PiBoSo Official Forum

GP Bikes => Mods => Tracks => Topic started by: BerScott on April 18, 2014, 01:07:22 AM

Title: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 18, 2014, 01:07:22 AM
My first addition to this fantastic sim (WRS too). Credits goes to Polar Blue 21 for create my favourite track from scratch and zwiss for the huge rework done on the track. Special thanks to zwiss for give me permission to convert and share it here.

I've chosen this track because it's a short layout to make a first conversion testing and is my favourite track to test mods so far, so expect more coming soon.

Download v1.2  (http://www.mediafire.com/download/nufg2417a1s8ce7/Tsukuba_v1.2.rar)

Pics (click to expand)
(http://i.imgur.com/ymOyQ0Ul.jpg) (http://i.imgur.com/ymOyQ0U.jpg)


(http://i.imgur.com/5lfM1Rjl.jpg) (http://i.imgur.com/5lfM1Rj.jpg)


(http://i.imgur.com/AYULl27l.jpg) (http://i.imgur.com/AYULl27.jpg)


(http://i.imgur.com/45dNU76l.jpg) (http://i.imgur.com/45dNU76.jpg)


(http://i.imgur.com/QSpRN4Zl.jpg) (http://imgur.com/QSpRN4Z.jpg)


(http://i.imgur.com/vFqm9Kvl.jpg) (http://imgur.com/vFqm9Kv.jpg)


(http://i.imgur.com/DY9vaaUl.jpg) (http://i.imgur.com/DY9vaaU.jpg)


(http://i.imgur.com/tNVZdQ9l.jpg) (http://i.imgur.com/tNVZdQ9.jpg)


(http://i.imgur.com/w8nRkoCl.jpg) (http://i.imgur.com/w8nRkoC.jpg)


(http://i.imgur.com/O3aLtRwl.jpg) (http://i.imgur.com/O3aLtRw.jpg)
Title: Re: [WIP] Tsukuba Circuit
Post by: BerScott on April 18, 2014, 01:08:00 AM
Few questions before releasing:

1. Lap timing and max speed are not working, but completed laps are counted.

SOLVED: Race data had positive values where negatives were mandatory.



2. Envmaps make TrackEd and MapView to crash (Nvoglv32.dll involved).

SOLVED: Seems that envmaps don't work with bump maps.



3. I've tried a set of cameras, but I'm not sure how to set max distance to switch cameras according to where the bike is placed, and this makes some cameras to overlap one to each other causing an annoying cam switch.

SOLVED: Limit option should be filled with latitudes.



4. Some alpha channels from some textures are not working well. As you can see in the pics, some of them are showing the entire canvas silhouette, like the Dunlop bridge. The alpha channel grey scale are configured as expected: entire black and white.

SOLVED: Adding "CK_" prefix to some textures solved the problem.



5. Is it possible to use double sided materials? How?
SOLVED: Not supported ATM.



I've performed a search related to all these stuff and I've not managed to find nothing.

I would appreciate a hand.
Title: Re: [WIP] Tsukuba Circuit
Post by: SA_22 on April 18, 2014, 01:28:30 AM
love this track from playing forza so much... should be a great addition!

the alpha channel on the dunlop bridge needs to be fixed... not 100% transparent

shadows are flipped on the rider and track

sorry not sure about your questions but do have a few of my own..

couple you explain how you got the normal map and spec to show up ingame?... have followed every instruction i can find and they dont show

for the sun what settings did you export it with, and what settings are in the amd file?

how did you get shadows to show.

Title: Re: [WIP] Tsukuba Circuit
Post by: BerScott on April 18, 2014, 02:02:26 AM
Quote from: SA_22 on April 18, 2014, 01:28:30 AMthe alpha channel on the dunlop bridge needs to be fixed... not 100% transparent
I've added this issue in my previous post, I forgot to ask about it. Thanks.

Quote from: SA_22 on April 18, 2014, 01:28:30 AMcouple you explain how you got the normal map and spec to show up ingame?... have followed every instruction i can find and they dont show
I've followed PiBoSo Track creation rules, you can find shaders section here: link (http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders)

I've used a special road texture from google images as reference to make a specular and a normal map, then I've tiled them to get the desired effect as GP Bikes seems to not support UV channel resizing. I use photoshop and NVIDIA plugins to make normal maps. Specular map has been obtained just making the texture black & white and playing with brightness and contrast.
The diffuse map is the original from zwiss, specular and normal maps are 1024px.

Quote from: SA_22 on April 18, 2014, 01:28:30 AMfor the sun what settings did you export it with, and what settings are in the amd file?
I've merged settings from different tracks until obtain a good looking ambient. And about the sun position settings:

sun_position
{
x = -80
y = 100
z = -80
}


Quote from: SA_22 on April 18, 2014, 01:28:30 AMhow did you get shadows to show.
As I've said above, I've just followed the PiBoSo Track creation rules. Here is the naming section: link (http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Naming). TRK objects are shadow receiver and WLL objects are shadow caster and receiver.
Title: Re: [WIP] Tsukuba Circuit
Post by: Alby46 on April 18, 2014, 06:40:29 AM
Fantastic :D
Title: Re: [WIP] Tsukuba Circuit
Post by: RBp on April 18, 2014, 07:37:24 AM
1)check all the split and timing lines are on coliable objects.

2)never tried evnmap

3) still figuring out camera myself...

4)that not a timing sector model on the bridge?  clone a working alpha texture to replace the brigde one not working

5) not sure about double sided materials but you can unifie both face's


Title: Re: [WIP] Tsukuba Circuit
Post by: Hawk on April 18, 2014, 07:41:16 AM
Looks like a fine piece of work.... I'll be following this with interest as I've been having problems with the track integration process.

Good job mate.... Can't wait to give this a try. ;D 8)
Title: Re: [WIP] Tsukuba Circuit
Post by: Hawk on April 18, 2014, 07:45:59 AM
Camera view syncing: You take the end distance from the previous camera and set that as the start distance of the next camera, and so on until you've done the same for each camera. That will make the next camera pick up the view from were the last camera left it instead of the views, as you said, overlapping each other.  :)

Zooming I'm not sure about as I've not tried that recently added feature as yet.
Title: Re: [WIP] Tsukuba Circuit
Post by: Klax75 on April 18, 2014, 08:34:56 AM
Quote from: Hawk_UK on April 18, 2014, 07:45:59 AM
Camera view syncing: You take the end distance from the previous camera and set that as the start distance of the next camera, and so on until you've done the same for each camera. That will make the next camera pick up the view from were the last camera left it instead of the views, as you said, overlapping each other.  :)

Zooming I'm not sure about as I've not tried that recently added feature as yet.

I've tried the zooming in but didn't seem to do anything and each bike camera.cfg file you have to add some code, but even after that I didn't notice the camera zooming in at all.
Title: Re: [WIP] Tsukuba Circuit
Post by: jorgemeca1 on April 18, 2014, 10:47:14 AM
omg! tsukuba!! Thanks a lot!! :) :) :) :) :) :)
Title: Re: [WIP] Tsukuba Circuit
Post by: HornetMaX on April 18, 2014, 10:53:59 AM
Looks great !
Last pic, the asphalt looks a bit too shiny/reflective for my taste (but in the other pics it looks excellent).

Can't have a look at the timing issues, will do as soon as I'm back home (monday).

MaX.
Title: Re: [WIP] Tsukuba Circuit
Post by: SA_22 on April 18, 2014, 12:26:45 PM
I've followed PiBoSo Track creation rules, you can find shaders section here: link (http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Shaders)


yea followered that step by step and they will not show... could you post up the shd and anything that might help me sort it out? :D

its not making the normal and spec thats the problem, its getting them to show up in game


sun_position
{
x = -80
y = 100
z = -80
}
[/b]

when you exported the track did you export with these numbers or something else?

no matter what i've used for both sets of number the z axis always seems to be flipped for the rider and track


As I've said above, I've just followed the PiBoSo Track creation rules. Here is the naming section: link (http://docs.piboso.com/wiki/index.php/Track_Creation_Rules#Naming). TRK objects are shadow receiver and WLL objects are shadow caster and receiver.

yeah all of that is done but there isn't a shadow to be seen..  are you using the plugin or the fbx? fbx exporter crashes for me with the shadow maps ticked... does it need a second uv channel or something?

sorry for hijacking alil, just trying to get my head around these tools! :D
Title: Re: [WIP] Tsukuba Circuit
Post by: BerScott on April 18, 2014, 12:51:53 PM
Quote from: SA_22 on April 18, 2014, 12:26:45 PMyea followered that step by step and they will not show... could you post up the shd and anything that might help me sort it out? :D

its not making the normal and spec thats the problem, its getting them to show up in game
I've done exactly the same as specified in the guide. Just make sure to name the *.shd file with the same name as the texture file. If the texture file is called "texture.tga", just name the *.shd like it "texture.shd". If it is not working check your graphic options.

Quote from: SA_22 on April 18, 2014, 12:26:45 PMwhen you exported the track did you export with these numbers or something else?
no matter what i've used for both sets of number the z axis always seems to be flipped for the rider and track
These values goes to the *.amb file, open it with a note pad.

Quote from: SA_22 on April 18, 2014, 12:26:45 PMyeah all of that is done but there isn't a shadow to be seen..  are you using the plugin or the fbx? fbx exporter crashes for me with the shadow maps ticked... does it need a second uv channel or something?
Just make sure in 3DS Max that all the objects have the specified prefix, no second uv channel needed. I've used 3DS Max only, track is from rFactor.

If shaders and shadows are not working seems that it could be a problem of your settings. Does it happens with other circuits? if yes you should make a post in the support section.
Title: Re: [WIP] Tsukuba Circuit
Post by: SA_22 on April 18, 2014, 01:15:36 PM
if there's only one way to change the light... how is the rider and track lighting flipped on tsukuba as well?

yeah all the naming is correct shd. was copy and pasted with names changed.... still nothing

all prefix correct on the track

they show up on tracks that have them.....
Title: Re: [WIP] Tsukuba Circuit
Post by: BerScott on April 18, 2014, 01:31:31 PM
@SA_22 About the shadows. Do you check shadowmaps before importing with 3DS Max? Take a look here:
(http://abload.de/img/15wm84.jpg)

BTW, I've solved the envmap issues. Seems that bump+envmap isn't working, so I've needed to remove the bump references from the shd file.
Title: Re: [WIP] Tsukuba Circuit
Post by: SA_22 on April 18, 2014, 01:43:28 PM
the fbx exporter with that ticked crashes for me..

tried with the plug in on my old laptop with 2010, but still didn't work
Title: Re: [WIP] Tsukuba Circuit
Post by: janaucarre on April 18, 2014, 08:03:20 PM
if i remember, lauzzn had a problem with the fbxplugin, next realease of the plugin will correct this, i think.
Title: Re: [WIP] Tsukuba Circuit
Post by: BerScott on April 19, 2014, 12:41:50 AM
I didn't used the FBX exporter, in fact I don't know what is FBX  ::)

Finally I've got rid of the env maps and now I know how to make work the cameras overlap. But I keep stuck with the lap timing problem. It is curious because I've imported a replay file to the TrackEd to make an Ideal Line and seems that it got the time, but it keeps not showing any lap time in the Garaje menu  :( That is the only thing I need to fix to release the track.
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 19, 2014, 08:51:40 PM
All issues solved and track released. Link in the first post.

All features working: Start and pit lights, race groove and 3 sets of cameras. Enjoy :)
Title: Re: [RELEASED] Tsukuba Circuit
Post by: SA_22 on April 19, 2014, 09:19:39 PM
really hard work to get the bike to stay up around the second hair pin

and the rider is still lit from the wrong side

but apart from that really nice job!!
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 19, 2014, 09:37:06 PM
Quote from: SA_22 on April 19, 2014, 09:19:39 PM
really hard work to get the bike to stay up around the second hair pin

and the rider is still lit from the wrong side

but apart from that really nice job!!

Thanks. Already don't know what could cause the bike shadow problem. Maybe it could be the plugin exporter which has coords to the illumination, but not sure if them works the same as the *.amb file.
Title: Re: [RELEASED] Tsukuba Circuit
Post by: SA_22 on April 19, 2014, 09:43:04 PM
from what i've tested... the exporter settings are for the track and the amd is the rider.... i think?

but when i try and adjust them it never works out how it should????... my z axis was always opposite for the rider and track no matter what settings.

also was using the 600's while testing
Title: Re: [RELEASED] Tsukuba Circuit
Post by: Abigor on April 19, 2014, 10:26:44 PM
 I just try some laps and it's absolutely amazing. I love the sun effect and the cameras (spectator).......its tricky on a 600 but on a 1000 its just PERFECT.....love this track......BIG THANKS  ;D
Title: Re: [RELEASED] Tsukuba Circuit
Post by: HornetMaX on April 19, 2014, 10:40:12 PM
2 laps, looks very very rideable congrats !

Only thing I hate: the asphalt and kerbs are way too shiny (reflection).

MaX.
Title: Re: [RELEASED] Tsukuba Circuit
Post by: SA_22 on April 19, 2014, 11:29:14 PM
Quote from: Abigor on April 19, 2014, 10:26:44 PM
....its tricky on a 600 but on a 1000 its just PERFECT....

gotta be ride able for every class.... and this track would be sweet with a field of 125's!!
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 19, 2014, 11:36:25 PM
We need a cafe racers mod for this circuit ;D Also would be good to have a better 125cc bikes (maybe next beta?) physics to enjoy short tracks like this.

I'm making more testing with other tracks, I hope to make a better road texture. I must ask to some guys from the KRP forum, where seems to be lot of pro modders  :P

Glad you like the track, hope to see you soon there online  ;)
Title: Re: [RELEASED] Tsukuba Circuit
Post by: Klax75 on April 20, 2014, 10:08:00 AM
Cool track, I just road the default 500cc on it.

Things I noticed, the tarmac surface is extremely reflective. Riding helmet view at certain points it's almost blinding white. When i start it seems like I am starting behind the pit garage stalls? Are there really Add's for Grand Turismo 4 around the track..?
Title: Re: [RELEASED] Tsukuba Circuit
Post by: SwarleyRuiz on April 20, 2014, 11:38:11 AM
great job
Title: Re: [RELEASED] Tsukuba Circuit
Post by: Davide74 on April 20, 2014, 02:24:24 PM
Thanks  ;)
Title: Re: [RELEASED] Tsukuba Circuit
Post by: korbik on April 20, 2014, 03:44:14 PM
Profi work! THX
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 20, 2014, 03:58:00 PM
Quote from: SA_22 on April 19, 2014, 09:43:04 PM
from what i've tested... the exporter settings are for the track and the amd is the rider.... i think?

but when i try and adjust them it never works out how it should????... my z axis was always opposite for the rider and track no matter what settings.
I've fix the opposite shadow problem. Yes, I've used the same settings as the *.amb file in the export plugin and now it works  :) I've copied it in the same order: X, Y and Z.

Quote from: Klax75 on April 20, 2014, 10:08:00 AM
Things I noticed, the tarmac surface is extremely reflective. Riding helmet view at certain points it's almost blinding white. When i start it seems like I am starting behind the pit garage stalls? Are there really Add's for Grand Turismo 4 around the track..?
I'm trying to fix the shine surface, but I don't know why every specular value I change or every modification I made to the specular texture makes the road to look always the same :( I hope to fix it soon.

About the Gran Turismo 4 add, yes, it is real. I wanted to switch it for the auto race japan, which is the actual add placed on the GT4 space, but I've not manage to find it. Here is a photography with the GT4 add:
(http://www.speedhunters.com/wp-content/uploads/2013/01/Tsukuba-Circuit-10.jpg)

When I manage to find a fix for the asphalt surface I will release a new version. For now I've fixed a couple of things, like place the split times in the real place (I think), fixed the opposite shadow problem and some graphical improvements.
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 20, 2014, 09:12:28 PM
Track updated, check the first post.

All issues finally solved, now the shadow is fixed and the track surface has a natural look. Checkpoints placed in the real position.

(http://i.imgur.com/kFQohOAl.jpg) (http://imgur.com/kFQohOA.jpg)


(http://i.imgur.com/o1FqOHLl.jpg) (http://imgur.com/o1FqOHL.jpg)


(http://i.imgur.com/OpemCm3l.jpg) (http://imgur.com/OpemCm3.jpg)

As I think this track is completed, I'm moving for the next project.

Do you want to ride a real mountain road?
Title: Re: [RELEASED] Tsukuba Circuit
Post by: janaucarre on April 20, 2014, 09:31:23 PM
Thank you very much:)
Title: Re: [RELEASED] Tsukuba Circuit
Post by: BerScott on April 21, 2014, 04:40:51 AM
New update added (for last time, I promise ;D).

As the previous version had changes in the race data I've needed to clear the online lap times to have them real. So I've taken the oportunity to hugely improve the circuit: I've added HD textures for the road, grass and gravel, it look barely the same but now you will feel more inmersed thanks to the new textures and shader setup. Also I've added more graphical enhances to some parts. Keep in mind that this circuit was originally made for Gran Prix legends lot of years ago, and look what can make a new graphic engine and some shaders :).

First post updated with the new link. It is mandatory to replace the old version with this to avoid online mismatches and have al online timing working.

Enjoy.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: SwarleyRuiz on April 21, 2014, 07:10:06 AM
Thank you BerScott, great job
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Alby46 on April 21, 2014, 07:37:04 AM
bumps anyone?
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Abigor on April 21, 2014, 07:50:35 AM
Thanks man.....i'm a big fan from now :D
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Hawk on April 21, 2014, 09:42:56 AM
Brilliant job indeed! Well done mate!  ;D ;D 8) 8)

Hope we can have a race event on this track very soon.  ;D
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: PeterV on April 21, 2014, 09:47:25 AM
Quote from: Hawk_UK on April 21, 2014, 09:42:56 AM
Brilliant job indeed! Well done mate!  ;D ;D 8) 8)

Hope we can have a race event on this track very soon.  ;D

You would think Arvoss would jump on this to fill his gap in the Redbull Calender :P
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 21, 2014, 09:54:53 AM
Yesterday I had good times with some guys. I think this is a really good track to mess with 1000cc, but as said before 125cc and old rides like cafe racers would be interesting. I tried the 500 but was a frustrating experience.

For those who think a short layout could be boring:

https://www.youtube.com/watch?v=l-6xvHFr_IU
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: nuovaic on April 21, 2014, 10:20:49 AM
Good job Man, lovely track to ride, thrilling almost!
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Klax75 on April 21, 2014, 10:43:27 AM
I road this with the 500cc and the 125cc. Was pretty fun, did a 0:59.9 with the 125cc, and a 1:00.007 with the 500cc.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Hawk on April 21, 2014, 11:00:26 AM
Quote from: PeterV on April 21, 2014, 09:47:25 AM
Quote from: Hawk_UK on April 21, 2014, 09:42:56 AM
Brilliant job indeed! Well done mate!  ;D ;D 8) 8)

Hope we can have a race event on this track very soon.  ;D

You would think Arvoss would jump on this to fill his gap in the Redbull Calender :P

+1 Peter.... Would be great! ;D
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: KLJ#14 on April 21, 2014, 04:56:30 PM
Love this track, it's so fun! Mostly been riding the 500 around it so far and having a blast!

Always loved the flow of the Tsukuba circuit :)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: JC#21 on April 21, 2014, 05:28:11 PM
nice track thx  ;)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: JamoZ on April 23, 2014, 10:42:16 PM
I love this track, always have. But for me it suffers from the same problem as alot of other tracks in gpb`s atm. Without warning the front just goes on certain spots on the ideal line. the 1st & 2nd hairpin suffer the most from this, and it`s not only affecting me but i`ve seen numerous other riders with the same problems. My riding style or lines are not the problem, I`ve proven more then once i know how to find my way around a track.  Gp bikes has a problem with cambered track & with elevation changes, so i`m not saying it`s your fault BerScott, but if you can do anything to smooth those corners out a bit, it would help tremendously with the ridability of this track.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: HornetMaX on April 23, 2014, 11:52:38 PM
Yep, the tight line on the hairpin (possibly hairpins) has definitely an issue. More likely to be a GPB problem than a track problem, no big news. Where's that popcorn animated gif ... :)

MaX.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: JamoZ on April 24, 2014, 12:35:26 AM
(http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/ziLcI.gif) 

I think we have a new hype on the forum  ;D
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: GhostdogNL on April 24, 2014, 01:16:53 AM
haha Jamoz you and youre animations haha
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Warlock on April 24, 2014, 01:24:16 AM
Yes, i was talking with Jamoz today about the problem, and definitely seems our well known problem with camber.
You can feel the track mesh  and then the steering closes with no reason , is like the virtual rider is not countersteering with enough power. Is very noticeable with the 600 bikes. Watch a slow motoin replay when you crash there in those 2 hairpins


(http://img266.imageshack.us/img266/8030/4sx.gif)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: JamoZ on April 24, 2014, 01:35:23 AM
Following footage is a replay of me approaching the first hairpin, but if you watch closely you can see you fall there without any reason...

(http://24.media.tumblr.com/2e8c0a77b55f17280a68f69c81114a22/tumblr_n4ehxp2Fjo1s02vreo1_400.gif)

(http://www.reactiongifs.com/wp-content/gallery/popcorn-gifs/AMDLo.gif)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Warlock on April 24, 2014, 01:40:44 AM
HAHAHAHHAH !!  ;D ;D
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 24, 2014, 05:02:18 AM
Quote from: JamoZ on April 24, 2014, 01:35:23 AM
Following footage is a replay of me approaching the first hairpin, but if you watch closely you can see you fall there without any reason...

(http://24.media.tumblr.com/2e8c0a77b55f17280a68f69c81114a22/tumblr_n4ehxp2Fjo1s02vreo1_400.gif)

;D

I will smooth the entire track as I didn't noticed that I was importing it without smoothing (noob fail). Not sure if it could be caused by the dynamic surface feature. Anyway, I've had problems only in the turn 5, seems that is only possible to pass throught fast if you take it open wide. I can take the hairpins with no problem, but maybe because I'm used to ride the 1000cc everytime. Do you have the same problem with all the bikes? because the WSS bikes just fall with a fart ::)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: _oDi_ on April 24, 2014, 07:47:22 AM
With 125 is impossible to ride, looses the front in every corner... but in gp bikes seems that the bike more smaller and lighter is and more easily falls , is a steering bug, or virtual rider bug... who knows .. :-X
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Alby46 on April 24, 2014, 07:59:07 AM
yeah the ktm 125 is the hardest to ride
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: HornetMaX on April 24, 2014, 11:30:54 AM
A couple of remarks on Tsukuba:

MaX.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 24, 2014, 01:19:29 PM
Seems that all point that a massive fix is needed to make a new version :P Apologizes for all the issues, was expected that the first try was going to be plenty of problems ;D Thanks for the report Max, I will get hands at work as soon as possible and will fix the lap timing and checkpoint problems.

About the pit-in and pit-out issue, it is not possible to fix right now, there's no way to make the pit lines short because coords for the left side of the line must be in negative values in the race data editor in the TrackEd, if I change it to a positive value, the track will not record lap times. "Aragon all smoothed" has the same problem with pit lines, if you check it in TrackEd them look the same, but seems that it doesn't cause any serious problem. Maybe the problem could come from the checkpoints (I guess), will check it soon.

The circuit has graphical issues too, GPB doesn't support double side faces (too bad), so that causes the wire fences only shows one side. Also I will make an asphalt smooth to see if that solves the hairpin issues, or at least improve it a bit. I can't change the road camber, because that's the original shape of the circuit. If the grip issue is a problem from physics, I think it could be better to wait until devs fix that (and make the 125cc rideable?).

If you notice more issues or simply think that it could be improved, please comment here  :).
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: HornetMaX on April 24, 2014, 02:40:23 PM
Quote from: BerScott on April 24, 2014, 01:19:29 PM
About the pit-in and pit-out issue, it is not possible to fix right now, there's no way to make the pit lines short because coords for the left side of the line must be in negative values in the race data editor in the TrackEd, if I change it to a positive value, the track will not record lap times. "Aragon all smoothed" has the same problem with pit lines, if you check it in TrackEd them look the same, but seems that it doesn't cause any serious problem. Maybe the problem could come from the checkpoints (I guess), will check it soon.

I'm pretty sure that's  not the case, this is a section of victoria's .rdf:
pit_in
{
long = 87.199997
left = -16.000000
right = -7.300000
}
pit_out
{
long = 375.600006
left = -15.500000
right = -7.000000
}


As you can see, both left and right are negative: the pitlane lines are hence as they should, and the track works OK.

Rule #1 of track modding: look at victoria :) (when possible).

But no need to excuse yourself: we are all truly grateful for your 1st class work, very happy to have another top-notch track modder !

MaX.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: janaucarre on April 24, 2014, 02:43:02 PM
You can put positive value for the left of the pit in pit out line, there will be no problem. I made a video yesterday on how to do rdf files but after 2 hours of capture and conversion and cut and other i noted that the other windows(where you put the data) doesnt appears, grrrrrrrr
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 24, 2014, 02:51:10 PM
That definitely could help! thanks. Will try and testing. Anyway I don't want to release any more track until I have Tsukuba perfectly implemented, because I want to make some other big conversions and it is really annoying for everybody to be releasing updates to patch issues. Anyway I don't mind to release more updates if the track has issues, of course, so please keep reporting if necessary. :) BTW, the A-7-000 Road is around 400MB of *.map file, so I have a headache just thinking on pack the map file and reuploading it, I have a really poor internet bandwitch ::)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: SA_22 on April 24, 2014, 03:38:37 PM
for the wire fencing just create a duplicate and flip the faces.... make sure you move it away from original enough to stop the z fighting ( flickering, like you have on the first corner ads)... just have to test it in game from different distances to see how close you can get it together.

also about the smoothness. i'm all for having tracks being as close as possible to the original... BUT this game can't handle it yet, if you have time once this version is done and all of the problems fixed, make a version that is perfectly ride able for all bikes.... so it can be used, after all thats the point right

also super excited for your newer track so hurry up and finish already!!!!  ;D :o :P
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: doubledragoncc on April 24, 2014, 07:24:59 PM
I am in love with this track, just as well lm single, no gf to get pissed off lol. Thanks it rocks even if others complain. Its the dogs bollocks!!!
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Warlock on April 24, 2014, 09:30:01 PM
We are not complaining DD  , just reporting and trying to improve it  ;)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 24, 2014, 09:51:37 PM
Quote from: Warlock on April 24, 2014, 09:30:01 PM
We are not complaining DD  , just reporting and trying to improve it  ;)

I know!

But honestly I'm a bit impressed! I'm not used to see forum users to get involved and deliver so much help in terms of reporting issues and give advice. I've been making mods (the major part conversions) since almost a year -I really like it- and I usually get zero feedback, just "thanks", "gimme more" or "is not working" at most.

So sincerely thanks you guys, I'm loving this community so much! As I've said I'm open to suggestions, ideas and of course fixes if needed, so please keep reporting! :)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Warlock on April 24, 2014, 09:58:42 PM
Man, you are talking with bikers  ;D

Thank you for your work m8
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: JamoZ on April 24, 2014, 10:00:27 PM
I`d like to see a jump on start finish line, maybe something like this?

(http://a.gifb.in/1239023530_hot-rod-motorcycle-jump-fail.gif)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: BerScott on April 24, 2014, 10:03:20 PM
(http://media.economist.com/images/images-magazine/2011/04/23/WB/20110423_WBP002.jpg)
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: HornetMaX on April 24, 2014, 10:06:23 PM
Lost a spine, but no big deal ... brain was not connected even before the stunt ... :)

MaX.
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: Warlock on April 24, 2014, 10:09:35 PM
 ;D ;D true
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: SwarleyRuiz on April 25, 2014, 07:15:57 AM
one leg is broken and something else  :o  :'(
Title: Re: [RELEASED] Tsukuba Circuit v1.2
Post by: iVolution on April 25, 2014, 02:18:22 PM
Quote from: BerScott on April 24, 2014, 09:51:37 PM
So sincerely thanks you guys, I'm loving this community so much! As I've said I'm open to suggestions, ideas and of course fixes if needed, so please keep reporting! :)
We are the ones who are thankfull having another member that is contributing a lot in such a short period. Haven't had the time to test the track, but those screens look amazing. Since the community is not so big, having another creative talent here makes a lot of difference.  Without you guys we would still be riding victoria on standard bikes every day.