::)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_159.jpg)
Title: Re: Oliver's Mount
Post by: doubledragoncc on September 01, 2016, 06:51:08 AM
Great work Gman.

You have put so much work into this and it shows.

Look forward to the next test release

DD
Title: Re: Oliver's Mount
Post by: Hawk on September 01, 2016, 07:27:50 AM
Great work Grooveski! It's all really starting to come together mate! Looking great!  ;D

Hawk
Title: Re: Oliver's Mount
Post by: Warlock on September 01, 2016, 03:50:49 PM
Getting closer, man !   ;) 
Title: Re: Oliver's Mount
Post by: matty0l215 on September 01, 2016, 04:30:17 PM
Really looking forward to this ;D
Title: Re: Oliver's Mount
Post by: Grooveski on September 14, 2016, 04:54:30 PM
For the curious, I:

a) ....needed a week off.
b) ....need a break from Olivers Mount.
c) ....need more practice with the conversion tools.
and d) ....miss Estoril.

....so there'll be a couple of weeks more delay while I do a conversion then it'll be business as usual in here again.   ;)
Title: Re: Oliver's Mount
Post by: Warlock on September 15, 2016, 01:00:53 PM
No worries m8, brain needs to rest  ;)
Title: Re: Oliver's Mount
Post by: BOBR6 84 on September 21, 2016, 12:02:44 PM
Gold cup this weekend!! Anybody going?
Title: Re: Oliver's Mount
Post by: Grooveski on October 12, 2016, 07:55:16 PM
Estoril's turning into another saga so I'm back at OM for a break.   ::)

Looked into the rounding off error.  Think it was when DE changed the model from lwo to 3ds.  Have tweaked some settings(and the model a touch) and fingers crossed for next time.

Finished the landscape poly-reduction.  Had done the poly merging and deleted the free points but not the ones that were attached to vertices...
...so all those thousands of extra points had been turned back into polys before going ingame.  Reckon the background.edf was maybe 140% the size it should have been.  :-\
Oops.   :-[
Anyhow - all gone now.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_161.jpg)

Ran Mountside through the mill again...

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_162.jpg)

...then thought "what the hell..." and done Mere as well.   :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_163.jpg)

Moved back the fence up the rise a little.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_164.jpg)

Back in SpeedTree again tonight.  Still just feeling my way around but already the Mere tree is down 90-odd-percent in poly count and still kinda almost looking the part - closer to the Dirt3 arrangement and count.
As I say - still just fishing around.  ST is one of those programs that's designed to simplify a single task but in itself is complex as hell. 
(...like Bryce or Poser - with leaves :) )

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_165.jpg)
Title: Re: Oliver's Mount
Post by: HornetMaX on October 12, 2016, 08:46:20 PM
Nice. Trees in GPB have almost always sucked, if you pull something decent out you already deserve a medal :)
Title: Re: Oliver's Mount
Post by: Hawk on October 12, 2016, 09:36:46 PM
Very nice Groovski!  ;) 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on October 12, 2016, 10:21:28 PM
Quote from: HornetMaX on October 12, 2016, 08:46:20 PM
Nice. Trees in GPB have almost always sucked, if you pull something decent out you already deserve a medal :)

You'd understand how SpeedTree works better than I do.  At the top end it's a vegetation physics plugin for games and modeling programs.
I've chosen Dirt3 models as a benchmark because of the games I've looked at those seem a good balance of what works and what I may be able to do.  D3 was an improvement over 2 and Rally is beyond my means but 3 is just about right as a goal...  :)

I'm using it to knock up individual(static) trees but it's designed as a total solution.  Has been used in every game I've played that's had moving trees since Skyrim or thereabouts.
http://www.speedtree.com/
Title: Re: Oliver's Mount
Post by: HornetMaX on October 12, 2016, 11:12:49 PM
I had a look indeed, quite a piece of kit.
Title: Re: Oliver's Mount
Post by: Hawk on October 13, 2016, 08:09:22 AM
Indeed, SpeedTree does look a very nice piece of kit....... Have you seen the price of SpeedTree Cinema?! WOW!  :o

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on October 17, 2016, 05:30:12 PM
Like a kid with a new toy here.   ;D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_166.jpg)

Reasonably pleased with the overall match.  It's definately the same track I was trying to model.  Some bits are quite close and some that aren't I had my doubts about anyway.
...like the second of the esses - which I always kind of knew should have had a deeper dip.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_167.jpg)

Slightly frustrating are the bits I had close once but seen fit to change during the build.  Turns out he pits are as deep as I originally thought.  Farm Bends are too shallow now as well as is the dip under the bridge on the drop down to Mountside.   ::)
The lidar's going to be real handy for finishing the TSOs.  Real heights for all the buildings and a rough guide for some of the vegetation.  :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_168.jpg)

Memorial has a rise through it that I hadn't noticed.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_169.jpg)

I'll be using the geometry of the field at the startline.  Probably other areas too but this field is first on the hit list.  Bit of poly-red and it'll be much nicer than what's there at present.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_170.jpg)

Mountside to Farm - The jumps straight...
I always knew there was a lot of guesswork there and reckoned I'd have to fine tune it as the versions went on(by comparing game and real onboards).  It was too flat to get much of a clue from contour maps and half of it's under trees on the aerial photos, is a wild ride on the onboard vids and being at the tail end of the lap never done it any favours - I was usually sick of whatever job I was doing by then and in a hurry to get on with the next step.

Right - that's enough excuses...
...maybe - just!  :P  There's no two ways about it - it's a mile out.
White line is my attempt.  :-[

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_171.jpg)

So, the plan?
hmmmm....   :-\

- Tweak the model roughly into place so the landscape and junctions are matching up.  Get the back of the model verges matching with the lidar.  A lot of sections are less than a degree out so I should get away with just tilting some of the fences.  Other bits will need realigned but shouldn't be too big a deal.
- Back to loft for the road.  Take the lidar into max, redo the spline heights and export a new road model.
- Redo the camber and subdivides.
- Blend the two together.  An unexpected and somewhat tedious job that I've already done once but I did reckon that seam needed some poly-red - that's an ideal time to do it and will cut down the joining work a fair bit.
- Back to business as usual.   :)
Title: Re: Oliver's Mount
Post by: PeterV on October 17, 2016, 06:54:50 PM
Nice indeed Grooveski, lot of work. But looks encredible detailed.
Title: Re: Oliver's Mount
Post by: matty0l215 on October 17, 2016, 07:09:35 PM
Great Work Grooveski!

Really looking forward to this track ;D
Title: Re: Oliver's Mount
Post by: janaucarre on October 17, 2016, 09:44:43 PM
Wow what a million hours of work :)
Title: Re: Oliver's Mount
Post by: Grooveski on October 17, 2016, 10:13:35 PM
I'm in no hurry.  Check out the build's start date!   :P
http://www.gp500store.co.uk/phpBB2/viewtopic.php?t=1499

Third time's a charm.   :)   First round was for GP500 and lay untouched for 6 years or more - where it was when I arrived over here.
Second time is what I've been doing for the last year or so.  Would have been ok, have got better over time and probably most folk(myself included) would have been pretty happy with it.
This time though it's going to be right - and that's a nice thought to have.  :)   Worth a little extra work.   ;D
Title: Re: Oliver's Mount
Post by: Grooveski on October 20, 2016, 04:51:20 PM
New road loft is done and fresh into LW.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_172.jpg)

The lidar data was a little lumpy(around 30mm variance between one point and another that should both have been at the same level).  Still soooo much nicer to work with than contours and the likes though.   :)

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_173.jpg)

The rise through Memorial - which I had just over a metre before is now closer to three.

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_174.jpg)

Now we're talking!   ;D

(http://i69.photobucket.com/albums/i68/Grooveski/Olivers_Mount/OM_175.jpg)
Title: Re: Oliver's Mount
Post by: Hawk on October 20, 2016, 05:04:38 PM
I can see this is going to really be very good! Excited!!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: Hawk on October 22, 2016, 10:31:55 AM
What software do you use to process the .asc lidar data files Groovski?

Hawk.
Title: Re: Oliver's Mount
Post by: Grooveski on October 22, 2016, 01:17:45 PM
Autodesk Infraworks

Procedure:
Start IW > New Model > Give it a name.
Select all the tiles you want to convert for the job in Windows Explorer (Do them all in one go and IW will join them together)
Drag and drop them into the Data Sources list.
A configuration window will open - Rummage through the Coordinate System list(the little icon at the side of the dropdown) and choose BritishNatGrid then hit OK.
The new source should be listed as 'Configured' and when it's selected the little refresh button above the list should be green(it'll be greyed off if IW isn't happy with the data/co-ord system combo).
Punch the refresh button.
The display window will change and draw out the model.
Once it's done, hit the Settings and Utilities icon then Export FBX.
Use the Define Interactively function in the Export dialogue to trim down the model if you like(double click for the final point on the loop).

At first I was getting an export error with the lidar model - it didn't work until I trimmed the model so I think there may be a limit.
Don't know what it is but the working attempt came out at just under 700k polys(the not-working attempt was maybe three times the size).

P.S. you have a PM.
Title: Re: Oliver's Mount
Post by: Hawk on October 22, 2016, 03:13:55 PM
Brilliant! That should be very helpful indeed! ;D

Thank you Grooveski.... Very much appreciated!  ;D 8)

Hawk.
Title: Re: Oliver's Mount
Post by: MadbutNotBad on November 16, 2016, 12:43:26 AM
Is this track ever gonna be finished?
Title: Re: Oliver's Mount
Post by: Warlock on November 16, 2016, 02:17:57 AM
Quote from: MadbutNotBad on November 16, 2016, 12:43:26 AM
Is this track ever gonna be finished?

Now you know how much work a good project needs  ;)
Title: Re: Oliver's Mount
Post by: Grooveski on November 16, 2016, 03:25:25 PM
Quote from: MadbutNotBad on November 16, 2016, 12:43:26 AM
Is this track ever gonna be finished?

Lol, I wonder the same thing every time I open the model  :P

I hope so!   ;D
Title: Re: Oliver's Mount
Post by: MadbutNotBad on November 16, 2016, 04:51:55 PM
i can only imagine how much work it takes but still.
Its only a queston tho no offensive just wondering with the greatest respect.
Title: Re: Oliver's Mount
Post by: Grooveski on November 17, 2016, 08:51:30 PM
If you're after an ETA I'm sorry but I don't have one.   :(
I thought the last attempt was going to be fit for release - bit barren maybe but ridable.
...but it wasn't really.
So I just went back to work on it and with getting the new height data and rebuilding the road it's even further from release than it was before.  ::)

Another factor is that I kinda claim to be a track modder/convertor, yet in the nearly two years that I've been playing GPB have released a grand total of sweet-smeg-all - it's a little embarrassing.
...it's actually more than a little embarrassing.  It's annoying sometimes...

Last week I went to do some laps at Valencia but within a couple the lack of kerbs and the drops along the track edges had bugged me enough to give up and change to Aragon instead. 
The annoying bit is that I've got a version of the exact same model right here on my hard drive with all the annoying traits fixed, but because I've been engrossed in Oliver's Mount I've had no time to adapt it to GPB and release it as an update.
Have quite a lot of models here really, about 40 or so.  All with updated kerbs/runoff/braking markers, all welded and even have permission to use most of them.

So recently I've been splitting my time between OM and other (quicker conversion) projects.
Would really be fairer to say I've been ignoring OM and working on Knockhill and Estoril instead...
...which of course doesn't help the ETA for OM any.   :-[
Title: Re: Oliver's Mount
Post by: Donnie on November 17, 2016, 10:46:29 PM
Thanks for all the work Grooveski.  I cant wait for OM and Knockhill(my local) and to give them a try.

Title: Re: Oliver's Mount
Post by: Urban Chaos 2.0 on March 20, 2017, 08:45:00 PM
With Knockhill released, will you continue, or have you continued work on Oliver's Mount?
Title: Re: Oliver's Mount
Post by: Grooveski on April 05, 2017, 12:40:10 AM
Still tinkering away with Knockhill but yeah, when I'm happy with it this'll be where I go next.   :)
Did open it up at one point and it looked like a horror story.  Didn't leave it in the best state.   :-\
Title: Re: Oliver's Mount
Post by: Grooveski on October 06, 2017, 11:12:18 AM
When photobucket killed third party links this thread depressed me a bit - "Arggh - my pretty pictures!   :o"
...but in case folk thought the project was as dead as the thread - a lttle update:  :)

Land/verges/fences/junctions etc, adjusted to fit the new road model and the two bits joined together again.
Cameras and marshalls refitted.
Work resumed on the TSOs.

(https://s1.postimg.org/8w5ouwfyi7/OM_185.jpg)

(https://s26.postimg.org/evrevzluh/OM_180.jpg)

(https://s1.postimg.org/3oae7wmj4f/OM_186.jpg)

(https://s26.postimg.org/rd2nww6e1/OM_182.jpg)

(https://s1.postimg.org/9kyyex1rsf/OM_187.jpg)

(https://s1.postimg.org/7ihslab25b/OM_188.jpg)

(https://s26.postimg.org/klc8u1heh/OM_181.jpg)

(https://s1.postimg.org/4gn9pn4f5b/OM_183.jpg)

(https://s1.postimg.org/1whfd04o8v/OM_184.jpg)
Title: Re: Oliver's Mount
Post by: janaucarre on October 06, 2017, 12:35:25 PM
Wow, as ever tge work you do is very impressiv
Thank you
Title: Re: Oliver's Mount
Post by: Davide74 on October 06, 2017, 01:01:23 PM
nice!!
Title: Re: Oliver's Mount
Post by: giseler on October 06, 2017, 01:36:28 PM
only wow
Title: Re: Oliver's Mount
Post by: tchemi on October 09, 2017, 05:54:39 PM
Quote from: Grooveski on October 06, 2017, 11:12:18 AM
verges ??


https://translate.google.fr/?rlz=1C1CHFX_frFR762FR762&um=1&ie=UTF-8&hl=fr&client=tw-ob#fr/en/verge


Also... https://imgur.com/   ;)
Title: Re: Oliver's Mount
Post by: matty0l215 on October 09, 2017, 05:59:02 PM
Quote from: tchemi on October 09, 2017, 05:54:39 PM
Quote from: Grooveski on October 06, 2017, 11:12:18 AM
verges ??


https://translate.google.fr/?rlz=1C1CHFX_frFR762FR762&um=1&ie=UTF-8&hl=fr&client=tw-ob#fr/en/verge


Also... https://imgur.com/   ;)

(http://s0.geograph.org.uk/geophotos/01/87/75/1877546_ba79599f.jpg)

This is a Verge in the UK :P
Title: Re: Oliver's Mount
Post by: Napalm Nick on October 09, 2017, 06:45:37 PM
hahahah Verges hahahaha yes many verges here hahahaaa
Title: Re: Oliver's Mount
Post by: Hawk on October 09, 2017, 09:05:14 PM
Quote from: Napalm Nick on October 09, 2017, 06:45:37 PM
hahahah Verges hahahaha yes many verges here hahahaaa

ROFL!! ;D ;D
Title: Re: Oliver's Mount
Post by: Grooveski on April 04, 2018, 01:07:32 AM
That's all the main TSOs done apart from the farm/pit buildings.  Taking a break from them now to plant some trees.
...at last.   :D

(https://s14.postimg.org/s0if8vacx/OM_189.jpg)

(https://s10.postimg.org/bgsuf1vm1/OM_191.jpg)

(https://s10.postimg.org/o9gyerp5l/OM_192.jpg)

(https://s9.postimg.org/5sllkfspr/OM_195.jpg)

(https://s9.postimg.org/wrkv1gctr/OM_194.jpg)
Title: Re: Oliver's Mount
Post by: janaucarre on April 04, 2018, 08:22:23 AM
Hi,
It looks so good.
Good work.
Title: Re: Oliver's Mount
Post by: connorhall70 on April 04, 2018, 07:39:45 PM
fuckin awesome geez
Title: Re: Oliver's Mount
Post by: IronHorse on April 07, 2018, 09:07:24 AM
This looks insane, what a great track this will be for GP bikes. Keep up the great work!
Title: Re: Oliver's Mount
Post by: IronHorse on June 19, 2018, 05:27:26 PM
Any updates?  :o
Title: Re: Oliver's Mount
Post by: matty0l215 on June 19, 2018, 05:41:50 PM
Quote from: IronHorse on June 19, 2018, 05:27:26 PM
Any updates?  :o

Why you asking ;)
Title: Re: Oliver's Mount
Post by: Grooveski on June 22, 2018, 01:25:38 PM
Sorry IronHorse - didn't spot your post.  :-[

Yeah - getting close now.   :)
First wave of 3D trees planted - the trees that overhang the track mainly.
...and I'm planting the X-trees just now.

(https://s33.postimg.cc/4tpfl6ein/OM_205.jpg)

Done a test conversion last night and quite honestly - it looked awful.  Now I need to try to balance(and darken) the colours of all the trees and their backgrounds.  Up to nearly 40 tree skins now so it'll be a bit of a session.

(https://s33.postimg.cc/je6ifrh4f/OM_206.jpg)

(https://s33.postimg.cc/hl3lrjbe7/OM_207.jpg)

I'll finish the X tree planting, add a few roadmarkings and the corner signs and it'll be first release time.
Title: Re: Oliver's Mount
Post by: Ryanoh4 on June 22, 2018, 03:08:47 PM
Really looking forward to this track  ;D
Title: Re: Oliver's Mount
Post by: maxxis21 on June 22, 2018, 07:44:20 PM
I've been waiting so long for this and i'm so excited for this  ;D ;D
Title: Re: Oliver's Mount
Post by: Grooveski on June 28, 2018, 11:01:25 AM
Tree planting continues.  By the numbers around 1500 so far.  it just keeps sucking them in - there's probably the same again to go. 

(https://s33.postimg.cc/7hjkkaw73/OM_210.jpg)

A good way through the white lines.  Building them into the model - just the way GPB likes them.  :)

(https://s33.postimg.cc/nfsaaevjz/OM_211.jpg)
Title: Re: Oliver's Mount
Post by: Grooveski on June 28, 2018, 02:22:46 PM
Tweaking the tree skins went ok.  Bit of fine-tuning to do still but ithe general vibe is about right now..

(https://s33.postimg.cc/fh6ay7msv/OM_212.jpg)
Title: Re: Oliver's Mount
Post by: Napalm Nick on June 28, 2018, 05:42:28 PM
Coming along nicely Grooveski. A very addictive track keep going!
Title: Re: Oliver's Mount
Post by: matty0l215 on June 28, 2018, 05:58:29 PM
Keep 'em Comming  ;D
Title: Re: Oliver's Mount
Post by: janaucarre on June 28, 2018, 06:14:30 PM
Wow, i m in admiration in front of your work, really.

I would like so much to have the possibility to add so much thing around my track.
Good luck
Title: Re: Oliver's Mount
Post by: Hawk on June 28, 2018, 07:40:43 PM
Very nice work Groove! Looking good mate! ;D 8)
Title: Re: Oliver's Mount
Post by: Grooveski on July 08, 2018, 03:40:37 AM
(https://s33.postimg.cc/90g0qewwv/OM_213.jpg)

(https://s33.postimg.cc/4t3m0vhdb/OM_214.jpg)

;D
Title: Re: Oliver's Mount
Post by: Hawk on July 08, 2018, 09:22:44 AM
Very nice Groove, great job mate! ;D 8)
Title: Re: Oliver's Mount
Post by: matty0l215 on July 08, 2018, 11:31:50 AM
 ;D
Title: Re: Oliver's Mount
Post by: Grooveski on July 10, 2018, 03:59:06 PM
First release available at last.

Oliver's Mount V0.1
http://forum.piboso.com/index.php?topic=6039.msg91265
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on July 21, 2018, 08:59:49 PM
Just downloaded this track and put in about 75 laps before I got one I was happy with  :-[. A 1.54.7 with a default set up on the WSSP 2018 CBR. This thing is addictive,and if there's still more objects to add that gives me more targets, I've already hit pretty much everything  ;D :P Love the track though, Boggles my mind how they get sidecars round here IRL Keep it up.
Title: Re: Oliver's Mount
Post by: Grooveski on July 23, 2018, 11:22:35 PM
What surprises me is that they get by each other too.   :o  You see the sidecars on the grid and it looks like that's the order they'll finish in - how oculd you possibly pass anyone?
...and then they get rolling and pressuring each other into mistakes and all of a sudden there's loads of room to squirt through,  :)
Used onboard sidecar footage a lot during the build.  Being level, low and with next-to-no suspension it was good for guaging bumps.

That's a decent time by the way.   :D  You're still 10 seconds off Dean Harrison's 600 time but you're definately in the "yeah - know's his way around" ballpark ;).  I'm only a couple of seconds quicker on the Strada and I've been at it for years through three incarnations and two games.  ::)

...and all the new stuff to bump into...
Just bales, bushes, hedges, drains...  Nothing to worry about if you stay on track.
Title: Re: Oliver's Mount
Post by: IronHorse on July 31, 2018, 02:07:41 PM
This track is superb. Such an awesome challenge and the bumps are there enough to make it realistic and encourage the rider to take them into account for keeping the bike stable when learning the track. I cant wait for the full version with more objects so finding braking markers is easier. This project has everything going for it, keep it up grooveski!
Title: Re: Oliver's Mount
Post by: connorhall70 on July 31, 2018, 05:08:44 PM
love playing this track on the piaggio zip or whatever its called, so much fun haha
Title: Re: Oliver's Mount
Post by: Grooveski on March 04, 2019, 01:56:38 PM
Pit area lowered/adjusted to fit lidar levels.

(https://i.postimg.cc/Vk8tv6cw/OM-217.gif)

Fences and trees refitted to new levels.

Farm buildings skinned and fitted(using the lidar again for sizing :) )  Just the new building up at the football pitches left to make.

(https://i.postimg.cc/SxfMMhyM/OM-218.jpg)

Right then.  Hedge time!
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 04, 2019, 02:32:35 PM
Good to see this is still in development, the current version is better than some refactor 2 mods, so I can't wait to see what the finished version looks like.
Keep it coming  :)
Title: Re: Oliver's Mount
Post by: Hawk on March 04, 2019, 02:44:54 PM
Nice work Groove!  ;) 8)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 06, 2019, 08:18:29 AM
Road racing is set to return this year to OM, so this track nearing a release is always a bonus too  8)
https://www.bennetts.co.uk/bikesocial/news-and-views/news/2019/march/road-racing-returns-to-olivers-mount-in-2019
Title: Re: Oliver's Mount
Post by: Grooveski on March 06, 2019, 12:16:52 PM
That's great news.  :) 
...about racing starting again - not the bit about the track nearing a release - that bit sounds optimistic.  ;D

Less so today than yesterday though.  Yesterday's step 1 was selecting all the hedges I'd done the night before and punching delete.
Between some poor UVing and having a bit of a funny shape - was going for the 'flattop' look that they cut them to at OM 70-odd percent of the time.
...but it wasn't really doing it for me - hence delete-all.   ::)

Last nights efforts are looking better.  Only done memorial and mountside so far and they still have that obviously-an-extrusion look but as base geometry goes - yeah, looking kinda hedgy.

(https://i.postimg.cc/tg0PdDV0/OM-219.jpg)

(https://i.postimg.cc/BQV2bJSn/OM-220.jpg)

...and should look even hedgier with the shaders applied.

(https://i.postimg.cc/BQ6xJjGz/OM-221.jpg)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 06, 2019, 07:10:49 PM
All these teaser shots are keeping me on the hedge with anticipation...  ;) ;)
Title: Re: Oliver's Mount
Post by: connorhall70 on March 07, 2019, 01:40:32 AM
Quote from: Grooveski on March 06, 2019, 12:16:52 PM
That's great news.  :) 
...about racing starting again - not the bit about the track nearing a release - that bit sounds optimistic.  ;D

Less so today than yesterday though.  Yesterday's step 1 was selecting all the hedges I'd done the night before and punching delete.
Between some poor UVing and having a bit of a funny shape - was going for the 'flattop' look that they cut them to at OM 70-odd percent of the time.
...but it wasn't really doing it for me - hence delete-all.   ::)

Last nights efforts are looking better.  Only done memorial and mountside so far and they still have that obviously-an-extrusion look but as base geometry goes - yeah, looking kinda hedgy.

(https://i.postimg.cc/tg0PdDV0/OM-219.jpg)

(https://i.postimg.cc/BQV2bJSn/OM-220.jpg)

...and should look even hedgier with the shaders applied.

(https://i.postimg.cc/BQ6xJjGz/OM-221.jpg)
looks sick m8
Title: Re: Oliver's Mount
Post by: Grooveski on March 07, 2019, 03:59:04 PM
OK is about how I'd rate them.
Livable with for the moment. 

I'd like to end up with a recently cut look, more branch than leaf, able to see the silhouette of fences through them and an impression of real depth.
...but all that's a lot of work, requires a bunch of skins that I don't have yet and sounds more like a v0.7 job than a v0.2 one.  ;D

Got about halfway round the football fields last night with the hedges - another session might see them all planted.
Title: Re: Oliver's Mount
Post by: Grooveski on March 11, 2019, 05:57:53 PM
90-odd-k of hedges planted.

(https://i.postimg.cc/PrVxzKx1/OM-222.jpg)

...which once would have seemed like a lot but since upgrading my computer the targets have shifted.   ::)  Breezed past the old 500k target ages ago.  It's at just over 900k just now and my new thinking is to try to keep it under two million polys or thereabouts.

Really I should be getting back to the trees and bushes now but I think the track's about ready for some third-party junk.  :)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 11, 2019, 06:14:21 PM
Looks great so far. can't wait for a v0.2. You using 3ds max 2010?
Title: Re: Oliver's Mount
Post by: Grooveski on March 12, 2019, 02:11:32 PM
Used MAX for making the main road and I do the final exports from it but on the whole I work in Lightwave 2018.
Tracks are pretty simple so it doesn't really matter what modeller is used.  If I save out from lightwave as an OBJ, MAX will load it right up and it'll be ready for export straight away.

Other folk do the same - you can model in Blender and I think it's fbx that h uses to get stuff to MAX.  Hawk uses Maya which is another Autodesk program and talks perfect MAX no matter what format you use.....

So if you're asking from a 'what program should I learn?' point of view - the answer is "whichever one you fancy".   ;D
MAX does a lot of things better than other programs but has a steeper learning curve, Lightwave is about as simple as a modeling program can be but you can end up slogging through jobs manually that MAX could have automated.
....and in-between there are probably 20 or 30 other programs that'll get you to the same result.
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 12, 2019, 04:00:18 PM
Fair enough. Need to get back into it.
Your track looks amazing tho, looks like at least a 0.5v rather than a 0.2,
Title: Re: Oliver's Mount
Post by: Grooveski on March 13, 2019, 02:06:36 AM
Cheers.   :)
Tons still to do though.  I can see the work in another 9 versions pretty easily.   ;)

In reality I just release stuff when I get sick of the sight of it and decide to have a break but in some fantasy land whre I was serious about the project the roadmap would be something like...

V0.1 - Everything working well enough to race.
V0.2 - Enough TSOs that it's starting to look the part.
V0.3 - Vegetation filling out nicely.
V0.4 - Track work - missing white lines and start positions, drains, still a couple of bumps that could do with a tweak, tidy up the link section at Farm.
X0.5 - More TSOs and Vegetation.  Get the hedges looking good.
V0.6 - Landscape - distant buildings, trees, hedges, etc.
V0.7 - Reskin.  Split the grass into areas for different skins(forest floor, long grass, short grass, etc).  Maybe double map some areas if it doesn't trash the FPS too much.  Replace any shaders that aren't doing their part.
V0.8 - 3D grass(for all the different areas)
V0.9 - Puddles
Final release - Assorted tweaks.
Title: Re: Oliver's Mount
Post by: Grooveski on March 16, 2019, 12:23:46 AM
130k of clutter added.

(https://i.postimg.cc/L6CtgL9x/OM-223.jpg)

That's half a paddocks worth of cars/caravans/ambulances, some tents and stuff, placeholder marshalls and I'm round to just after Memorial with the camera crew.

Taking a few liberties with the cameramen but probably just doing what the real camera teams would like to do - in reality the whole lap isn't covered.
...but with a truckload of scaffold it could be :) and that's what I'm doing.

Have also gone through the marshall positions again.  A tweak, tweak here and a tweak, tweak there...
...adjusting the model to the marshalls as much as the other way around.
Title: Re: Oliver's Mount
Post by: Grooveski on March 16, 2019, 12:56:03 AM
Oh yeah - turned on smoothing for the grass as well.
Of the however many hours of tinkering that's been done in the last week that's probably the most noticable 20 seconds worth.   ;)

(https://i.postimg.cc/MZDKW8qS/OM-224.jpg)
Title: Re: Oliver's Mount
Post by: maxxis21 on March 17, 2019, 05:49:42 PM
Im so excited to ride this! :D :D
Title: Re: Oliver's Mount
Post by: matty0l215 on March 17, 2019, 06:40:38 PM
Quote from: maxxis21 on March 17, 2019, 05:49:42 PM
Im so excited to ride this! :D :D

http://forum.piboso.com/index.php?topic=6039.msg91265

There is a version up already ;)
Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 05:50:24 PM
More liberties taken with the start lights.   :-[

(https://i.postimg.cc/wBY93hb7/OM-225.jpg)

In the real world it's a dude with a flag that starts the race...
...but sod it - I want lights. 

Figured I'd point out the deviation to save anyone else having to.
Exporting V0.2 now.  Should be up later.
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 18, 2019, 06:02:57 PM
Quote from: Grooveski on March 18, 2019, 05:50:24 PM
More liberties taken with the start lights.   :-[

(https://i.postimg.cc/wBY93hb7/OM-225.jpg)

In the real world it's a dude with a flag that starts the race...
...but sod it - I want lights. 

Figured I'd point out the deviation to save anyone else having to.
Exporting V0.2 now.  Should be up later.

NEW VERSION UP LATER???!!!!

WAAAAAHHOOOOOOOOO

As for the Lights, as long as they look natural with the track and aren't just stuck on haphazardly its not a big deal for me personally :)

I'm just looking forward to the online carnage at Mere Hairpin in the races... If people are brave enough to do them in GPB Lol

Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 06:39:04 PM
Quote from: Myst1cPrun3 on March 18, 2019, 06:02:57 PM
I'm just looking forward to the online carnage at Mere Hairpin in the races... If people are brave enough to do them in GPB Lol

Can't go much worse than some of the real races have.    ;)

(https://i.postimg.cc/dQCmmcq7/OM-Crash.jpg)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 18, 2019, 06:51:51 PM
https://www.youtube.com/v/gOwiLOsw-MI




Seeing this clip does make me wonder if GP Bikers would even make it to Mere... XD

Quote from: Grooveski on March 18, 2019, 06:39:04 PM


Can't go much worse than some of the real races have.    ;)



I love road racing, and I love OM, but sometimes, particularly with how fast bikes are these days, sometimes I think it just takes the p**s safety wise. tEspecially considering a modern super-sport 600 is faster than a super-bike was only 15 years ago.
But they ain't forced to do it, and it isn't gonna stop me having a bash at it later in life should the opportunity present itself like but still  ;)

Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 10:23:22 PM
Upoading now.

The main pit object has a couple of problems.
Know how to fix the normals problem(model all broken up in places) but the other is the wierd shadow glitch that you get on all sorts of walls/buildings/bridges...
...where the shadow of the bike appears on the object that's supposed to be casting a shadow onto the bike.

Had the same problem with the hedge up at the top of the track.  As you were riding alongside it the shadow of the bike was showing on the top of the hedge(towards the sun position, where no shadow has any right to be  :( ).

Fixed the hedge by removing everything but the nearest face from the WLL selection(putting it on a layer that didn't receive shadows).
...but if a bike goes up and lands on top of the hedge I don't know how GPB will react.   :-\
It's only the long hedge from the Esses to Memorial that this was done to.  Feel free to land on top of any of the others.  :D
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 18, 2019, 10:36:42 PM
Quote from: Grooveski on March 18, 2019, 10:23:22 PM
Upoading now. (slowly - half an hour to go)

The main pit object has a couple of problems.
Know how to fix the normals problem(model all broken up in places) but the other is the wierd shadow glitch that you get on all sorts of walls/buildings/bridges...
...where the shadow of the bike appears on the object that's supposed to be casting a shadow onto the bike.

Had the same problem with the hedge up at the top of the track.  As you were riding alongside it the shadow of the bike was showing on the top of the hedge(towards the sun position, where no shadow has any right to be  :( ).

Fixed the hedge by removing everything but the nearest face from the WLL selection(putting it on a layer that didn't receive shadows).
...but if a bike goes up and lands on top of the hedge I don't know how GPB will react.   :-\
It's only the long hedge from the Esses to Memorial that this was done to.  Feel free to land on top of any of the others.  :D

I'd haven't ended up on the fence from the esses to memorial yet, and I don't intend to start now, but first time for everything.  ;)
The cafe is  a favourite stop of mine however, so I hope the windows are Reinforced lol.

As for shadows, I should doubt its a big issue, and I'd just turn them off if its distracting, but I can't say I pay much attention to them in VR, as I'm a little busy trying to not die. FYI, when you get the entry to farm wrong in VR that's not fun.

Can't wait to try this! :D
Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 11:00:26 PM
Quote from: Myst1cPrun3 on March 18, 2019, 10:36:42 PM
The cafe is  a favourite stop of mine however, so I hope the windows are Reinforced lol.

Even more chance of that now.  There's a little hedge on the right now before it that fires you straight at that side window.  :)
Noticed while I was deliberately trying to get on top of the long hedge, which I didn't manage to do.
...but someone will.   ;D
Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 11:02:26 PM
Quote from: Myst1cPrun3 on March 18, 2019, 06:51:51 PM
I love road racing, and I love OM, but sometimes, particularly with how fast bikes are these days, sometimes I think it just takes the p**s safety wise. tEspecially considering a modern super-sport 600 is faster than a super-bike was only 15 years ago.
But they ain't forced to do it, and it isn't gonna stop me having a bash at it later in life should the opportunity present itself like but still  ;)

It's all well and good that the riders accept the risk...
...but twice in one day bikes went through/over the fences and into the crowd - was something like eight spectators injured between the two crashes.

I expect to be adding new fences and airbags in a later version of the model.  I'm guessing at the top of Sheenes Rise and at Drurys - that's certainly where I've had the most big offs.
Title: Re: Oliver's Mount
Post by: Grooveski on March 18, 2019, 11:10:40 PM
V0.2 now available.
http://forum.piboso.com/index.php?topic=6039.0 (http://forum.piboso.com/index.php?topic=6039.0)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 18, 2019, 11:18:36 PM
Yeah safety wasn't great for spectators, but then again, what did they expect standing on the outside of a 180 degree hairpin with a difficult curved braking zone? I personally think they'll just move spectators back or stop them watching there all together.

As for the airbags, hitting the cafe, mountside and farm is where I have my largest offs, and where there are large blue sofa foam thingy's IRL, but I'm fairly certain I've crashed everywhere in GPB XD

Gonna get on this now tho :)
Title: Re: Oliver's Mount
Post by: Myst1cPrun3 on March 19, 2019, 12:12:02 AM
Seems good so far, Loving the paddock details, which are often neglected in Mod Tracks with simple garages or just tarmac.
And after a close inspection I could see no game-breaking issues with the hedges  ;)

(https://i.postimg.cc/qvsWjTKv/Base-Profile-Screenshot-2019-03-19-00-01-58-81.png) (https://postimages.org/)
Title: Re: Oliver's Mount
Post by: Grooveski on March 19, 2019, 12:58:38 AM
Paddock's not even half done.  There are still fences and bushes and more hedges and all sorts of junk to go in there.
Been gathering models throughout the build - and it's been a long build.   ;)
Somewhere there's all the furniture to deck out the cafe as well.  When it's furnished I might move that side window off the WLL selection so the riders can go through and in.   ;D

Just noticed another problem in the pits - damn - last minute move and forgetting the ground isn't flat anymore.
Straw that broke the camels back - Three errors on the first model you see - not a good look ::).  Running off V0.3 with fixes, will be up tomorrow.
Title: Re: Oliver's Mount
Post by: Grooveski on March 19, 2019, 04:29:25 AM
V0.3 now available.
http://forum.piboso.com/index.php?topic=6039.0 (http://forum.piboso.com/index.php?topic=6039.0)
Title: Re: Oliver's Mount
Post by: Grooveski on March 19, 2019, 02:26:54 PM
Start lights flipped, ditched the poles and tied them to fenceposts - bit more OM style. 
Will fine-tune the positions when the grid markers go down.

(https://i.postimg.cc/26TGjV4r/OM-226.jpg)
Title: Re: Oliver's Mount
Post by: Syd on March 19, 2019, 08:06:36 PM
Wow, very realistic Mr Grooveski, the details are what makes this track and it is just absolutely superb right now.
I had to laugh at seeing the brolly girl! Although she could do with a bit more shape on those bum cheeks 8)

FPS not bad for my old rig, min. 49 max 170. I was quite surprised with all that detail. It drops to 49 just after the infamous hairpin.
Title: Re: Oliver's Mount
Post by: Grooveski on March 20, 2019, 12:26:59 AM
Thanks for the frame count - I'm getting much the same - drops to 80 after Mere(and briefly after Mountside).  120-170 everywhere else.
Good news is that it goes up after the bridge, and that's the bit of the rise that still needs more trees.  ;D

That's likely the way I'll play it from now.  Add stuff where the fps is high, lay off where it's low.

If GPB ever gets double-sided surface support there will be an instant 20% poly reduction.  Keeping all the backside models on their own layers so the damn things are easily deleted in the future.

Noticed that the marshals are all messed up.  Serious normal problem.
There's always bloody something.   ::)
Switching on smoothing swiches off normal recalc in the MAX exporter. I got MAX to do a recalc but....
...aw, sod it, I'll worry about it when it's time for the next version.
Title: Re: Oliver's Mount
Post by: Grooveski on March 20, 2019, 01:20:30 AM
Found the problem.
...way back in lightwave.   :o
That's a new one on me.  Wasn't even visible in LW, only in the export.
Some kind of vertex numbering glitch.  Simply cut&pasting the whole layer fixed it.
Title: Re: Oliver's Mount
Post by: Grooveski on March 22, 2019, 10:07:16 AM
Over half-way round with the high-poly bushes.

(https://i.postimg.cc/0ySw2zBC/OM-227.jpg)

Once they're all in I'm going to have a go at optimising the collision model. 
There's quite a lot of junk in it at present.  :-[  Some bits don't need to be there at all - others can have their col-model poly counts lowered.

At the least it'll reduce the .trk filesize and perhaps also the loading time.
...but of course what I'm really hopng for is to claw back a few FPS.   :)
Title: Re: Oliver's Mount
Post by: Grooveski on March 24, 2019, 12:44:02 AM
Bush planting continues...

(https://i.postimg.cc/7Z1tS837/OM-228.jpg)

Highlight of the session was rejiggng the bottom field UV so the hedgeline matched up with Jefferies Jump and the new bushes.  I've known for ages that it was off and seeing it fixed is pretty satisfying.   ;D
May seem like a triviality but it's the little things...

(https://i.postimg.cc/4xRFKN9s/OM-229.jpg)

Celebrated by firng up dk4edit and adding some paddock eyecandy.  :)

(https://i.postimg.cc/WbkHbJt5/OM-230.jpg)
Title: Re: Oliver's Mount
Post by: matty0l215 on March 24, 2019, 09:39:31 AM
Looking better by the day Mate! ;D
Title: Re: Oliver's Mount
Post by: Syd on March 24, 2019, 11:54:07 AM
Indeed! Just worried about FPS on a final version though ???
Title: Re: Oliver's Mount
Post by: Grooveski on March 24, 2019, 03:29:53 PM
My old modding gig included getting million poly tracks down to 100k for squeezing into GP500 so if it comes to making a low-poly version for older systems - that's what I'll do.   ;)

Can't say I'll be particularly happy to do it.  I'd rather spend the time setting up LOD models and occlusion cull boxes...
...but since GPB doesn't support those I guess that won't be happening.

Every chance I'll be one of those who needs a low-poly version.  Although I recently upgraded it was done on the cheap - an i3 processor and 16gb was a fourfold lift over my old components but I'm still running my old GTX750Ti and waiting for 10 series card prices to bottom out.

So yeah - apologies in advance to those who may not be able to run the full shiny version but I will do something about it - will likely try going low-res first, then low-poly if that's what it takes.
Title: Re: Oliver's Mount
Post by: Grooveski on March 27, 2019, 10:29:58 PM
Fence collision model reduced by 96%. 

(https://i.postimg.cc/6pWWc4gf/OM-231.jpg)

Now for the hedges and trees.
...which won't be quite as drastic.  For the hedges I reckon about 70% reduction and maybe 80% for the trees.
Title: Re: Oliver's Mount
Post by: Grooveski on March 29, 2019, 05:33:46 PM
V0.4 now available.
https://forum.piboso.com/index.php?topic=6039.0


Have hit "sick of the sight of it" time again so rather than finish the col reduction I've just done another conversion and will be taking a little break.

Did the fence col reduction make any difference?  Hard to say.  I'm down 2 FPS at Mere, up to 180 after the esses, down loads after Memorial and Drurys....
Adding 120k of bushes at the same time has made it impossible to tell what effect it's had - would have really needed to try it on the same model.

Good news is that the places that still need more high-poly trees are still running smooth.  There's not many left to plant now. 
Hundreds of X-trees still to go in to fill various gaps but they shouldn't affect things much.

The marshal model fix worked.  :)

Need to have a good look over the model and add SHAD_ to some of the layers(like the marshalls, yams,cameramen, fences...  ::) ).  Didn't cross my mind when I took them off the WLL selection.  :-[
Title: Re: Oliver's Mount
Post by: Grooveski on April 11, 2019, 06:56:54 PM
Been adjusting colour levels.

(https://i.postimg.cc/W33KTqvb/OM-232.jpg)

Also adding more trees and bushes.
...and fences, and hedges, and marshalls...
...the endless cycle continues.   ;D

(https://i.postimg.cc/Pqd9VFVD/OM-233.jpg)

(https://i.postimg.cc/9f1S6tsn/OM-234.jpg)

(https://i.postimg.cc/KzHWzcG7/OM-235.jpg)

Have hit a snag with shadowmaps during conversioon so while I shink I've sorted all the shading problems from the last version, I can't tell because this one has no shadows at all.  ::)
Trying out a few settings but it's not looking promising.  :(   Think this one may be for the support forum.
Title: Re: Oliver's Mount
Post by: Grooveski on April 11, 2019, 07:31:47 PM
Spoke too soon.  Raising the size to 0.5 done the job.  We have shadows agan.   ;D
Title: Re: Oliver's Mount
Post by: Grooveski on April 11, 2019, 09:59:22 PM
V0.5 now available.
https://forum.piboso.com/index.php?topic=6039.0


Looks like I've overdone it a little at the rise.  After Mere my framerate is down to 65, which is as low as I want to take it.  :-\
Can barely see any of the bushes on the left there going up to the bridge so I'll swap those ones out when I get round to planting low-poly bushes.