PiBoSo Official Forum

GP Bikes => Mods => Tracks => Topic started by: Reactive on December 26, 2013, 11:35:21 AM

Title: Isle Of Man
Post by: Reactive on December 26, 2013, 11:35:21 AM
Hello boys and guys  ;D

I started this topic for asking about is anyone else building the IOM track, cause i have a doubts — what if i`m doing the twice work  :-[
I have not finished track (i forgot who send it to me, sorry dude) which was work in Beta3, but not even starting in Bets4. Anyway, after all hours in seeking and converting many kinds of GPS data, i`m not sure about those track was close to original (because all the gps tracks needs thoroughly manual editing. And i didnt see no one program where you can add the track point, interpolating the altitude; able only moving existing points)
So, i started my own way:
1) grabbed huge height, street and satellite maps (13280px X 16288px)
2) build the model in 3dMax (simply Displace using Height map)
3) merge gps tracks (GPX - CSV - BobsTrackBuilder - Softimage - Max)
4) compare it all and decided to built a brand new smooth track, using exported tracks as sample in altitudes.
5) And there is a problem: my huge map is not so huge in close view, because only the half of all the picture is useful  ???

So, now i`ll grab the same size map, but only along the course and will start again.

Can i continue or someone already did this yet? (I`m really in doubts!)

Aaannd some WIP pictures:
(https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-1_th.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-1.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-2_th.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-2.jpg)
(https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-3_th.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-3.jpg)(https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_3d-4.jpg)
Title: Re: Isle Of Man
Post by: BozoCRO on December 26, 2013, 12:34:43 PM
Wow...If you manage to pull this off it will be amazing!!!  ;D

I dont think anyone said they are making this track
Title: Re: Isle Of Man
Post by: Ian on December 26, 2013, 07:08:19 PM
Wow that is very impressive,you are a brave man to take this on.
Title: Re: Isle Of Man
Post by: LauZzZn on December 27, 2013, 09:02:35 PM
looks quite nice man. i cant give an exact oppinion to the 3d as i cant see everything i need to see to guess how good it is. but what you wrote is very impressive. if you need some help with the 3d modeling of objects, houses or what ever just pm me. i also got a big library of different textures
Title: Re: Isle Of Man
Post by: Masna on December 27, 2013, 10:44:12 PM
!!!THIS is a TRACK !!!!!  great !!!  thanks man!!!  :)
Title: Re: Isle Of Man
Post by: ALEale on December 27, 2013, 11:37:19 PM
oh my god.....
Title: Re: Isle Of Man
Post by: Alone on December 28, 2013, 12:30:15 AM
GOD!!!!! Thanks only for trying  ;D you are brave!
Title: Re: Isle Of Man
Post by: pgreenwo on December 28, 2013, 12:41:37 AM
Every Biker with a PC just put you down on a legend list. Fantastic great idea!!
Title: Re: Isle Of Man
Post by: SwarleyRuiz on December 28, 2013, 08:46:30 AM
Great job, thanks Reactive
Title: Re: Isle Of Man
Post by: PeterV on December 28, 2013, 09:44:27 AM
very nice Reactive, a massive task ahead  ::)
Title: Re: Isle Of Man
Post by: C21 on December 28, 2013, 09:58:58 PM
If you get this done properly i promise that you will be the Hero of the Gp-Bikes Community!
That's a really tough challenge mate :)
IOM is the Most wanted Track for every motorcycle SIM on Earth...
Title: Re: Isle Of Man
Post by: Hawk on December 29, 2013, 09:40:58 AM
I would say your main problem won't be in the actual creation of the I.O.M. circuit, it will be playing it at reasonable FPS(Frames per second) as I believe GP Bikes will try and process all the I.O.M. track model data at once and doesn't have the ability to only process small sections of very large tracks. I could be wrong, but something to keep in mind and try and test before you devote your heart and soul to a project that may not work out as you dreamed.

However, having said that, I admire what you would like to do and the work you have done so far looks GREAT! ;D 8)
Title: Re: Isle Of Man
Post by: HornetMaX on December 29, 2013, 01:08:10 PM
Quote from: Hawk_UK on December 29, 2013, 09:40:58 AM
I believe GP Bikes will try and process all the I.O.M. track model data at once and doesn't have the ability to only process small sections of very large tracks.
I think there's a parameter called "drawdistance" in the "[gfx]" section of your profile.ini, so that at least it doesn't try to draw everything, that's clear.

MaX.
Title: Re: Isle Of Man
Post by: rc211v on December 29, 2013, 02:22:07 PM
If this ends up working, I will pay for this track mod.
Title: Re: Isle Of Man
Post by: Hawk on December 29, 2013, 02:53:48 PM
Quote from: HornetMaX on December 29, 2013, 01:08:10 PM
Quote from: Hawk_UK on December 29, 2013, 09:40:58 AM
I believe GP Bikes will try and process all the I.O.M. track model data at once and doesn't have the ability to only process small sections of very large tracks.
I think there's a parameter called "drawdistance" in the "[gfx]" section of your profile.ini, so that at least it doesn't try to draw everything, that's clear.

MaX.

I believe your correct, Max. But as far as I know, the major processing(number crunching) will be done on all model data before it begins to sort out what needs to be drawn according to what's in view(Draw Distance)?
I could be wrong, but I believe this is how standard type graphics engines work before they are altered for specialized processes to suit the need required.

I think there is a massive difference from processing data for a 2 - 3 mile track, to processing data for a track of 37.739 miles together with all the houses, walls, lamp posts, etc, etc that will be needed to make it look good.

Good luck, Reactive.... I really hope you can make this work, as an I.O.M. track would be BRILLIANT to ride around! ;D ;D
Title: Re: Isle Of Man
Post by: HornetMaX on December 29, 2013, 03:22:15 PM
Yeah, track load time will be longer for sure, but once in-game there shouldn't be a huge difference due to the track length. What could make a difference is the level of detail of the stuff surrounding the track, likely to be much heavier than an usual racetrack.

MaX
Title: Re: Isle Of Man
Post by: bomber on January 06, 2014, 01:45:32 PM
is gorgeous!! is the time of the ps2 game with only that aspect of the tt this track on gpbikes!!! but I did not understand. what is the exact problem? there seems to already have everything .....
Title: Re: Isle Of Man
Post by: Alex_Logan_3D on January 16, 2014, 11:02:12 AM
I was thinking of taking a look at this myself but seems someones made a start.

It's getting the height of the road thats the hardest bit. You don't need the entire island, just whats visible from the track. I'd focus on getting the track nailed and then focus of sections expanding from that what is visible.

If you want a hand then let me know.
Title: Re: Isle Of Man
Post by: iVolution on January 16, 2014, 11:40:08 PM
As the maximum amount of centerlines segments seems to be 285, and Ricco already having problems not exceeding that amount  on his "TT mini", is it even possible to build the complete IOM track in GpBikes? Considering it has 265 corners that might be a big problem fitting those 285 segments in  :-\
Title: Re: Isle Of Man
Post by: janaucarre on January 17, 2014, 12:42:43 AM
it probably possible but with a good economy of sections, you need to make the centerline as near as possible of the asphalt of the track and no adjusting to be ever on the middle, it needs to be tryed.
Title: Re: Isle Of Man
Post by: PiBoSo on January 17, 2014, 09:16:56 AM
Quote from: iVolution on January 16, 2014, 11:40:08 PM
As the maximum amount of centerlines segments seems to be 285, and Ricco already having problems not exceeding that amount  on his "TT mini", is it even possible to build the complete IOM track in GpBikes? Considering it has 265 corners that might be a big problem fitting those 285 segments in  :-\

The limit can be easily increased.
Title: Re: Isle Of Man
Post by: neoraptor on January 17, 2014, 09:35:06 AM
Quote from: PiBoSo on January 17, 2014, 09:16:56 AMThe limit can be easily increased.
Do you need to update your code or is it already available in a config file?

I think it could be good to increase this limit (at least for the TT, which should be among the biggest track)
Title: Re: Isle Of Man
Post by: RiccoChicco on January 17, 2014, 10:42:15 AM
Quote from: PiBoSo on January 17, 2014, 09:16:56 AM

The limit can be easily increased.

Great news, but it doesn't alter game stability?
Title: Re: Isle Of Man
Post by: Alex_Logan_3D on January 17, 2014, 10:44:53 AM
It's also going to be nigh on impossible to get all the lumps and bumps of the track in. The layout, height and camber in the road can be done and the width to a point.
I'm thinking of just getting the track ribbon in place, wall the entire thing off and do some rough terrain and try with others to get that working in game. Probably only having the track textured and the rest grey. Once we get a rideable surface the rest can be built up over time.
Title: Re: Isle Of Man
Post by: iVolution on January 17, 2014, 11:41:38 AM
Quote from: PiBoSo on January 17, 2014, 09:16:56 AM
The limit can be easily increased.
That is great news. We can keep the dream alive :)

Quote from: Alex_Logan_3D on January 17, 2014, 10:44:53 AM
Once we get a rideable surface the rest can be built up over time.
That sounds like the best way to go with this. I would be extremely happy once the foundation of the track is built, details can be added in a later stage to make good things even better. I can imagine what an enormous task it is to endlessly analyze video's and try to replicate the bumps into the track.

But it is not to be forgotten that the one(s) that pull this off will attain a legendary status in the motorcycle simulation community, not to forget this will definetely set GPbikes more apart from anything that has been ever created and creates an unique selling point for this game as a whole. If people see this on youtube a bunch of them will definitely buy the game.
Title: Re: Isle Of Man
Post by: r1rossi on January 24, 2014, 10:00:08 PM
I cant tell you how pumped I am for this honestly, I ve only played the game for 2 weeks and I am addicted.

THanks for all the geniuses on here
Title: Re: Isle Of Man
Post by: Arvoss on January 24, 2014, 10:06:20 PM
Quote from: r1rossi on January 24, 2014, 10:00:08 PM
I cant tell you how pumped I am for this honestly, I ve only played the game for 2 weeks and I am addicted.

THanks for all the geniuses on here

You're not the only one that's pumped for this track! :D Have you tried Ulster yet? ;)
Title: Re: Isle Of Man
Post by: r1rossi on January 26, 2014, 05:56:10 PM
Quote from: Arvoss on January 24, 2014, 10:06:20 PM
Quote from: r1rossi on January 24, 2014, 10:00:08 PM
I cant tell you how pumped I am for this honestly, I ve only played the game for 2 weeks and I am addicted.

THanks for all the geniuses on here

You're not the only one that's pumped for this track! :D Have you tried Ulster yet? ;)

NO, please do share some more insight :)

Thanks!!!
Title: Re: Isle Of Man
Post by: Arvoss on January 26, 2014, 06:37:13 PM
Quote from: r1rossi on January 26, 2014, 05:56:10 PM
Quote from: Arvoss on January 24, 2014, 10:06:20 PM
Quote from: r1rossi on January 24, 2014, 10:00:08 PM
I cant tell you how pumped I am for this honestly, I ve only played the game for 2 weeks and I am addicted.

THanks for all the geniuses on here

You're not the only one that's pumped for this track! :D Have you tried Ulster yet? ;)

NO, please do share some more insight :)

Thanks!!!

http://forum.piboso.com/index.php?topic=451.0
Title: Re: Isle Of Man
Post by: Reactive on January 30, 2014, 07:21:30 PM
so...
On the second try a very first variant of road was done, using satellite maps by Bing, because it contains less trees and much more newer then Google (huh)

(https://dl.dropboxusercontent.com/u/28908695/GPBikes/GoogBing_th.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/GoogBing.jpg)

here you can see the current status and compare with another map from Whitham (?) and im even sure it was made using kml\kmz from Google Earth, not even GPS data (its a lot more narrow versus GPS tracks, and same smoother of course).

(https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_tracked-1_th.jpg) (https://dl.dropboxusercontent.com/u/28908695/GPBikes/IOM_tracked-1.jpg)

and thats all, because i have core.exe crashes every time. I sent this archive for two guys, but no responce.

And... i dont know what to do now. Waiting for something   :-\
Title: Re: Isle Of Man
Post by: noss69 on January 30, 2014, 07:34:59 PM
give me a link I will tell you that he will not.
Title: Re: Isle Of Man
Post by: LauZzZn on January 30, 2014, 08:15:04 PM
You are sure you integrated the track correctly to gpb?
Title: Re: Isle Of Man
Post by: noss69 on January 30, 2014, 09:09:44 PM
in the file .ini


[info]
name=iom_tt
short_name=iom_tt
length=61526,36
altitude=

[race]
defaulteventlaps=25
reflaptime=100

[ui]
pic=iom_tt.tga
pic_info=iom_tt_map.tga
author=Reactive
location=Irish sea

[weather]
cloudy_prob = 0.3
rainy_prob = 0.1

[data]
code = 6F4FF3FF368B47FD95051180EBF9

I would like to redo the export trp what is the% increase before export?
Title: Re: Isle Of Man
Post by: RiccoChicco on February 02, 2014, 05:48:17 PM
PM!  ;D
Title: Re: Isle Of Man
Post by: LauZzZn on February 02, 2014, 06:01:49 PM
i got it ingame but with a few problems.. PM ;)
Title: Re: Isle Of Man
Post by: Reactive on February 03, 2014, 01:34:01 PM
Well, seems like I had touched the limitations and no one cant fix it except one guy...
I think GPB has limits as 8 km in any dimension from center of coordinates, see attached screen. Start finish marked as white dot, but game start from yellow dot. I really dont know how to describe it, so I had uploaded latest version, you can drive it itself.
As for me I can only freeze the current workin status and waiting for good news  ::)

archive contain 3d max model http://yadi.sk/d/mq-FxvRKHEQhi (http://yadi.sk/d/mq-FxvRKHEQhi)

(https://dl.dropboxusercontent.com/u/28908695/GPBikes/iom_tt_brandish.jpg)
Title: Re: Isle Of Man
Post by: Docfumi on February 03, 2014, 01:54:59 PM
Thanks, but the game FREEZES when I press (TO TRACK). Should I lower my graphics or something.  :o
Title: Re: Isle Of Man
Post by: Reactive on February 03, 2014, 02:28:31 PM
Quote from: docfumi on February 03, 2014, 01:54:59 PM
Thanks, but the game FREEZES when I press (TO TRACK). Should I lower my graphics or something.  :o

Just tested on another PC, working fine.  ???
Title: Re: Isle Of Man
Post by: Docfumi on February 03, 2014, 02:37:52 PM
Quote from: Reactive on February 03, 2014, 02:28:31 PM
Quote from: docfumi on February 03, 2014, 01:54:59 PM
Thanks, but the game FREEZES when I press (TO TRACK). Should I lower my graphics or something.  :o

Just tested on another PC, working fine.  ???

I have also tested on another PC and a laptop with the same. It freezes when I try and go to track.
Perhaps you can take a look at the file you uploaded again.  :(
Title: Re: Isle Of Man
Post by: Klax75 on February 03, 2014, 02:42:55 PM
In tried it I was able to load it and ride, but then after not sure how long of a ride I will continuously fall of my bike, hit reset and he falls off again.
Title: Re: Isle Of Man
Post by: Arvoss on February 03, 2014, 02:47:29 PM
Quote from: Klax75 on February 03, 2014, 02:42:55 PM
In tried it I was able to load it and ride, but then after not sure how long of a ride I will continuously fall of my bike, hit reset and he falls off again.

I have the same problem...Really annoying...
Title: Re: Isle Of Man
Post by: Reactive on February 03, 2014, 03:03:19 PM
Quote from: Arvoss on February 03, 2014, 02:47:29 PM
Quote from: Klax75 on February 03, 2014, 02:42:55 PM
In tried it I was able to load it and ride, but then after not sure how long of a ride I will continuously fall of my bike, hit reset and he falls off again.
I have the same problem...Really annoying...

YYyep, this is why i had uploaded the track. Bug beginning near green point on the map.  >:(
Title: Re: Isle Of Man
Post by: rollingtheboy on February 04, 2014, 11:41:00 AM
Quote from: docfumi on February 03, 2014, 02:37:52 PM
Quote from: Reactive on February 03, 2014, 02:28:31 PM
Quote from: docfumi on February 03, 2014, 01:54:59 PM
Thanks, but the game FREEZES when I press (TO TRACK). Should I lower my graphics or something.  :o

Just tested on another PC, working fine.  ???

I have also tested on another PC and a laptop with the same. It freezes when I try and go to track.
Perhaps you can take a look at the file you uploaded again.  :(

Same here, freezing and working at 1fps  :-\
Title: Re: Isle Of Man
Post by: Reactive on February 04, 2014, 06:39:59 PM
All the questions to developer, Im just a modder with limited opportunities
Title: Re: Isle Of Man
Post by: PeterV on February 04, 2014, 07:09:26 PM
Quote from: Klax75 on February 03, 2014, 02:42:55 PM
In tried it I was able to load it and ride, but then after not sure how long of a ride I will continuously fall of my bike, hit reset and he falls off again.
Same for me, i deleted the track code from the .ini made no difference
Title: Re: Isle Of Man
Post by: RBp on February 04, 2014, 07:53:17 PM
thinks there a model in the way causing the issue.

could be racing the wrong way as well buddy.
Title: Re: Isle Of Man
Post by: Docfumi on February 04, 2014, 10:54:08 PM
@ janaucarre, this version of the track crashes to desktop in the connected Menu screen for me.  :o
Title: Re: Isle Of Man
Post by: janaucarre on February 04, 2014, 10:58:33 PM
Thx doc, i delete my post because i have found what makes tre crash:
Too many centerlines parts=>365, I think it's the least I can put on this track.

Please PIBOSO, say us how to increase the number of the centerline. :)
Title: Re: Isle Of Man
Post by: HornetMaX on February 04, 2014, 11:07:23 PM
Quote from: janaucarre on February 04, 2014, 10:58:33 PM
Please PIBOSO, say us how to increase the number of the centerline. :)
Added to wishlist (Piboso said it should be easy to increase that limit).

MaX.
Title: Re: Isle Of Man
Post by: janaucarre on February 05, 2014, 12:36:18 AM
THX max.

To Reactiv:
I find little wrong things in the 3ds max project:
- The textures must be in multi sub material
- Don't know if it's really important but the names you used for the differents parts of the scenes were like that=> TRKASPH001        Like Piboso write in the tracktool reference it must be named like this=> TRKASPH_001
- I saw a teepot near the startline, probably for you to reper.
- piboso said that all parts must be in polygons

Here is a link for testing what i have made: centerline(max parts 285), export without invisible walls, rdf rebuild(because of the centerline), parts well named, multi submaterial for textures.

https://mega.co.nz/#!ZpEHRSSY!p1MY-kO9bah7uF_-4zgFsgop47q7kvbcEy9tzBQYu94 (https://mega.co.nz/#!ZpEHRSSY!p1MY-kO9bah7uF_-4zgFsgop47q7kvbcEy9tzBQYu94)

I post an entire centerline with 365 parts(for the future of gpbikes because not possible now):

https://mega.co.nz/#!F1N0mChC!bTtYBpY9pSIsywoeew5BRFuy3oME_QHc8xK-wd5V4vI (https://mega.co.nz/#!F1N0mChC!bTtYBpY9pSIsywoeew5BRFuy3oME_QHc8xK-wd5V4vI)

Now i can load the track but fps are at 0 and i can't go to track, perhaps anybody can do it.
Title: Re: Isle Of Man
Post by: Reactive on February 05, 2014, 04:43:46 AM
Much thanks, janaucarre!
Actually, I made full .tcl too, wich was in very first versions (now I lost it somewhere, possibly deleted) — game was unable to load (freezing on "connected" screen and core.exe crash). So I even sent the archive to PiBoSo with request "As you know, we had started modeling the IOM track. Im trying to put the model in game, but it crashes on 2 of my PCs. May be you will so kindly to take a look, may be you can locate the problem?", but no response. Then noss69 gived idea about those too much complicated .tcl and made just temporary short centerline and it starts to loading. It was a problem #1 — limitations in centerline. But this is not the end.
I was noticed in another problem, and some guys (Klax75 in Reply39 and Avross in Reply40) had the same. Im not sure because Im not a programmer and dont know the sctructure of code, but as for me it looks like the Game engine as is have a limits in game world. In those very first release the track was centered by start-finish (white dot on the map in reply 35) on the center of coordinates, so i had "fall out problem" somehere near light blue dot (marked on the map). Then I moved the track a lot down in Y-axis and point of fall out moved too. So I simply centered the track on Y-axis (and forgot to centered on X-axis hehe). Thats why now player start from yellow dot, because when you ride to world border (green point) — bug begings increasingly. And after green point its absolutly impossible to ride, rider fall out constantly. Because, as I sad before, I made very detailed centerline, the model was scaled to length 60720 and this is final scale and must not be scaled in any side (see Reply29).
This is the game bug, or just a limitation or whatever I dont know, but only PiBoSo can fix it.

Problem is not in materials, naming etc, I already tried it all.
I can not ride on your track, rider fall out constantly.
Title: Re: Isle Of Man
Post by: janaucarre on February 05, 2014, 11:42:21 AM
ok, a little lost time, but ive learned something.
To much big, not rideable.
Happy you dont have finished the track to see that.
Thx.
Perhaps pibos makes test to see if we can ride a big big track in the future.
Title: Re: Isle Of Man
Post by: Hawk on February 05, 2014, 02:02:16 PM
Quote from: janaucarre on February 05, 2014, 11:42:21 AM
ok, a little lost time, but ive learned something.
To much big, not rideable.
Happy you dont have finished the track to see that.
Thx.
Perhaps pibos makes test to see if we can ride a big big track in the future.


It was good that you guys gave it a try and learned about what is needed to run a track of this size in GP Bikes. Hopefully Piboso can accommodate the requirements in a future version(Hopefully after the netcode core.exe's have been sorted. Hehe).

I really hoped you guys could somehow pull this project off and make it work, it would have been amazing! ;D 8)
It was certainly worth the try. Keep the data safe as we might need it in the future. ;)

Very nice try..... Well done guys! ;D
Title: Re: Isle Of Man
Post by: Reactive on February 05, 2014, 02:41:48 PM
Thanks for your support, but i had a plans to release at least simple rideable version as soon as possible, because after April i`ll be out of forums and is exact from modding until Autumn  :P
(https://dl.dropboxusercontent.com/u/28908695/qZ4Vg3gFmKA_th.jpg) (http://cs308518.vk.me/v308518588/87a3/qZ4Vg3gFmKA.jpg) 
Title: Re: Isle Of Man
Post by: Skymx99 on February 05, 2014, 03:54:51 PM
This looks like a huge project.  Good luck with it all.  Hopefully you can get everything sorted out eventually.
Title: Re: Isle Of Man
Post by: Reactive on February 12, 2014, 06:59:57 AM
Well, continue preparing process  :D
Here is .kml, where are marked Corner Signs, Milestones and Repers
http://yadi.sk/d/79ke5pzqHjqe9
based on this video
http://www.youtube.com/v/W7HWp-Q5ijk
youtube.com/watch?v=W7HWp-Q5ijk (as I readed before, signs in 2013 where changed, so I used fresh video to recognize the signs, I can tell you there are absolutly different from 2010-2011 in the Google Street View).
Was also used:
http://www.iomttbreaks.com/isle-of-man/spectator-guide
http://www.iomtt.com/press/Schedule.pdf
http://www.streetmap.co.uk/map.srf?x=238311&y=477221&z=120&sv=Isle+of+man&st=3&tl=Map+of+Isle+of+Man+Tourist+Trophy+Circuit,+Isle+of+Man+[Place+of+Interest]&searchp=ids.srf&mapp=map.srf
http://www.iomttposters.com/images/posterb.jpg
http://www.youtube.com/watch?v=Cu8dizCNsqo
http://www.youtube.com/watch?v=40eyE0aXDJY

Need help in recognize some signs: "|" 0:02:44; "Ballaugh Bridge?" 0:26:23; "Bungalow?" 0:44:29; "Unknown, Hilwood rise?" 0:44:54
Need help in recornize Milestouns "11" 0:18:50; "?" 0:25:21; "20" 0:30:35; "22" can`t find them on video.
Anyway you can see the first video yourself and may find out or correct something.

Final step will be recognizing all Repers, listed in this video
http://www.youtube.com/v/94wwS_J95Lg
youtube.com/watch?v=94wwS_J95Lg

Any help will be appreciated, because Im not a native English speaker, so have no good skill in listening.  ::)
Title: Re: Isle Of Man
Post by: C21 on March 03, 2014, 08:34:39 AM
http://www.ttwebsite.com/map.php
or
http://www.iomguide.com/mountain-circuit-map.php
Title: Re: Isle Of Man
Post by: Reactive on March 03, 2014, 10:03:27 AM
Thanx C21, i know first site and forum, shall create thread here later. Second link looks very informative, I`ll check it of course.

But still the main problem is limits of the world. I hope soon Piboso will seat and  fix it.  ;)

Title: Re: Isle Of Man
Post by: EnhanceJohn on March 17, 2014, 05:02:26 PM
Hi Reactive,
Very interesting that you are working on the IOM. The best source there is at the moment is this (http://www.iomtt.com/Home/Forum/ShowPost.aspx?PageIndex=35&PostID=95543) thread on the IOM TT forum. Silja has made a comprehensive description of the track, with downloadable map. Silja is also the person narrating in one of your youtube films listed.

I'll try to search the points you've said that are unclear to you, the first one is Ago's Leap (https://www.google.nl/search?q=ago%27s+leap&client=firefox-a&hs=O8w&rls=org.mozilla:nl:official&channel=sb&tbm=isch&tbo=u&source=univ&sa=X&ei=gygnU-ifNujg4QShg4GgCg&ved=0CEUQsAQ&biw=1787&bih=882&dpr=0.9)
Title: Re: Isle Of Man
Post by: EnhanceJohn on March 17, 2014, 06:12:09 PM
Quote from: Reactive on February 12, 2014, 06:59:57 AM

Need help in recognize some signs: "|=Ago's Leap (https://www.google.nl/search?q=ago%27s+leap&client=firefox-a&hs=O8w&rls=org.mozilla:nl:official&channel=sb&tbm=isch&tbo=u&source=univ&sa=X&ei=gygnU-ifNujg4QShg4GgCg&ved=0CEUQsAQ&biw=1787&bih=882&dpr=0.9)" 0:02:44; "Ballaugh Bridge? (http://www.oldbikemart.co.uk/files/news/IoM%20sign310.jpg?1364315763) and this picture (http://en.wikipedia.org/wiki/File:Ballaugh_Bridge_2013_IMG_B00017.jpg)" 0:26:23; "Bungalow= Verandah" 0:44:29; "Unknown, Hilwood rise= Hailwoods Rise" 0:44:54
Need help in recornize Milestouns "11" (http://auctions.iomtt.com/wp-content/uploads/2013/06/11th-Corner-Sign-365x1024.jpg) 0:18:50; "0:25:21=Alpine Cottage, is on 16,5 miles into the track. 16th milestone (http://auctions.iomtt.com/auctions/arttefacts/tt-milestone-marker-16-6/) or 17th milestone (http://auctions.iomtt.com/auctions/arttefacts/tt-milestone-marker-17/) " ; " 20th (http://auctions.iomtt.com/auctions/arttefacts/tt-milestone-marker-20-3/)" 0:30:35; "22 (http://auctions.iomtt.com/auctions/arttefacts/tt-milestone-marker-22/)" can`t find them on video.
Anyway you can see the first video yourself and may find out or correct something.

The milestone markers are probably older types. The ones with Arai advertisement I did not notice the last time I was there. If you need some pictures, in august I'll visit the Manx again....
Title: Re: Isle Of Man
Post by: Alex_Logan_3D on March 18, 2014, 10:09:04 AM
I go to the TT every year, this will be my 6th visit. If you want any photos/video of a specific area then let me know as I could focus extra photos on that particular area.
Title: Re: Isle Of Man
Post by: Davide74 on March 18, 2014, 11:52:51 AM
Quote from: Alex_Logan_3D on March 18, 2014, 10:09:04 AM
I go to the TT every year, this will be my 6th visit. If you want any photos/video of a specific area then let me know as I could focus extra photos on that particular area.

What a blessing!
Title: Re: Isle Of Man
Post by: EnhanceJohn on March 20, 2014, 09:48:02 PM
I've been visiting the TT also a couple of times, but now I enjoy the ManxGP a lot. But I have to say that at the TT, the level of the whole field is higher and more even. And the Manx is slower, Although: M.Dunlop 123.mph on a classic Suzuki is not so slow 8) But it is much quieter, a higher variety of motorcycles and not so many wannabe racers trashing their bikes in the hedge.

On topic
I found this youtube video ON BOARD TT (Corner Signs & Map) (http://www.youtube.com/watch?v=40eyE0aXDJY). Could be useful...
Title: Re: Isle Of Man
Post by: -aGy- on March 22, 2014, 03:12:06 PM
can somebody convert gpl version of the track?
Title: Re: Isle Of Man
Post by: RiccoChicco on March 22, 2014, 03:43:49 PM
http://forum.piboso.com/index.php?topic=411.0 (http://forum.piboso.com/index.php?topic=411.0)
Title: Re: Isle Of Man
Post by: janaucarre on June 06, 2014, 01:10:12 PM
great news for TT:) beta5 will accept bigger tracks, perhaps you will can continue this hard track:)
Title: Re: Isle Of Man
Post by: Reactive on June 09, 2014, 08:01:55 AM
(http://replygif.net/i/813.gif)
Title: Re: Isle Of Man
Post by: swerver on June 09, 2014, 08:43:43 AM
Quote from: janaucarre on June 06, 2014, 01:10:12 PM
great news for TT:) beta5 will accept bigger tracks, perhaps you will can continue this hard track:)

Great news! Hope the full TT course becomes a reality  :D
Title: Re: Isle Of Man
Post by: swerver on June 11, 2014, 08:49:14 AM
A fun pic if you haven't already seen it showing the scale of the TT track compared to other tracks (Edit: I thought the forum might scale it as the image is huge, right click and open in a new tab):

(http://i.imgur.com/VKSZ982.png)
Title: Re: Isle Of Man
Post by: Reactive on June 11, 2014, 09:04:18 AM
Yes, already seen this. Also riding on PikesPeak might be cool expirience :)
So, I wrote to those guy from iomtt forum, Silja (and my comment here now already deleted  :o)

we need most complete height (altitude) map as possible (this means it must be saved on the very low speed). It may be GPS track (in GPX for Garmin) or CSV  (more wishful).
In case of GPX we`ll also need someone with commercial software for converting it in CSV (free demos are restricted and i have no reasons to buy it for using once per year).
In case of CSV its preferable to contain only "Longitude,Latitude,Altitude" whithout anything else.
Title: Re: Isle Of Man
Post by: swerver on June 11, 2014, 09:31:29 AM
Quote from: Reactive on June 11, 2014, 09:04:18 AM
Also riding on PikesPeak might be cool expirience :)

+1, was thinking the same thing when I saw it in that image :)

Quote from: Reactive on June 11, 2014, 09:04:18 AMwe`ll also need someone with commercial software for converting it in CSV (free demos are restricted and i have no reasons to buy it for using once per year).

Not sure what software will do that exactly, but I work for Autodesk so I might be able to help in that respect?
Title: Re: Isle Of Man
Post by: Klax75 on June 22, 2014, 06:57:32 AM
Now that Beta 5 is out doesn't his mean longer tracks can be made? ;)
Title: Re: Isle Of Man
Post by: Reactive on June 29, 2014, 03:06:38 PM
Easy way is not our way...
(https://dl.dropboxusercontent.com/u/28908695/GPBikes/tracked_wtf_1.jpg)

Can anyone try to do something with it?
http://dl.dropboxusercontent.com/u/28908695/GPBikes/iom_tt_bet5_1.rar
Title: Re: Isle Of Man
Post by: RBp on July 05, 2014, 06:33:21 PM
I can't open the max file, it a newer version of max than I have,  can you export a .3ds and texture file?
Title: Re: Isle Of Man
Post by: Reactive on July 07, 2014, 04:14:13 AM
there is .FBX uncluded in .RAR
Title: Re: Isle Of Man
Post by: mbridson on July 19, 2014, 09:41:44 AM
so this is interesting... sony are currently laser-scanning the TT course to be included in Gran Turismo 7 apparently...

http://www.three.fm/news/isle-of-man-news/japanese-technicians-collect-tt-course-footage/

http://www.three.fm/news/isle-of-man-news/could-tt-course-be-in-the-next-gran-turismo-game/

discuss...
Title: Re: Isle Of Man
Post by: PeterV on July 19, 2014, 09:46:20 AM
Sony won  :-X
Title: Re: Isle Of Man
Post by: Vini on July 19, 2014, 11:04:27 AM
Well if they are doing it for us :D
Title: Re: Isle Of Man
Post by: Hawk on July 19, 2014, 11:27:03 AM
Quote from: vin97 on July 19, 2014, 11:04:27 AM
Well if they are doing it for us :D

Sony aint doing it for us, that's for sure. Lol

Hawk.
Title: Re: Isle Of Man
Post by: mbridson on July 19, 2014, 11:31:23 AM
chances of ripping it from GT7 for use in other games? ... probably nil
Title: Re: Isle Of Man
Post by: Hawk on July 19, 2014, 11:42:02 AM
Quote from: mbridson on July 19, 2014, 11:31:23 AM
chances of ripping it from GT7 for use in other games? ... probably nil

I agree. +1 ;)

Hawk.
Title: Re: Isle Of Man
Post by: Abigor on July 19, 2014, 08:50:36 PM
Quote from: mbridson on July 19, 2014, 09:41:44 AM
so this is interesting... sony are currently laser-scanning the TT course to be included in Gran Turismo 7 apparently...

http://www.three.fm/news/isle-of-man-news/japanese-technicians-collect-tt-course-footage/

http://www.three.fm/news/isle-of-man-news/could-tt-course-be-in-the-next-gran-turismo-game/

discuss...
Tourist Trophy 2 ?   :P
Title: Re: Isle Of Man
Post by: Alby46 on July 19, 2014, 09:26:19 PM
yeah a 2nd tourist trophy is far more correct for me, it doesn't make sense to include the tt in gt7 ( for me ) . tourist trophy for ps2 was a good game
Title: Re: Isle Of Man
Post by: Silja on July 20, 2014, 08:45:24 AM
Hi guys and dolls. I have now asked at the TT forum for help with altitudes on the TT course from people who are members of http://www.iomtt.com/Forum.aspx

But now I realize that Sony is ahead of the project at this thread.

Silja.
Title: Re: Isle Of Man
Post by: Harrytmj66 on July 20, 2014, 09:07:51 AM
Apparently they are talking about putting bikes in GT 7
Title: Re: Isle Of Man
Post by: Silja on July 20, 2014, 09:41:19 AM
Quote from: Reactive on June 11, 2014, 09:04:18 AM
Yes, already seen this. Also riding on PikesPeak might be cool expirience :)
So, I wrote to those guy from iomtt forum, Silja (and my comment here now already deleted  :o)

we need most complete height (altitude) map as possible (this means it must be saved on the very low speed). It may be GPS track (in GPX for Garmin) or CSV  (more wishful).
In case of GPX we`ll also need someone with commercial software for converting it in CSV (free demos are restricted and i have no reasons to buy it for using once per year).
In case of CSV its preferable to contain only "Longitude,Latitude,Altitude" whithout anything else.
Hi. The reason why it was deleted is that it doesn't belong on that site where you put your question. Sorry if it was misunderstood. I sent you a reply by mail as soon as I read it. Did you get it? It is like this:
Hello, I'm sorry I can't help you. I'm not going to Isle of Man this year, maybe never more (I'm 72 now.) Ask someone else for logging of the heights.

Silja.

Denis "Reactive" Lysenko has left a new comment on your post "Senaste nytt. Latest news.":

Hello, Silja.
My name is Denis and we started building the TT road for motorcycle simulator, GP-Bikes.
Thread here http://forum.piboso.com/index.php?topic=379.0
Also you may find your video as one of the references on the Page4 in Reply #55.

The reason why im writing to you is we need most complete height (altitude) map as possible. So may be, while you`ll visit IOM in August14, can you or somebody else save the GPS track (in GPX for Garmin) or CSV (more wishful).
Im not really good in English, but if you interested, write me on iReactive*hotmail*c0m or i.reactive*gmail*c0m



Title: Re: Isle Of Man
Post by: Reactive on July 20, 2014, 11:08:43 AM
Thank you for reply, Silja. I didnt recieved your mail, dont know why.

So, anyway we need any local guy here on IOM, who really want to help in our little project.
I see it as he riding on some 50cc scooter (or bicycle), with action cam like GoPro3Black, recording surface and any GPS navigator, recording track with altitudes. If those navigator will have an option to select time or distance interval — great.
Or we need a spy in Sony ^_^
Title: Re: Isle Of Man
Post by: Vini on July 20, 2014, 11:20:44 AM
Quote from: mbridson on July 19, 2014, 11:31:23 AM
chances of ripping it from GT7 for use in other games? ... probably nil
Could you explain why you think that?
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 20, 2014, 02:54:50 PM
im at the iom in august.. my mate is racing the manx and im doing a charity 2lap cycle ride of the course for cancer research!

maybe i could strap a laser scanner to the push bike lol
Title: Re: Isle Of Man
Post by: PeterV on July 20, 2014, 06:06:38 PM
Garmin GPS data IOM 2013

>>> Garmin IOM 2013 (http://we.tl/lsaMGXGQXs) <<<

included are:

Iomtrack2high.gpx (original route)
Iomtrack2high.csv (converted from .gpx)
Iomtrack2high.jpg (heightmap graphical)
Iomtrack2high.txt (track details)
Title: Re: Isle Of Man
Post by: Silja on July 21, 2014, 08:12:47 AM
So there it is Reactive! Time to continue. I wish you all the best!
Title: Re: Isle Of Man
Post by: Hawk on July 21, 2014, 10:18:59 AM
Quote from: PeterV on July 20, 2014, 06:06:38 PM
Garmin GPS data IOM 2013

>>> Garmin IOM 2013 (http://we.tl/lsaMGXGQXs) <<<

included are:

Iomtrack2high.gpx (original route)
Iomtrack2high.csv (converted from .gpx)
Iomtrack2high.jpg (heightmap graphical)
Iomtrack2high.txt (track details)

Is there software that will use this data to adjust/create terrain/track surface? Or is it a case of taking this data and manually adjusting the track surface/terrain to the data listed in the files?

Hawk.
Title: Re: Isle Of Man
Post by: PeterV on July 21, 2014, 10:51:44 AM
yes there is its called Bobs Track Builder (http://www.bobstrackbuilder.net/)

You can load gps data into it like height data.

Im no expert on this, this is what i know off this one.
Title: Re: Isle Of Man
Post by: Hawk on July 21, 2014, 11:23:56 AM
Quote from: PeterV on July 21, 2014, 10:51:44 AM
yes there is its called Bobs Track Builder (http://www.bobstrackbuilder.net/)

You can load gps data into it like height data.

Im no expert on this, this is what i know off this one.

Wow! Now that would take a lot of work out of the equation!  ;D ;D

Is the track surface created in "Bobs Track Builder" then exportable to another application like Maya for further tweaking and modeling? Hopefully in .fbx format?  ;D

Hawk.

PS: Anyone got a copy they could let me have? I'd like to investigate this "Bobs Track Builder".  ;D
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 11:55:58 AM
Quote from: Hawk_UK on July 21, 2014, 11:23:56 AM
Quote from: PeterV on July 21, 2014, 10:51:44 AM
yes there is its called Bobs Track Builder (http://www.bobstrackbuilder.net/)

You can load gps data into it like height data.

Im no expert on this, this is what i know off this one.

Wow! Now that would take a lot of work out of the equation!  ;D ;D

Is the track surface created in "Bobs Track Builder" then exportable to another application like Maya for further tweaking and modeling? Hopefully in .fbx format?  ;D

Hawk.

PS: Anyone got a copy they could let me have? I'd like to investigate this "Bobs Track Builder".  ;D

I've used btb in the past (though only the demo which is 14 days) and it is a really great tool for track building, but the only way to get it into 3ds max or such is to export using Directx format. (it exports straight to game format for rFactor, Richard Burns Rally, Race 07 and some others)

Guy over at http://www.racedepartment.com/forums/bobs-track-builder.162/ (http://www.racedepartment.com/forums/bobs-track-builder.162/) know a lot more (its the support forum)
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 11:57:22 AM
Just checked, there is no demo available at present  :-\
Title: Re: Isle Of Man
Post by: Hawk on July 21, 2014, 02:18:13 PM
Quote from: matty0l215 on July 21, 2014, 11:55:58 AM
Quote from: Hawk_UK on July 21, 2014, 11:23:56 AM
Quote from: PeterV on July 21, 2014, 10:51:44 AM
yes there is its called Bobs Track Builder (http://www.bobstrackbuilder.net/)

You can load gps data into it like height data.

Im no expert on this, this is what i know off this one.

Wow! Now that would take a lot of work out of the equation!  ;D ;D

Is the track surface created in "Bobs Track Builder" then exportable to another application like Maya for further tweaking and modeling? Hopefully in .fbx format?  ;D

Hawk.

PS: Anyone got a copy they could let me have? I'd like to investigate this "Bobs Track Builder".  ;D

I've used btb in the past (though only the demo which is 14 days) and it is a really great tool for track building, but the only way to get it into 3ds max or such is to export using Directx format. (it exports straight to game format for rFactor, Richard Burns Rally, Race 07 and some others)

Guy over at http://www.racedepartment.com/forums/bobs-track-builder.162/ (http://www.racedepartment.com/forums/bobs-track-builder.162/) know a lot more (its the support forum)
Quote from: matty0l215 on July 21, 2014, 11:57:22 AM
Just checked, there is no demo available at present  :-\

Hi Matty.

Not sure if I can export it directly into Maya as I'm pretty sure Maya doesn't have a ".x" importer(but I'll have to check on that). But if it imports into Max as a ".x" file then I can export it as an ".fbx" for use in Maya, so that would be okay if not ideal(hate having to import through several different apps to get a file into Maya.  :)

Thanks for the info Matty.  ;) 8)
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 04:10:15 PM
Okay, its a bit of a pain in the arse, but using LithUnwrap v1.3 you can get to .3ds (which can be imported into max and maybe maya)
Title: Re: Isle Of Man
Post by: Hawk on July 21, 2014, 07:46:28 PM
Quote from: matty0l215 on July 21, 2014, 04:10:15 PM
Okay, its a bit of a pain in the arse, but using LithUnwrap v1.3 you can get to .3ds (which can be imported into max and maybe maya)

Oh! I have LithUnwrap v1.3, and if that will export for 3ds Max, then I can export it as a .fbx file from 3ds Max and then import that into Maya no probs.

Thanks Matty!  ;D 8)

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 07:48:12 PM
Quote from: Hawk_UK on July 21, 2014, 07:46:28 PM
Quote from: matty0l215 on July 21, 2014, 04:10:15 PM
Okay, its a bit of a pain in the arse, but using LithUnwrap v1.3 you can get to .3ds (which can be imported into max and maybe maya)

Oh! I have LithUnwrap v1.3, and if that will export for 3ds Max, then I can export it as a .fbx file from 3ds Max and then import that into Maya no probs.

Thanks Matty!  ;D 8)

Hawk.

Happy to help  :D

Edit- How to- I import .x file into lithunwrap, removed all materials and groups and then just exported as .3ds (.obj works as well)
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 07:52:59 PM
''Bobs track builder''

Say no more.. Lol
Title: Re: Isle Of Man
Post by: Hawk on July 21, 2014, 08:27:48 PM
Quote from: BOBR6 84 on July 21, 2014, 07:52:59 PM
''Bobs track builder''

Say no more.. Lol

I wish you would Bob. Is there anything I should know about?  I've never used it before. Still got to find a copy from somewhere. Lol.

Hawk.
Title: Re: Isle Of Man
Post by: PeterV on July 21, 2014, 08:33:07 PM
Quote from: Hawk_UK on July 21, 2014, 08:27:48 PM
Quote from: BOBR6 84 on July 21, 2014, 07:52:59 PM
''Bobs track builder''

Say no more.. Lol

I wish you would Bob. Is there anything I should know about?  I've never used it before. Still got to find a copy from somewhere. Lol.

Hawk.

I can give you my registered copy if you want, but i want a track in return :P (i bought it like 2 years ago i think.
Title: Re: Isle Of Man
Post by: janaucarre on July 21, 2014, 08:38:13 PM
Hello,
With bob´s track builder you export directly in rfactor format and after that import in 3ds or other.(.mas)
Btb has a special anti crack: you decide on wich HDD and for how many months you want the licence for this hdd.
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 08:52:15 PM
Lol. Im gonna try and get my mate to build ''Aintree'' for gpb..

Iv seen it on rfactor but its not right.. Some made up bullshit! Unless its an old layout. I doubt it though because the track sits in the middle of the grand national horse track!

I raced there last weekend.. Its very fast! Would be great for gpbikes..

If you crash there it will be a big one..

I did, and it was lol
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 09:11:09 PM
Will this tt circuit be the full track?

I think all the modders on gpbikes should work on this!  ;D

Track building talents.. Bikes, skins, physics etc etc etc.. All geared towards a big IOM TT mod!!  8)
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 09:20:39 PM
Quote from: BOBR6 84 on July 21, 2014, 09:11:09 PM
Will this tt circuit be the full track?

I think all the modders on gpbikes should work on this!  ;D

Track building talents.. Bikes, skins, physics etc etc etc.. All geared towards a big IOM TT mod!!  8)

Give me the models and templates and i'll try to make the skins  ::)
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 09:28:13 PM
Lol no need to get uptight, its not a request!
(learnt not to ask for anything after I had my head chewed off) its simply an idea and something id like to see thats all!

I know its all done in your spare time and own free will!
Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 10:04:19 PM
Quote from: BOBR6 84 on July 21, 2014, 09:28:13 PM
Lol no need to get uptight, its not a request!
(learnt not to ask for anything after I had my head chewed off) its simply an idea and something id like to see thats all!

I know its all done in your spare time and own free will!

Sorry, didn't think i was being uptight :P (must be a british thing ;))

Its something i would like to see and be part of aswell  ;D
Title: Re: Isle Of Man
Post by: janaucarre on July 21, 2014, 10:34:39 PM
We could organize a multiple workers for the tt track, if it´ll be i ´m in. Before that i will see if the basic track we have could be launched by the game.
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 11:08:29 PM
Quote from: matty0l215 on July 21, 2014, 10:04:19 PM
Quote from: BOBR6 84 on July 21, 2014, 09:28:13 PM
Lol no need to get uptight, its not a request!
(learnt not to ask for anything after I had my head chewed off) its simply an idea and something id like to see thats all!

I know its all done in your spare time and own free will!

Sorry, didn't think i was being uptight :P (must be a british thing ;))

Its something i would like to see and be part of aswell  ;D

Lol thats cool  ;)

I am the annoying pc noob with a million ''how to'' questions..  :P so modding is beyond me..

Obviously I love bikes and the iom tt so I think it would be great if people jumped on this project!  :)

All iv ever really wanted from a bike game/sim is.. Realistic physics, a bike, the TT circuit and a clock!

;)

Title: Re: Isle Of Man
Post by: matty0l215 on July 21, 2014, 11:34:27 PM
Quote from: BOBR6 84 on July 21, 2014, 11:08:29 PM
All iv ever really wanted from a bike game/sim is.. Realistic physics, a bike, the TT circuit and a clock!

Well that just the most unreasenable request   ;)
Title: Re: Isle Of Man
Post by: BOBR6 84 on July 21, 2014, 11:44:38 PM
Lol   ;)
Title: Re: Isle Of Man
Post by: matty0l215 on July 22, 2014, 10:25:33 PM
https://www.dropbox.com/s/uqmcxjpka0qxuok/Test.max (https://www.dropbox.com/s/uqmcxjpka0qxuok/Test.max)

This is a track (only the road though, I didn't make it) that was created and converted into max in a matter of seconds :)

It's a start  ::)
Title: Re: Isle Of Man
Post by: BOBR6 84 on August 23, 2014, 07:17:42 AM
looking very good!

https://www.youtube.com/v/Pz87vdxNhUk

Title: Re: Isle Of Man
Post by: girlracerTracey on August 23, 2014, 08:59:29 AM
The promising news is that Jim Pearson seems to have softened his view concerning the possibility of future conversions of his full length TT track once it is finally released. On his website he has a copyright notice for the future release but he is now making more positive overtures to other communities who may be interested in converting the track. Previously he had stated it was intended strictly for use on GPL. This followed an unfortunate situation where his shorter TT "highlights" track had been converted without his permission on GTR, GTL and rFactor to name but a few. About which understandably he was not very happy.

On gp500 the TT "highlights" track was converted with his permission and it is, I have to say, a brilliant rendition of his original track. To ride the TT "highlights" track on gp500 is undoubtedly one of the highlights of my whole motorcycle racing "sim" experience since I began racing on computer games when I was 12 years old. My father who has raced at the IOM TT track in real life loved it also. He felt that racing Jim Pearson's TT track on gp500 was pretty representative of how it felt in real life. And that was only the shortened "highlights" track.. It is so good that I race on this converted track on gp500 almost every day. I also race online on the TT track against real life opponents. The physics in gp500 seem to suit the track extremely well. I agree both the shortened "highlights" track and the full length TT track when it is finally released would both be potentially fantastic additions to the gpbikes tracks collection. I am of course aware that the "highlights" track is in the course of conversion for gpbikes as we speak. This in itself I am sure will be a fantastic addition to gpbikes. I am confident this will be the case because I race the track on gp500 on almost a daily basis. It is that good. My only honest concern on gpbikes is calming the bikes down sufficiently the for bumps and jumps of the TT course. But I guess this can be done through bike set-up? So that you can concentrate on racing lines and braking points rather than avoiding shakes and wobbles. It should be fantastic though I think.

grT   :)

P.S. I race the TT "Highlights" track on GPL now and again. Whilst I love the sound of the open seaters, four wheels round the IOM TT course somehow just doesn't feel right to me. Once they took Rally Cars round there in real life and quite a few of them ended up in the bushes..it was made by god for bikes imo!  ;)

P.P.S. Has anyone ever thought of converting Jim Pearson's classic Dundrod circuit for use on gpbikes? We have this on gp500 and it is almost as breathtaking as the TT course. Jumps and blinds bends under the trees included.. Road racing is where it's at guys! Particularly online!! As much as I love the short circuits..

P.P.P.S.  I fired up the TT Superbikes game by Jester Interactive the other day just for fun. It's very "arcadey" by comparison to the TT track on gp500. Good fun but not comparable to the experience on gp500. Nowhere near. Fun though it was.. As I say gpbikes on a TT track should be very good indeed hopefully.




Title: Re: Isle Of Man
Post by: BOBR6 84 on August 23, 2014, 09:51:32 AM
i think janaucarre is/was building the ulster gp track!  ;)
Title: Re: Isle Of Man
Post by: girlracerTracey on August 23, 2014, 10:01:14 AM
That's great news if he is..

I presume as a courtesy permission was obtained from Jim Pearson? I know I am new round here but I think for obvious reasons we need to keep Jim Pearson sweet if we can. If there is a possibility of us using the full length TT track in the future. I'm sure this has all been covered though..

Or is he building this from scratch?

Dundrod, as you well know from gp500 Bob, is the dog's "thingy-ma-jigs".. Whatever that means? I'm still learning all these English sayings tbh..

grT
Title: Re: Isle Of Man
Post by: BOBR6 84 on August 23, 2014, 10:09:00 AM
from scratch i think.. you can ride it now but its not finished! so far the layout and track surface is awesome!!
Title: Re: Isle Of Man
Post by: girlracerTracey on August 23, 2014, 10:11:43 AM
Quote from: BOBR6 84 on August 23, 2014, 10:09:00 AM
from scratch i think.. you can ride it now but its not finished! so far the layout and track surface is awesome!!

I'm bored and still in my pyjamas by the way..

Is it downloadable via MEGA? Or somewhere else?

Would love to give it a go on the KTM.. ;)
Title: Re: Isle Of Man
Post by: BOBR6 84 on August 23, 2014, 10:18:09 AM
http://forum.piboso.com/index.php?topic=451.0

stay on the track otherwise you get core.exe  :)
Title: Re: Isle Of Man
Post by: Gixxer4607 on August 23, 2014, 11:40:22 AM
do it do it do it do it do it :D awesome man :D
Title: Re: Isle Of Man
Post by: Vini on August 23, 2014, 01:08:38 PM
Quote from: girlracerTracey on August 23, 2014, 08:59:29 AM
The promising news is that Jim Pearson seems to have softened his view concerning the possibility of future conversions of his full length TT track once it is finally released. On his website he has a copyright notice for the future release but he is now making more positive overtures to other communities who may be interested in converting the track. Previously he had stated it was intended strictly for use on GPL. This followed an unfortunate situation where his shorter TT "highlights" track had been converted without his permission on GTR, GTL and rFactor to name but a few. About which understandably he was not very happy.

On gp500 the TT "highlights" track was converted with his permission and it is, I have to say, a brilliant rendition of his original track. To ride the TT "highlights" track on gp500 is undoubtedly one of the highlights of my whole motorcycle racing "sim" experience since I began racing on computer games when I was 12 years old. My father who has raced at the IOM TT track in real life loved it also. He felt that racing Jim Pearson's TT track on gp500 was pretty representative of how it felt in real life. And that was only the shortened "highlights" track.. It is so good that I race on this converted track on gp500 almost every day. I also race online on the TT track against real life opponents. The physics in gp500 seem to suit the track extremely well. I agree both the shortened "highlights" track and the full length TT track when it is finally released would both be potentially fantastic additions to the gpbikes tracks collection. I am of course aware that the "highlights" track is in the course of conversion for gpbikes as we speak. This in itself I am sure will be a fantastic addition to gpbikes. I am confident this will be the case because I race the track on gp500 on almost a daily basis. It is that good. My only honest concern on gpbikes is calming the bikes down sufficiently the for bumps and jumps of the TT course. But I guess this can be done through bike set-up? So that you can concentrate on racing lines and braking points rather than avoiding shakes and wobbles. It should be fantastic though I think.

grT   :)

P.S. I race the TT "Highlights" track on GPL now and again. Whilst I love the sound of the open seaters, four wheels round the IOM TT course somehow just doesn't feel right to me. Once they took Rally Cars round there in real life and quite a few of them ended up in the bushes..it was made by god for bikes imo!  ;)

P.P.S. Has anyone ever thought of converting Jim Pearson's classic Dundrod circuit for use on gpbikes? We have this on gp500 and it is almost as breathtaking as the TT course. Jumps and blinds bends under the trees included.. Road racing is where it's at guys! Particularly online!! As much as I love the short circuits..

P.P.P.S.  I fired up the TT Superbikes game by Jester Interactive the other day just for fun. It's very "arcadey" by comparison to the TT track on gp500. Good fun but not comparable to the experience on gp500. Nowhere near. Fun though it was.. As I say gpbikes on a TT track should be very good indeed hopefully.

You need to start using tldr tags  :D
Title: Re: Isle Of Man
Post by: girlracerTracey on August 24, 2014, 07:28:55 AM
Yes indeed. My ambition is to make a posting here that fills the whole screen of my computer monitor. I didn't quite make it that time and must try harder!  ;D Us girls can talk about the TT for hours you know. Particularly on the phone..

grT
Title: Re: Isle Of Man
Post by: girlracerTracey on September 01, 2014, 06:08:23 PM
Well whoever makes it just think what racing like this would be like on gpbikes on the IOM mountain course..

https://www.youtube.com/v/B8EN4f_iRns
(you can watch this in 1440p if you wish via the YouTube adjustment "cog")

N.B. this is obviously Jim Perason's "highlights" track converted for gp500. Just think what a full length IOM TT track in gpbikes would be like for an online race..

grT  ;)
Title: Re: Isle Of Man
Post by: doubledragoncc on November 26, 2014, 02:23:10 PM
@grT that was fun to watch. I loved my old GP500, still got my own streetbike set I made back in 2004, but would love the files for the TT. Do you have links to the track, bikeset and any other files needed grT?

thanks for the video

DD
Title: Re: Isle Of Man
Post by: h106frp on November 27, 2014, 12:26:00 AM
WXAT still hosts all the old mods and the dll patch for win7. No speedups with win7 64bit :) Dundrod is another really good J Pearson conversion, can't wait to see the finished GPBikes version.
Title: Re: Isle Of Man
Post by: BOBR6 84 on November 27, 2014, 12:35:21 AM
+1 on the ulster! Track surface is already mega.. Just need scenery etc by the looks of it..

TT circuit.. Anybody still working on this??

I will happily ride across to the isle of man, do a thousand laps, take a million pictures if that helps.. Honestly I would! lol
Title: Re: Isle Of Man
Post by: girlracerTracey on November 27, 2014, 01:20:04 AM
Quote from: doubledragoncc on November 26, 2014, 02:23:10 PM
@grT that was fun to watch. I loved my old GP500, still got my own streetbike set I made back in 2004, but would love the files for the TT. Do you have links to the track, bikeset and any other files needed grT?

thanks for the video

DD

Hi DD. Yes no problem. You are an experienced player on gp500 so no explanations necessary I think on installation etc.

Download links are as follows:

Jim Pearson's "Highlights" IOM TT track           http://wxatgp500.co.uk/Wxatfiles/TracksCam/Tracks/0001539/0001539.html
(N.B. it seems to work well in the Philip Island tracks folder)

In the video I use the excellent 1991 Grand Prix bike-set by BergerFan who I talk with a bit. He likes the fact I still race his bike-set after all these years. 

Download links as follows:
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0000506/0000506.htm
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0000598/0000598.htm
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0000600/0000600.htm
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0000623/0000623.htm
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0000755/0000755.htm
http://wxatgp500.co.uk/Wxatfiles/BKS/500/0001183/0001183.htm
(I think you install the base bike-set then the updates in sequential order etc.)

One thing to remember is that if you race with AI offline then turn automatic retirements off in the "Difficulty" settings. The AI tend to bounce off walls a bit and have multiple bike crashes as no run-off.. I use standard 2-stroke engine noise and wankel noise for the Norton & Roton. It's great fun and very challenging to remember which way the road goes..!

It races quite nicely online via himachi or tunngle.  ;)

Hope that helps.

grT

P.S. if Jim Pearson does finally complete his full length IOM TT track I think you guys should gain his permission and convert it for gpbikes! Unless the gpbikes project for this track is still going strongly..?




   
Title: Re: Isle Of Man
Post by: doubledragoncc on November 27, 2014, 03:28:06 PM
Hi grT, thanks hun, I forgot I had Dundrod and replaced jerez DOH. Was wondering why all the AI riders kept dying so quickly lol. I have a strretbike set but its embeded as I lost most of my gp500 files when an ass stole my backup drive.

Thanks for the links. I need the original install files most so I can install on my WIN 10 drive to test too.

Keep it sunny side up

DD
Title: Re: Isle Of Man
Post by: girlracerTracey on November 27, 2014, 05:10:38 PM
Quote from: doubledragoncc on November 27, 2014, 03:28:06 PM
Hi grT, thanks hun, I forgot I had Dundrod and replaced jerez DOH. Was wondering why all the AI riders kept dying so quickly lol. I have a strretbike set but its embeded as I lost most of my gp500 files when an ass stole my backup drive.

Thanks for the links. I need the original install files most so I can install on my WIN 10 drive to test too.

Keep it sunny side up

DD

DD follow the link below and download the "mobile" version of the full gp500 pc game.  You don't even have to install the game under windows..it will just run from your h/d by clicking on the gp500.exe file. This will I think give you everything you need. You can copy it onto laptops other pcs and the game should open and run no problem at all. It's all patched up and ready to go.

I think it was that very helpful soul WALK3N who put me onto this a while back..

Wxat has pretty much every file you will ever need on gp500. Including the original sounds folder and similar etc. etc.

http://wxatgp500.co.uk/Wxatfiles/ParMis/Parches/0001314/0001314.htm

Have fun!

grT   :)
Title: Re: Isle Of Man
Post by: Reactive on November 29, 2014, 02:39:27 PM
Quote from: BOBR6 84 on November 27, 2014, 12:35:21 AM
TT circuit.. Anybody still working on this??

When i tried to convert simple road into beta6c — TrackEd crashes all the times, and also after reading this (http://forum.piboso.com/index.php?topic=1772.msg24582;boardseen#new) thread personaly for me there is no idea when it will be possible. 
Title: Re: Isle Of Man
Post by: doubledragoncc on November 29, 2014, 03:19:06 PM
TY grT, I found another on the same site called GP500Light at 64MB!!!! dose the same no install needed

http://wxatgp500.co.uk/Wxatfiles/General/0001589/0001589.html (http://wxatgp500.co.uk/Wxatfiles/General/0001589/0001589.html)

Just incase others want it

Thanx again grT

DD
Title: Re: Isle Of Man
Post by: tseklias on December 08, 2014, 06:08:06 PM
just w8 and prey for permission :P

https://www.youtube.com/watch?v=bVvc-0FkZcg#t=14
Title: Re: Isle Of Man
Post by: Phathry25 on December 08, 2014, 10:05:18 PM
What happened to this project? 

Obviously it's way too much for one person to tackle. Any interest in setting up a team to tackle this in manageable bites?  Will the game even work with a track this long?
Title: Re: Isle Of Man
Post by: h106frp on December 08, 2014, 10:38:29 PM
Maybe you could try loading simple (very) large flat oval tracks to try and find any limits of track area first as this seemed to be the first 'issue' highlighted in the post.

Title: Re: Isle Of Man
Post by: matty0l215 on December 08, 2014, 11:33:24 PM
The physical size of the track isnt really the issue. (Well not thr limiting factor atleast.)  Its how the track is made and how many turns there are

In basic terms, every turn/bend is a new point and there is a limit on how many points can be added to a track (around 260 is the limit) so the track has to many bends for the current game.

This is very basic (there are many more points to a bend) and Please someone correct me if im wrong or weather it's a different reason entierly  :P
Title: Re: Isle Of Man
Post by: HornetMaX on December 08, 2014, 11:40:25 PM
I thought the limitation on the centerline size (number of segments) was already lifted ..

MaX.
Title: Re: Isle Of Man
Post by: matty0l215 on December 09, 2014, 12:33:39 AM
Quote from: HornetMaX on December 08, 2014, 11:40:25 PM
I thought the limitation on the centerline size (number of segments) was already lifted ..

MaX.

Well if it has just ignore me

CENTRE LINE!!! thats the thingy i was thinking of, ta very much Max ;)
Title: Re: Isle Of Man
Post by: HornetMaX on December 09, 2014, 07:29:42 AM
Quote from: matty0l215 on December 09, 2014, 12:33:39 AM
Quote from: HornetMaX on December 08, 2014, 11:40:25 PM
I thought the limitation on the centerline size (number of segments) was already lifted ..

MaX.

Well if it has just ignore me
I'm not 100% sure, if anybody could confirm ...

MaX.
Title: Re: Isle Of Man
Post by: Klax75 on December 09, 2014, 10:47:13 AM
Thought Beta 6, Piboso said large tracks will be able to be very large now.
Title: Re: Isle Of Man
Post by: Phathry25 on December 09, 2014, 10:29:16 PM
So is anyone interested in teaming up to hammer this out?

I would have to assume that if we came across a problem that PiBoSo would lend a hand in getting it working. Surely he sees how many copies of the game it would sell.
Title: Re: Isle Of Man
Post by: tseklias on December 10, 2014, 05:33:46 AM
i think everybody's in to help for this track. why doesn't someone open up a topic with what is missing and what is needed to be done?

my thinking is that if we ''all'' work for this it will be done like ages sooner.
Title: Re: Isle Of Man
Post by: Reactive on December 16, 2014, 09:07:09 AM
As i said before in Reply #131 i had no luck when tried to add the track in game.
The basic model is avaible on Page 3 in Reply #35 — you can download it and try independently. Also this link https://dl.dropboxusercontent.com/u/28908695/GPBikes/iom_tt_bet5_1.rar

So we can continue the speech and start drawing the product pipeline only after confirmation of game engine is now ready to work with it.


Title: Re: Isle Of Man
Post by: SeriousSpy on January 21, 2015, 11:08:05 PM
Any luck guys?

I am so buying this game if this track comes for it!
Title: Re: Isle Of Man
Post by: doubledragoncc on January 22, 2015, 03:14:24 AM
Dude you should buy GP Bikes anyway. If you have just the demo you aint seen nothing. The bikes and tracks and community are the best!!!!

DD
Title: Re: Isle Of Man
Post by: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.
Title: Re: Isle Of Man
Post by: Klax75 on January 22, 2015, 04:55:36 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.

I use a X-Box 360 controller for years and now a X-Box One control. Use totally manual everything, and manual rider movement, and DST steering. Works fine for me. :)
Title: Re: Isle Of Man
Post by: HornetMaX on January 22, 2015, 07:49:13 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.
In general, I'm more concerned with the lack of HI :)

MaX.
Title: Re: Isle Of Man
Post by: Boerenlater on January 22, 2015, 11:40:42 AM
Quote from: Klax75 on January 22, 2015, 04:55:36 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.

I use a X-Box 360 controller for years and now a X-Box One control. Use totally manual everything, and manual rider movement, and DST steering. Works fine for me. :)
What's your DST steering percentage?
Title: Re: Isle Of Man
Post by: HornetMaX on January 22, 2015, 11:49:22 AM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
What's your DST steering percentage?
You're talking about Direct lean, something different from DST.

MaX.
Title: Re: Isle Of Man
Post by: Boerenlater on January 22, 2015, 11:50:35 AM
Quote from: HornetMaX on January 22, 2015, 11:49:22 AM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
What's your DST steering percentage?
You're talking about Direct lean, something different from DST.

MaX.
My bad, that's what I meant yes.
Title: Re: Isle Of Man
Post by: Klax75 on January 22, 2015, 12:01:48 PM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
Quote from: Klax75 on January 22, 2015, 04:55:36 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.

I use a X-Box 360 controller for years and now a X-Box One control. Use totally manual everything, and manual rider movement, and DST steering. Works fine for me. :)
What's your DST steering percentage?

[hardcore]
directsteer=1
directsteer_maxtorque=45
directsteer_maxtorque2=0.5
Title: Re: Isle Of Man
Post by: Klax75 on January 22, 2015, 12:04:56 PM
Quote from: Boerenlater on January 22, 2015, 11:50:35 AM
Quote from: HornetMaX on January 22, 2015, 11:49:22 AM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
What's your DST steering percentage?
You're talking about Direct lean, something different from DST.

MaX.
My bad, that's what I meant yes.

As far as I can tell the slider for Direct Lean doesn't do anything with DST. I've tried it from 0% to 100%.
Title: Re: Isle Of Man
Post by: Boerenlater on January 22, 2015, 12:05:17 PM
Quote from: Klax75 on January 22, 2015, 12:01:48 PM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
Quote from: Klax75 on January 22, 2015, 04:55:36 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.

I use a X-Box 360 controller for years and now a X-Box One control. Use totally manual everything, and manual rider movement, and DST steering. Works fine for me. :)
What's your DST steering percentage?

[hardcore]
directsteer=1
directsteer_maxtorque=45
directsteer_maxtorque2=0.5

Thanks, and the direct lean %?

edit: nvm
Title: Re: Isle Of Man
Post by: Klax75 on January 22, 2015, 12:06:24 PM
Quote from: Boerenlater on January 22, 2015, 12:05:17 PM
Quote from: Klax75 on January 22, 2015, 12:01:48 PM
Quote from: Boerenlater on January 22, 2015, 11:40:42 AM
Quote from: Klax75 on January 22, 2015, 04:55:36 AM
Quote from: SeriousSpy on January 22, 2015, 04:38:39 AM
I may do at some point.

The lack of AI really irritates me though, and I'm just using a 360 pad.

I use a X-Box 360 controller for years and now a X-Box One control. Use totally manual everything, and manual rider movement, and DST steering. Works fine for me. :)
What's your DST steering percentage?

[hardcore]
directsteer=1
directsteer_maxtorque=45
directsteer_maxtorque2=0.5

Thanks, and the direct lean %?

Mine is set to 0%, but it doesn't seem to do anything when using DST.
Title: Re: Isle Of Man
Post by: HornetMaX on January 22, 2015, 12:14:24 PM
Quote from: Klax75 on January 22, 2015, 12:04:56 PM
As far as I can tell the slider for Direct Lean doesn't do anything with DST. I've tried it from 0% to 100%.
Rightly so.

MaX.
Title: Re: Isle Of Man
Post by: Hawk on January 22, 2015, 02:11:39 PM
I thought I'd just try and see if the centreline restrictions have been lifted by Piboso, just to see if it will be possible to create a track centreline(TCL file) for a circuit as large as the IOM_TT.

I've ran into a strange problem, and I'm wondering if anyone can pinpoint what is going on when I load the TT track into "TrackED"?

When I load the TT track into "TrackED" the track length reading at the bottom of the pics below is incorrect.
Also, in pic "2", it is showing the TT circuit at it's maximum "Zoom-out" setting. In otherwords I cannot zoom-out any further than what you see in pic 2.

The .TCL file that came with the IOM_TT download is empty(or for some reason will not load and show), so I'd have to create a new one from scratch, and I don't want to start a new TCL until I know the track is showing as the correct length in "TrackED" for obvious reasons in that the TCL will take a lot of work and a long time to put down for such a large circuit.


PIC 1: @ IOM_TT Start-Line.
(https://farm9.staticflickr.com/8605/15720664563_d0586919b8_b.jpg)  (https://flic.kr/p/pXbvSK)



PIC 2:This is maximum zoom-out in TrackED
(https://farm9.staticflickr.com/8649/16340581585_983d0ed9cf_b.jpg)  (https://flic.kr/p/qTXKBg)



Any ideas of what is happening here guys?

Hawk.
Title: Re: Isle Of Man
Post by: Hawk on January 22, 2015, 04:11:32 PM
Having just read through this thread again after so long, I have come to the conclusion that the problem now isn't the number of TCL segments allowed, but simply the limitation on the track model size?

It would help greatly if Piboso could clarify to us just whether creating a track that is 37.73 mile+ in size is possible in GPB at this time.  :)

Hawk.
Title: Re: Isle Of Man
Post by: h106frp on January 22, 2015, 05:28:52 PM
Quote from: Hawk_UK on January 22, 2015, 04:11:32 PM
Having just read through this thread again after so long, I have come to the conclusion that the problem now isn't the number of TCL segments allowed, but simply the limitation on the track model size?

It would help greatly if Piboso could clarify to us just whether creating a track that is 37.73 mile+ in size is possible in GPB at this time.  :)

Hawk.

I hope Piboso realizes just how popular GPB would be if the IOM track could be made available, this seems to be the dream of nearly every bike sim community i have come across over the years.
Title: Re: Isle Of Man
Post by: PiBoSo on January 22, 2015, 05:41:07 PM
Quote from: Hawk_UK on January 22, 2015, 04:11:32 PM
Having just read through this thread again after so long, I have come to the conclusion that the problem now isn't the number of TCL segments allowed, but simply the limitation on the track model size?

It would help greatly if Piboso could clarify to us just whether creating a track that is 37.73 mile+ in size is possible in GPB at this time.  :)

Hawk.

It would be difficult to clarify, since something like that has never been tested.
Maybe starting with a 40+ miles oval could be an idea?
Title: Re: Isle Of Man
Post by: Hawk on January 22, 2015, 06:11:39 PM
Quote from: PiBoSo on January 22, 2015, 05:41:07 PM
Quote from: Hawk_UK on January 22, 2015, 04:11:32 PM
Having just read through this thread again after so long, I have come to the conclusion that the problem now isn't the number of TCL segments allowed, but simply the limitation on the track model size?

It would help greatly if Piboso could clarify to us just whether creating a track that is 37.73 mile+ in size is possible in GPB at this time.  :)

Hawk.

It would be difficult to clarify, since something like that has never been tested.
Maybe starting with a 40+ miles oval could be an idea?

Good idea for a test Piboso. I'll give it a try and report back here. Thanks. ;)

Hawk.
Title: Re: Isle Of Man
Post by: Klax75 on January 22, 2015, 06:44:43 PM
I've used this track several times and I know with Beta 6 I can ride on it much longer then beta 5. In Beta 5 you would hit a certain point then always fall through the track. Now I can keep going the problem is there is no sides to the track, and several off the turns are like cheese graters, which makes you fly off the track. Then later on if you reset the bike it resets the bike half on and half off the track which makes the bike fall off in to space. :/
Title: Re: Isle Of Man
Post by: Hawk on January 22, 2015, 11:31:22 PM
Quote from: Klax75 on January 22, 2015, 06:44:43 PM
I've used this track several times and I know with Beta 6 I can ride on it much longer then beta 5. In Beta 5 you would hit a certain point then always fall through the track. Now I can keep going the problem is there is no sides to the track, and several off the turns are like cheese graters, which makes you fly off the track. Then later on if you reset the bike it resets the bike half on and half off the track which makes the bike fall off in to space. :/

Can you send me a download link for the track please Klax? There is that many download links in the thread that I want to make sure I get the track that works like you said and see how big it is in scale to real life. Let's make sure we can have tracks that are actually 38 miles + in size.  :)

Thanks Klax.

Hawk.
Title: Re: Isle Of Man
Post by: SeriousSpy on January 23, 2015, 03:19:24 AM
I think I figured out what is making the game too hard for me, the bike doesn't automatically center itself. Is there any way to stop this? I guess I'm a bit too used to the MotoGP/SBK games.
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 23, 2015, 04:07:32 AM
Direct lean at 15%..

Im not really sure what u mean tho.. Can u not just move the control stick back to the centre to pick the bike up?
I think I usually roll the stick around.. Instead of left/right. So im pushing forward majority of the time.. When I brake I pull the control stick back and then roll it around to tip into the corner.
Works for me anyway.
(xbox 360 controller)

SBK games I played alot.. On the xbox.. Iv had a fair few lap records, couple still stand!  ;D anyway I never noticed the bike picking itself up..  ???
Title: Re: Isle Of Man
Post by: SeriousSpy on January 23, 2015, 04:15:44 AM
Yeah, but I'm just not used to it, it'll just take some practice, I suppose.
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 23, 2015, 04:24:28 AM
Yep!  ;D practice is the answer! I still cant decide if I prefer direct lean on or off. Getting used to the delay with it off.. But most other bike ''games'' feel like the equivalent to direct lean 100%

Sorry for off topic..
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 07:07:04 AM
Quote from: Hawk_UK on January 22, 2015, 11:31:22 PM
Quote from: Klax75 on January 22, 2015, 06:44:43 PM
I've used this track several times and I know with Beta 6 I can ride on it much longer then beta 5. In Beta 5 you would hit a certain point then always fall through the track. Now I can keep going the problem is there is no sides to the track, and several off the turns are like cheese graters, which makes you fly off the track. Then later on if you reset the bike it resets the bike half on and half off the track which makes the bike fall off in to space. :/

Can you send me a download link for the track please Klax? There is that many download links in the thread that I want to make sure I get the track that works like you said and see how big it is in scale to real life. Let's make sure we can have tracks that are actually 38 miles + in size.  :)

Thanks Klax.

Hawk.

I was just using the one in this thread. When I load in GP Bikes it loads, but just the road surface. When I used in Beta 5, you'd always have to stop at the same part since you would go through the ground.
Title: Re: Isle Of Man
Post by: HornetMaX on January 23, 2015, 07:34:44 AM
Quote from: SeriousSpy on January 23, 2015, 03:19:24 AM
I think I figured out what is making the game too hard for me, the bike doesn't automatically center itself. Is there any way to stop this? I guess I'm a bit too used to the MotoGP/SBK games.

Yes. Stop playing MotoGP/SBK :)

Real bike do not center themselves.

P.S.
You're off topic (and I know tons about being off-topic).
Title: Re: Isle Of Man
Post by: Hawk on January 23, 2015, 07:59:39 AM
Quote from: Klax75 on January 23, 2015, 07:07:04 AM
Quote from: Hawk_UK on January 22, 2015, 11:31:22 PM
Quote from: Klax75 on January 22, 2015, 06:44:43 PM
I've used this track several times and I know with Beta 6 I can ride on it much longer then beta 5. In Beta 5 you would hit a certain point then always fall through the track. Now I can keep going the problem is there is no sides to the track, and several off the turns are like cheese graters, which makes you fly off the track. Then later on if you reset the bike it resets the bike half on and half off the track which makes the bike fall off in to space. :/

Can you send me a download link for the track please Klax? There is that many download links in the thread that I want to make sure I get the track that works like you said and see how big it is in scale to real life. Let's make sure we can have tracks that are actually 38 miles + in size.  :)

Thanks Klax.

Hawk.

I was just using the one in this thread. When I load in GP Bikes it loads, but just the road surface. When I used in Beta 5, you'd always have to stop at the same part since you would go through the ground.

Hi Klax.

There is many more download links in this thread than just the one(Some versions are reduced in size to try and get them to work, others are supposed to be full size, some with new .tcl file, others with shortened .tcl files(again to try and get them to work))..... I need the one you are using that works so I can actually test whether that one is the full size IOM TT Circuit. It will save me a lot of time and work.  :)

Hawk.
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 10:34:58 AM
Quote from: Hawk_UK on January 23, 2015, 07:59:39 AM
Quote from: Klax75 on January 23, 2015, 07:07:04 AM
Quote from: Hawk_UK on January 22, 2015, 11:31:22 PM
Quote from: Klax75 on January 22, 2015, 06:44:43 PM
I've used this track several times and I know with Beta 6 I can ride on it much longer then beta 5. In Beta 5 you would hit a certain point then always fall through the track. Now I can keep going the problem is there is no sides to the track, and several off the turns are like cheese graters, which makes you fly off the track. Then later on if you reset the bike it resets the bike half on and half off the track which makes the bike fall off in to space. :/

Can you send me a download link for the track please Klax? There is that many download links in the thread that I want to make sure I get the track that works like you said and see how big it is in scale to real life. Let's make sure we can have tracks that are actually 38 miles + in size.  :)

Thanks Klax.

Hawk.

I was just using the one in this thread. When I load in GP Bikes it loads, but just the road surface. When I used in Beta 5, you'd always have to stop at the same part since you would go through the ground.

Hi Klax.

There is many more download links in this thread than just the one(Some versions are reduced in size to try and get them to work, others are supposed to be full size, some with new .tcl file, others with shortened .tcl files(again to try and get them to work))..... I need the one you are using that works so I can actually test whether that one is the full size IOM TT Circuit. It will save me a lot of time and work.  :)

Hawk.

Here it is. :)
https://mega.co.nz/#F!QcZhkZQY!GV96Mbt2Dco5lx9j18hB8A (https://mega.co.nz/#F!QcZhkZQY!GV96Mbt2Dco5lx9j18hB8A)
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 11:26:56 AM
I was able to little over 6 minutes on the track, I fell several times since some turns are super bumpy. The bike problem is when trying to ride the the whole thing is if you fall and the bike slides so the back is semi off the grass area. When you reset the bike the bike will fall off the track and crash GP Bikes.  I was lucky I was able to ride so long with out that happening.
Title: Re: Isle Of Man
Post by: Hawk on January 23, 2015, 01:04:30 PM
Hi Klax.

I will give it a try and also find out how big this circuit is....

Thanks for the download link, Klax. Appreciated mate.  ;D

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 01:16:50 PM
The track is "rideable" but my FPS fell through the floor (from about 90 down to low 20's) and the track is very bumpy. With some smoothing it could be alright.

I'm going to try to do a full lap and see if it works :)
Title: Re: Isle Of Man
Post by: Hawk on January 23, 2015, 02:39:36 PM
Quote from: matty0l215 on January 23, 2015, 01:16:50 PM
The track is "rideable" but my FPS fell through the floor (from about 90 down to low 20's) and the track is very bumpy. With some smoothing it could be alright.

I'm going to try to do a full lap and see if it works :)

I've just given this version a try and my frame rate literally dropped through the floor(Zero Fps) LOL. It was totally unusable for me. I waited about 3 minutes for it to advance to the next frame.
Must admit that I haven't got a high end system, but I'm running a 4 core AMD X64 bit 2.2Ghz CPU on 5 MB RAM and a Radeon 6950 2MB graphics card, So it's sort of a bottle-necked mid-range type of system I'd say. But nevertheless, if the frame rate is that bad when only the track surface is being transformed and rendered, imagine what a high-end system you'd need when all the terrain/houses/walls/bridges/kerbings/spectators/sign posts, etc, etc are added to the circuit; and that's without taking into account when you get 24+ bikes on the circuit.

Whether this is a system problem or whether it's GPB that just cannot cope with the sheer size of the IOM circuit data, I don't know? But I think at this moment in time the IOM is a no-go project for GPB.

I did notice that the TCL had been vastly shortened to an imaginary circuit layout? I presume this was an attempt to get it working when there was a limit on the TCL segments? Could this be what is dropping the frame rate? Again, I don't know without testing like Piboso said by doing a test oval at 40 miles in size and seeing what difference properly positioned TCL segments would make, but I cannot think that would really make any difference?

Hawk.

PS: I desperately need a major upgrade. Lol
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 03:11:09 PM
Hmm this is weird, for me I don't get any frame rate drop at all on this track. Even used Fraps while riding and it was fine. Oddly enough out of all the tracks in GP Bikes this one load times are the fastest for me.
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 03:24:36 PM
I've tried 6 times, each time ODE core.exe when i reset at various places, nowhere in particular up to about half way at the most

I'm running an AMD FX-6300 Stock clock, 8gb 1666mhz RAM and an overclocked (from factory) HD7950 and i had to drop the settings to min to get above 20fps

I think with some terrain it might actually get a little better (not having to render very far away objects) but it might be a lot worse.

It would be a real shame if we cant get the IOM in GPB but if it wont work, it wont work :( maybe Piboso could shed some light onto limitations of the engine  ;) ;)
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 03:26:21 PM
Quote from: Klax75 on January 23, 2015, 03:11:09 PM
Hmm this is weird, for me I don't get any frame rate drop at all on this track. Even used Fraps while riding and it was fine. Oddly enough out of all the tracks in GP Bikes this one load times are the fastest for me.
It did load quite fast (faster than ulster that take the longest for me) but what are you running SLI gtx 990 on an black edition i7?!?!?!?!!?
Title: Re: Isle Of Man
Post by: girlracerTracey on January 23, 2015, 04:21:53 PM
Hello everyone. I have not been on the forum for a while but I have been reading this thread over the last 24 hours with some interest. As you know I have always held a great affection for the idea of having a version of the IOM TT track in gpbikes.

For a couple of months now I have been testing in private Ricco Chicco's beta stage track conversion for Jim Pearson's Isle of Man TT "Highlights" track. I think some of you are also aware I race on a version of this "Highlights" track on the gp500 pc game regularly. So I am very conversant with this track.

Anyway, I have spoken this afternoon with Ricco Chicco and he is happy for me to post a sample video of me testing the beta version of this track conversion so that you can all see what it now looks like. The video shows a complete lap of the course (about 18 miles long) but I had to be really careful not to crash on the mountain and certain other sections of the track as atm this immediately causes a core.exe failure. So I had to ride briskly but as smoothly as possible, with a safety margin, so as not to have a fall from the bike & a core.exe failure.


https://www.youtube.com/v/kgLCuJFT-FA

Here's a test video using a 600 supersport bike.
https://www.youtube.com/v/XyeExNvA0zc

Now this is all well and good and ppl may like the idea of having this TT Mini "Highlights" track available to enjoy & race online on in gpbikes but we have a problem. As things stand atm despite our best efforts Jim Pearson will not grant us his permission to use this track in gpbikes. The bottom line is I think that Jim Pearson may only grant his permission to convert and use his track if we pay for the privilege. So some form of payment is required. It is very unlikely be free. JP is aware of the commercial aspect of gpbikes and will not grant this to us at no charge. I think JP's intention may be then to make a donation to his charity(ies) of choice including I believe the TT riders' benevolent fund.

So if ppl are interested in this track we perhaps need to have a discussion as to how we can meet Jim Pearson's requirements in this regard?

As I say I have posted this message and video with Ricco Chicco's full consent and knowledge.  I am making this post in collaboration with Ricco. I believe also that Ricco may have spoken with PiBoSo on this particular subject in the past although I am not absolutely sure on this.

So guys what do you think? Is it worth considering this further or is the real aim of everyone here to somehow construct or obtain from a third party source a full length version of the TT course?

grT 

Title: Re: Isle Of Man
Post by: Hawk on January 23, 2015, 05:30:30 PM
Hi Midge.

Personally speaking I'd prefer the full circuit, if it can be made to work with GPB at full size.

I for one wouldn't want to pay JP for this; let me explain why: If I contributed towards a purchase of this Mini TT circuit then to me it would be like a good kick in the balls for all the other track, bike and utility modders who've dedicated all their time and effort over these years converting and creating tracks, bikes, and utility mods for the GPB community totally free of charge.

So as it stands now I'd have to say, "No Way!!"  :P

Hawk.
Title: Re: Isle Of Man
Post by: girlracerTracey on January 23, 2015, 06:21:45 PM
On the technical aspect of this what Ricco's conversion does show is that the gpbike's "engine" is quite strong (certainly strong enough for a track as large as the TT Mini track) and is able to handle a large number of objects that comprise a track of this size quite easily.  The Mini TT track actually runs very nicely now.

Ricco would like to know if possible (from PiboSo) if the number of segments for the track centre-line has now been increased? Ricco is saying that a few months ago or so we were restricted to 265 segments, if he remembers correctly , and he had to redo the track centre-line a few times to get the track working in the game. Piboso indicated that the limit could be easily increased but he does not think told us if  this had been done in the last betas. For Ricco's information can PiBoSo please provide an update and clarification on this?

Thank you in advance.  :)

grT
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 06:34:33 PM
Quote from: Hawk_UK on January 23, 2015, 05:30:30 PM
Hi Midge.

Personally speaking I'd prefer the full circuit, if it can be made to work with GPB at full size.

I for one wouldn't want to pay JP for this; let me explain why: If I contributed towards a purchase of this Mini TT circuit then to me it would be like a good kick in the balls for all the other track, bike and utility modders who've dedicated all their time and effort over these years converting and creating tracks, bikes, and utility mods for the GPB community totally free of charge.

So as it stands now I'd have to say, "No Way!!"  :P

Hawk.
+1
Title: Re: Isle Of Man
Post by: Docfumi on January 23, 2015, 06:46:54 PM
I have not read all the post here but I was under the impression this was
going to be a team effort of sorts.  :o  But if it's money your after, hell! Take my wife.  ;D
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 07:01:20 PM
I understand people wanting this track. At the same time I am not really for this method. So when does it stop? MOD Teams start charging for bike sets next? So we end up paying much more then what Piboso charged, yet he doesn't get anything from the MOD's. Which can only be used with his software. I've seen this before in games, where MODs start becoming pay to play.

So lets say down the road people start charging for there MODs. Then a new version of GP Bikes comes out and the MODs don't work, so do the MOD makers charge us again for a update?

I think it would be better to make our own version even if it takes some time to.

Don't get me wrong I don't mind paying for this, but if I do I will a expect a lot more out of it then I would normally.
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 07:14:13 PM
I would be alright with making a donation for a project of this size but only if it was optional for everyone. I mean I wouldn't want it forced on anyone, but those who are will, can make a donation.
Title: Re: Isle Of Man
Post by: girlracerTracey on January 23, 2015, 07:23:21 PM
Quote from: matty0l215 on January 23, 2015, 06:34:33 PM
Quote from: Hawk_UK on January 23, 2015, 05:30:30 PM
Hi Midge.

Personally speaking I'd prefer the full circuit, if it can be made to work with GPB at full size.

I for one wouldn't want to pay JP for this; let me explain why: If I contributed towards a purchase of this Mini TT circuit then to me it would be like a good kick in the balls for all the other track, bike and utility modders who've dedicated all their time and effort over these years converting and creating tracks, bikes, and utility mods for the GPB community totally free of charge.

So as it stands now I'd have to say, "No Way!!"  :P

Hawk.
+1

This sort of "purchase" arrangement was always going to be a delicate thing to broach with the gpbikes community. For obvious reasons. This community flourishes on the voluntary efforts & dedication of the community's hard working modders without whom gpbikes would not be what it is today. I think we all appreciate the modders' invaluable contribution to gpbikes. That goes without saying I think as far as everyone in this community is concerned.

However, it is the prerogative of track creators outside of this community to grant permission or not for members of this community to convert their tracks. That's the reality unfortunately of where we stand on this one. 

Remember also that Ricco himself has performed a lot of unpaid work on this particular project in the expectation that permission might be granted.

We are where we are with this one. The only comment I would make is that there isn't really any correlation between the hugely appreciated efforts of the modders within the gpbikes community  and "outside" individuals such as JP. He mods for a different community completely free of charge.

So the bottom line as I see it with this one is we either investigate the option of making a contribution to a charity of JP's choice or we pass on this particular opportunity. Unfortunately I cannot myself see a middle road on this one. I wish that I could. I personally view the IOM TT as being important enough to warrant perhaps making a compromise for..but that is just my personal opinion. I fully accept others will view this differently.

Notwithstanding my comments above I would just voice my respect and gratitude again to the modders within the gpbikes community.  Please understand that no one is trying to undermine them at all by at least discussing the possible options open to us on this one. That is not the intention at all.

Best to all, grT  :)
Title: Re: Isle Of Man
Post by: girlracerTracey on January 23, 2015, 07:29:36 PM
Quote from: docfumi on January 23, 2015, 06:46:54 PM
I have not read all the post here but I was under the impression this was
going to be a team effort of sorts.  :o  But if it's money your after, hell! Take my wife.  ;D

;D
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 07:45:09 PM
Quote from: girlracerTracey on January 23, 2015, 07:23:21 PM
investigate the option of making a contribution to a charity of JP's choice or we pass on this particular opportunity

Sounds good to me, but only if it is optional for all members of the community.
Title: Re: Isle Of Man
Post by: Docfumi on January 23, 2015, 08:17:21 PM
Everyone makes good points, but I am not ready to just come out of my pockets for a charity of JP's choice.
I mean for all we know he could be a member of the Church of Satan. I think it would be best if we organized
a team of the top Track Modders from right here on the forum and paid them for a scratch version. The track
will take time to build but this way a lot of us can help out as well and we will all get to see it unfold right here at home.

Cheers Doc
Title: Re: Isle Of Man
Post by: JJS209 on January 23, 2015, 08:42:17 PM
sorry for the question but i dont get who "JP" is, why i have nothing heard about him last few month and for what is who willing to pay for?
Title: Re: Isle Of Man
Post by: HornetMaX on January 23, 2015, 08:50:45 PM
I kind of agree with Hawk. Not that I can care a lot about shedding 10 quids for this or that  but then, once we start ...

One thing I'd like to know: how much effort has Ricco done to put the track in GPB ? Because if he has done a lot of work, I'd prefer to pay him instead of somebody else who has created this for some other purpose and is now trying to squeeze a few extra bucks out of it.

Just my 2 cents (pun intended).

MaX.
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 08:53:55 PM
Quote from: JJS209 on January 23, 2015, 08:42:17 PM
sorry for the question but i dont get who "JP" is, why i have nothing heard about him last few month and for what is who willing to pay for?

JP or Jim Pearson, is a man who has made multiple tracks for gp legends (Here (http://jrpearson.homestead.com/) is his website)

Quote from: docfumi on January 23, 2015, 08:17:21 PM
I mean for all we know he could be a member of the Church of Satan.

good point..  :o

Quote from: HornetMaX on January 23, 2015, 08:50:45 PM
One thing I'd like to know: how much effort has Rocco done to put the track in GPB ? Because if he has done a lot of work, I'd prefer to pay him instead of somebody else who has created this for some other purpose and is now trying to squeeze a few extra bucks out of it.

very good point too


I'm now on the fence.... Thanks guys :P
Title: Re: Isle Of Man
Post by: Klax75 on January 23, 2015, 08:59:07 PM
The Church of Satan comment made me laugh. And welcome back Doc. :)
Title: Re: Isle Of Man
Post by: HornetMaX on January 23, 2015, 09:00:43 PM
Quote from: Klax75 on January 23, 2015, 08:59:07 PM
The Church of Satan comment made me laugh. And welcome back Doc. :)
Me too. Not that the church of satan is any worse than any other church though :)

MaX.
Title: Re: Isle Of Man
Post by: WALKEN on January 23, 2015, 09:05:33 PM
Quote from: docfumi on January 23, 2015, 08:17:21 PM
Everyone makes good points, but I am not ready to just come out of my pockets for a charity of JP's choice.
I mean for all we know he could be a member of the Church of Satan. I think it would be best if we organized
a team of the top Track Modders from right here on the forum and paid them for a scratch version. The track
will take time to build but this way a lot of us can help out as well and we will all get to see it unfold right here at home.

Cheers Doc

Be kind to your Satanist friends, you might need them someday, lol..... 

IMO, if you are going to start handing out money send it to Piboso to further development. 
Title: Re: Isle Of Man
Post by: doubledragoncc on January 23, 2015, 10:21:49 PM
DANG!!!!!!!!!!

This thread goes in all directions, like a road circuit lol.

@Hawk...........Really????.... "I've just given this version a try and my frame rate literally dropped through the floor(Zero Fps) LOL. It was totally unusable for me. I waited about 3 minutes for it to advance to the next frame.
Must admit that I haven't got a high end system, but I'm running a 4 core AMD X64 bit 2.2Ghz CPU on 5 MB RAM and a Radeon 6950 2MB graphics card, So it's sort of a bottle-necked mid-range type of system I'd say."

MB?????????????   2MB ROFLMAO DUDE!!!!!! 5MB RAM!!!!!!!!!!!! I think you got the M and G keys confused lol.

Back to the topic before I get shot.

I have to agree with most her Tracy, if we pay for one track it is disrespect to the other modders and causes tention I think. Its the MODDERS that make GPB what it is, no disrespect to Piboso, he gave us this fantastic sim and allows us to mod it so its all to do with him from the get go, but the modders do so much with bikes and tracks and hot dogs............. where was I? oh yeah........To pay for a track even if it is the IOM would be a wrong turn for this community. We are the best community of any bike game/sim there is as we have a different mentality to the kiddy communities. WE ALL make this community what it is too!!!! and for ONE person to be treated different and paid is wrong, he aint GOD, so why should he be treated like one and others get nothing????

Hope I did not kick anyone in the nuts saying that but its true. WE all work in one way or another to make GPB different from other communities, lets not allow this to go like all the others.

DD
Title: Re: Isle Of Man
Post by: RiccoChicco on January 23, 2015, 10:27:42 PM
It has been months since I didn't post here. But I want to clarify the situation.

grT talked about money. But we discussed a lot about that and for both of us it's for sure not a solution. Of course when we're talking about mods, money isn't supposed to be mentionned. As I said in our discussion :

QuoteThe day mods will not be free, it will kill the game.

As a player and modder, I do not want to have a paid mod and I'll never release or buy something like that because modding is by definition made by players for players to provide new content for free.

If grT talked about money it was just to show you the options now :

- Make a paid mod
- Release a conversion without his authorisation
- Create a "crowd founded" mod just to give Jim Pearson what he want

IMHO the two first options are out of the question for obvisous reasons and I don't like the third because the modder (not necessary me) will work under pressure of other money. And modders are supposed to work when they want on what the want.

Today we showed you that the TT Mini was running quite good, just to show you how strong GPB engine can be. Of course a lot of enhancements can be done (core.exe crash for example, but also on the track side by removing polys, reducing textures size) but it's not a "crappy" engine at all and it is quite impressive.

So technically the "TT Mini" is supported by the game engine, but for "legal" reasons it wil not be released in this context.

Quote from: matty0l215 on January 23, 2015, 08:53:55 PM

Quote from: HornetMaX on January 23, 2015, 08:50:45 PM
One thing I'd like to know: how much effort has Ricco done to put the track in GPB ? Because if he has done a lot of work, I'd prefer to pay him instead of somebody else who has created this for some other purpose and is now trying to squeeze a few extra bucks out of it.

very good point too

It's very kind guys, but of course I don't want to be paid for modding. It's a pleasure to do it, and the day I will be tired of it I'll stop before getting bummed.

Jim Pearson worked for 10 years on his track. I only work for some days/weeks nothing more. It's nothing compared to what he has done. He's a good person and I can understand his point of view, even if I don't have the same. And when he talked about money, it wasn't money for him but something for charities.


Ricco.
Title: Re: Isle Of Man
Post by: doubledragoncc on January 23, 2015, 10:31:41 PM
Thanks for that Ricco, was good of you to straighten it up for those wondering.

Great work btw and if grT likes it, it must be good.

DD
Title: Re: Isle Of Man
Post by: HornetMaX on January 23, 2015, 11:25:42 PM
Quote from: RiccoChicco on January 23, 2015, 10:27:42 PM
Jim Pearson worked for 10 years on his track. I only work for some days/weeks nothing more. It's nothing compared to what he has done. He's a good person and I can understand his point of view, even if I don't have the same. And when he talked about money, it wasn't money for him but something for charities.

OK, that clarifies a bit. Did you ever reach the stage where money is quantified ? It would be interesting to know (even a ballpark figure).

Just to be sure my previous post is not misunderstood: I'm 100% for rewarding the creators, when their work is worth the price.
What annoys me is (could be) the relative weight of all that. Let's imagine I chip in 20 quid for that track. That's more or less the amount I gave to Piboso for GPB. It would just feel weird.

MaX.
Title: Re: Isle Of Man
Post by: matty0l215 on January 23, 2015, 11:29:31 PM
Id rather donate money to piboso and see the game finished sooner than see the tt course. It would be a great asset to the game but with such great work from ricco and others, i can wait for the tt  :P

Keep up the great work guys  ;D
Title: Re: Isle Of Man
Post by: RiccoChicco on January 23, 2015, 11:40:51 PM
Quote from: HornetMaX on January 23, 2015, 11:25:42 PM
Did you ever reach the stage where money is quantified ?

Unfortunately, no.

Quote from: HornetMaX on January 23, 2015, 11:25:42 PM
What annoys me is (could be) the relative weight of all that. Let's imagine I chip in 20 quid for that track. That's more or less the amount I gave to Piboso for GPB. It would just feel weird.


I fully agree with you and I'm thinking the same :)


Again, no one in GPB community is asking for money and I hope it will never happen. It was just to give some explainations about the TT Mini current state.
Title: Re: Isle Of Man
Post by: girlracerTracey on January 23, 2015, 11:46:41 PM
All I can add to what Ricco has stated upon above is that imo Ricco has done an extremely good job with this conversion. Also as a concept track Jim Pearson's TT "Highlights" course is absolutely brilliant I have to say. It's both a joy and a challenge to ride it on PiBoSo's groundbreaking physics model. The combination of these three factors make for a truly memorable and scintillating experience from the moment you head down the Glencrutchery road to the moment you pin-it back into Douglas..

A truly unique experience.

Jim Pearson is an amazing guy. What he has achieved with the "Highlights" track and his WIP 37 3/4 mile full length version is just awe inspiring. He is a truly talented and dedicated guy. He has visited the TT course from his home in New Zealand quite a number of times just to photograph and plot the course. True dedication. There is no two ways about it.

What I personally think Jim Pearson perhaps does not fully understand is that whilst gpbikes is a commercial venture it is also a labour of love on the part of PiBoSo and the gpbikes modding community. gpbikes is not about making money. It is more about realising a passion on the part of everyone concerned.

I sincerely hope that somehow it might be possible to have Jim Pearson's "highlights" track and maybe even Jim Pearson's full length version in gpbikes at some stage in the future. I think PiBoSo's physics and Jim Pearson's TT track were made for each other..

Thanks for listening guys and thanks to Ricco for taking me into his confidence and trust with this one.

grT  :)
Title: Re: Isle Of Man
Post by: doubledragoncc on January 23, 2015, 11:55:38 PM
Hi grT, you certainly have a passion yourself for the IOM. Just watched your youtubes and great vids btw. I cant get the other riders in mine to stop crashing all the time dang it.

I just hope we get a good IOM in GPB one day. It may take a while but will be worth it in the end.

DD
Title: Re: Isle Of Man
Post by: girlracerTracey on January 24, 2015, 01:04:59 AM
Quote from: doubledragoncc on January 23, 2015, 11:55:38 PM
Hi grT, you certainly have a passion yourself for the IOM. Just watched your youtubes and great vids btw. I cant get the other riders in mine to stop crashing all the time dang it.

I just hope we get a good IOM in GPB one day. It may take a while but will be worth it in the end.

DD

All I can say DD is that when I raced offline against the AI I set AI difficulty to 120%. The highest setting in gp500. Also it is important to set forced retirements or automatic retirements whatever it is under the DIFFICULTY settings  to OFF. Otherwise if the AI crash hit a wall and bounce back into the track & collide with following bikes it thins out the field.. So full simulation, no assists and maximum strength for the AI. That's I think all that I do tbh. Sensation of speed on gp500 round the whole course is amazing..flat out under the trees into blind fast sweepers with jumps in the road..always get the adrenalin flowing. Obviously you can race this online also if you wish..

grT   :)
Title: Re: Isle Of Man
Post by: Hawk on January 24, 2015, 01:40:57 AM
The 40 mile+ Oval Test Track for GPB Test Report:

I've just finished testing the Oval track I built to test GPB's capability to run a huge circuit:

The Oval track is exactly 40 Miles 531.03 Yards long.
I rode it flat out on the WSS600 YZR @ 185MPH all the way from the start line.
The frame rate on my mediocre system was running at an impressive 55 - 85 FPS.
It took me approx. 12 mins to complete the circuit. Not sure to be exact because after 10 mins the timer on Max's HUD stopped showing the time(Is that a bug Max?)

Just to mention this for Piboso: The Zoom-Out function on "TrackED" doesn't zoom-out far enough for us to see the whole of a big circuit like these. A fix for this would be very useful, but no rush.  ;)

So yes! I'm impressed with the power of GPB!
I don't know why the IOM version I downloaded from this thread was making my frame rate drop through the floor(zero FPS on that version), but I can only think it was because the track surface in that version was broken up into many, many different objects?

It's a boring ride, but if anyone wants to try it, then I'll post a download link here for it. But let me tell you straight..... A 40+ mile oval is a very boring ride. Lol

Hawk.

PS: @DD. Yes I did get my M's mixed up with the G's in my earlier post. Well spotted mate, I didn't notice to be honest. But my system is not quite that bad. Hehe  ;D
Title: Re: Isle Of Man
Post by: doubledragoncc on January 24, 2015, 03:21:51 AM
LOL Hawk it made me think of my NEW PC years ago, 1MB video and 4MB RAM with a whopping 20MB harddrive lol

My Laptops got 16GB RAM and 4GB DDR5 video dang it

DD
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 24, 2015, 09:48:57 AM
LOL
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 24, 2015, 10:03:55 AM
Quote from: WALKEN on January 23, 2015, 09:05:33 PM
Quote from: docfumi on January 23, 2015, 08:17:21 PM
Everyone makes good points, but I am not ready to just come out of my pockets for a charity of JP's choice.
I mean for all we know he could be a member of the Church of Satan. I think it would be best if we organized
a team of the top Track Modders from right here on the forum and paid them for a scratch version. The track
will take time to build but this way a lot of us can help out as well and we will all get to see it unfold right here at home.

Cheers Doc

Be kind to your Satanist friends, you might need them someday, lol..... 

IMO, if you are going to start handing out money send it to Piboso to further development.

couldn't agree more!

about money for development that is lol
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 24, 2015, 10:08:10 AM
maybe having this track would bring in more GPB sales?

personally i dont think it would...

would need to be really good quality track.. is it?

GPB just need more advertisement imo.
Title: Re: Isle Of Man
Post by: HornetMaX on January 24, 2015, 10:11:21 AM
Quote from: Hawk_UK on January 24, 2015, 01:40:57 AM
Not sure to be exact because after 10 mins the timer on Max's HUD stopped showing the time(Is that a bug Max?)
No, it's just that to save space I only show times up to 9m59s99

I may want to think how to adapt all that for very long tracks where lap times are more than 10mins and time differences may be more than 59.99 second.
Maynbe just an option "Show long times" that loses the precision below seconds but shows times up to 9h59m59s.

MaX.
Title: Re: Isle Of Man
Post by: Hawk on January 24, 2015, 10:23:26 AM
Quote from: HornetMaX on January 24, 2015, 10:11:21 AM
Quote from: Hawk_UK on January 24, 2015, 01:40:57 AM
Not sure to be exact because after 10 mins the timer on Max's HUD stopped showing the time(Is that a bug Max?)
No, it's just that to save space I only show times up to 9m59s99

I may want to think how to adapt all that for very long tracks where lap times are more than 10mins and time differences may be more than 59.99 second.
Maynbe just an option "Show long times" that loses the precision below seconds but shows times up to 9h59m59s.

MaX.

It would be great for future proofing your Max HUD utility for very long circuits for sure. But a circuit like the Isle of Man is going to be a long while coming, so obviously there is no urgency yet.  ;)

Thanks Max.

Hawk.
Title: Re: Isle Of Man
Post by: h106frp on January 24, 2015, 10:37:41 AM
Watching through the video it struck me that the models, textures and color palettes would need a lot of work to bring them up to a level that is worthy of the more modern GPB graphics engine, reminds me of GP500 era graphics. I think you would really end up only purchasing the track geometry and relying on the GPB modders to try and update the appearance within the confines of this model space.

I'm not really sure the track was designed with the higher vantage point of a bike rider in mind, you can ofter see the razor thin walls and hedge-line tops and the rider sometimes seems quite out of scale to his surroundings.

If one of the experienced track builders could work out how to manage this as a group task and break down artwork creation and model designing to build it from scratch i think you might end up with a more impressive finished track.

I have watched the JP video of his full length IOM track and that looks pretty good  but still under development, i am not sure what JP will do though as i am guessing a lot of car sim people will switch to assetto corsa and expect tracks that fully utilize its shiny new graphic interface.

Title: Re: Isle Of Man
Post by: girlracerTracey on January 24, 2015, 11:51:13 AM
The TT "Highlights" track is for me an interesting proposition. Yes the graphics look dated now but they could be improved and upgraded for gpbikes. Jim Pearson's "Highlights" track has been out for some years now and was developed when graphical abilities & expectations in track building were lower. You would be buying into the track geometry and the track "concept" more than specifically the graphics.  Also as an aside do not forget that Jim Pearson's TT tracks are designed to look "retro" and old fashioned in their appearance to match the 1960's era of Grand Prix Legends.

This is why it is an interesting concept for me. It is in effect an old track now. What I would be hoping for is something more in terms of a gesture in perhaps making a contribution to a charity/charities of Jim Pearson's choice rather than a high end payment amount. If that makes sense?   

O.K. so we know the graphics need some attention and upgrade. But what about the track? What sort of a challenge and an experience is it to actually ride the TT Mini track? What is its character like as a "concept" track? What would it add to gpbikes? Well for me it is a unique experience to ride the track and it would definitely add something to gpbikes. And that really is the point here. Not necessarily the state of the graphics..those can be improved upon I would have thought.

Just thinking aloud. I also take on board what others have said previously in this thread.

Turning to the question of the gpbikes community getting together and making their own full length 37 3/4 mile version of the TT track my obvious question on this is how long, as an estimation, might it take to do this? To my mind it would be a very large project for our modders, talented as they are, to undertake.  Sorting out the geometry of the track in itself is one thing, replicating accurately the appearance of the track would of course be another. You guys know more about the actual challenges involved than I do. But I just thought I would ask the question. Being a cheeky monkey  :)

grT

P.S. it would not surprise me if from time to time Jim Pearson did some basic internet searches on what people are saying about his track projects. So we need to remember who might be reading this now or in the future and remain respectful to him & his work notwithstanding the fact that we as a modding community may not particularly warm to the suggestion of having to pay for it.     

Title: Re: Isle Of Man
Post by: girlracerTracey on January 24, 2015, 12:12:13 PM
As a parting shot and comment from me on this general subject a number of you guys are making the comment that rather than make a donation for a new track they would rather donate some more funds, as they can afford to do so, to help PiBoSo in his development and improvement of gpbikes. I can understand those sentiments. Of course I think we all can. Personally, however, I always like to keep my options open with this sort of thing and would at least entertain the possibility of doing both if the end justified the means..

On this theme I for one would be happy to consider making an annual "contribution" towards gpbikes. To help things along. Has anyone else considered such an option? This would have to be on a voluntary basis I feel. Again just thinking aloud.

Best to all, grT 



Title: Re: Isle Of Man
Post by: h106frp on January 24, 2015, 12:29:37 PM
Hello grT,
I would personally have no problem with a token goodwill donation to a worthwhile charity, the work JP has done (on his own) cannot be underestimated in presenting a free quality simulation of the worlds most famous road race. I can fully understand why he wishes to exert control over how it is exploited in the future. If you watch his pre-release video of the full track version it is truly stunning.

My comments on the visuals recognize that the GPL engine is now quite old (but impressive even now) and you can only work within its technical confines - no offense meant.

I think people are rightly concerned that if the track was developed to a marketable state then someone from outside of the GPB community may attempt to exploit both the communities and JP's  hard work for their own financial gain and create all sorts of unnecessary unpleasantness. The situation is further complicated by the commercial aspects of GPB but i think everyone here understands how the GPB environment has been designed to welcome modifications in the form of additional tracke, biker etc.

JP has happily shared his work within a community he already trusts (GPL), and as you correctly state, the GPB community need to try and build this same relationship with him to obtain his support for a port to a modern bike sim. Alienating him will benefit nobody and he has done nothing to offend this community - it is his track after all.

Loved the road tracks on GP500... We need the IOM on GPB :), well done to RiccoChicco for managing the proof of concept and getting the track to work in GPB, i am sure it was far from simple and has involved considerable effort on his part.
Title: Re: Isle Of Man
Post by: Hawk on January 24, 2015, 02:43:36 PM
I think the question here is a simple one:

Do you guys want a "Mini IOM TT" Circuit, as is being discussed here, be it with certain conditions to obtain JP's permission for use with GPB.

Or do you guys want the full length 37.73-miles IOM TT circuit?

It's a simple choice I think.

Personally I'd prefer the full length circuit.  :P

We certainly have the combined talent here to do a full size TT circuit in a very reasonable time frame. It would just require the organisation of getting a team together and the correct allocation of the tasks required within the team to get it done.

But would it be better to wait until the online stability issue(namely the core.exe problems) have been sorted out before huge circuits like this are considered for a scratch creation? I personally think it would be wise to do so. In the meantime a database of required circuit data and reference materials could be created for whenever it will be required.


Hawk.
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 03:32:49 PM

:-\

After a quick look at the preview video of the track, the quality is not on par with what GP Bikes and the TT deserve.
The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.
It's not worth one cent or one email IMHO.

Despite the setback that the IoM TT simulator had, the plan is still to create it at some point, when there will be enough funds to allocate.
The dream is to laser-scan the full course.
As a separate project, though, that includes a few dedicated features like pit-stops and sidecars.

Overall, it is debatable if it would make sense to embark on such a massive project for GP Bikes.
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 24, 2015, 05:05:02 PM
Quote from: PiBoSo on January 24, 2015, 03:32:49 PM

:-\

After a quick look at the preview video of the track, the quality is not on par with what GP Bikes and the TT deserve.
The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.
It's not worth one cent or one email IMHO.

Despite the setback that the IoM TT simulator had, the plan is still to create it at some point, when there will be enough funds to allocate.
The dream is to laser-scan the full course.
As a separate project, though, that includes a few dedicated features like pit-stops and sidecars.

Overall, it is debatable if it would make sense to embark on such a massive project for GP Bikes.

If you created an IOM TT simulator with a laser scanned circuit, sidecars, pit stops.. basicly the whole TT event.

You would make alot of money!

ps. Maybe the isle of man itself would help you with that project? its government funded so... ££
Title: Re: Isle Of Man
Post by: h106frp on January 24, 2015, 05:09:33 PM
Anyone know a streetview driver on the IOM we can bribe to do a circuit of the full course ? ::) Silly little car seems to spend forever driving around my dull little town mapping the streets, sure they would have more fun on the TT course ;)
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 05:18:31 PM
Quote from: BOBR6 84 on January 24, 2015, 05:05:02 PM
ps. Maybe the isle of man itself would help you with that project? its government funded so... ££

Nope.  :-X
Title: Re: Isle Of Man
Post by: RiccoChicco on January 24, 2015, 06:25:26 PM
Quote from: PiBoSo on January 24, 2015, 03:32:49 PM
the quality is not on par with what GP Bikes and the TT deserve.
The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.

You're right on this point. But the track is currently a raw conversion, it could be improved a lot graphically without making it too heavy for the engine.

Quote from: PiBoSo on January 24, 2015, 03:32:49 PM
Despite the setback that the IoM TT simulator had, the plan is still to create it at some point, when there will be enough funds to allocate.
The dream is to laser-scan the full course.
As a separate project, though, that includes a few dedicated features like pit-stops and sidecars.

Overall, it is debatable if it would make sense to embark on such a massive project for GP Bikes.

I think all GPB buyers should be interessed to buy such a game, and even more I think. To have a good TT game, I'm ready to pay 50€, like 90% of bad PC games.

Do you have an idea of the funds needed to have the laser scanned track?


Quote from: BOBR6 84 on January 24, 2015, 10:02:32 AM


The TT circuit has taken JP a long time to create.. but, the fact he will release it to the GP500 game free of charge and NOT GPB....


This conversion was not made by Jim Pearson himself but by someone else without permission if I'm not wrong.

Ricco
Title: Re: Isle Of Man
Post by: girlracerTracey on January 24, 2015, 06:26:51 PM
Quote from: PiBoSo on January 24, 2015, 03:32:49 PM
After a quick look at the preview video of the track, the quality is not on par with what GP Bikes and the TT deserve. The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.
It's not worth one cent or one email IMHO.

Of course everyone will have their own opinion on something like this one. That's only natural. Clearly it seems that this is not going to happen on gpbikes. Which is fine. I think it was worth mentioning however and showing to people nevertheless.

I'm also sure if permission for conversion had been granted members of the gpbikes' community would have thoroughly enjoyed the experience of racing on this track. Take my word for it is a fantastic track to race on.. 

I agree the graphics on this track do look dated though. It would have needed a bit of a touch-up.  ;)

Only observation I would make on this is that I didn't actually find the track to be that bumpy tbh. As we know in real life the IOM TT track is probably the bumpiest track in the world. Particularly on the high speed run into Ramsey. But it is bumpy pretty much everywhere else as well..compared to a more conventional track. My slight concern, which I'm sure could be addressed to an extent through careful bike set-up and fine tuning was how reactive to the bumps on this track the selected gpbikes' motorcycles that I tried were. My honest opinion is that most of the bikes I tried seemed over-reactive to the bumps. They did not soak up the bumps quite as well as I thought they would do. That's just an observation on my part and nothing more. But it was certainly interesting to take some of the motorcycle in gpbikes round a high speed and bumpy circuit. It was an intriguing test for me to do this. Otherwise I have to say the experience felt great. :)

As I say I think Ricco did a good job with this one.

Best to all.

grT





Title: Re: Isle Of Man
Post by: girlracerTracey on January 24, 2015, 06:31:11 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
To have a good TT game, I'm ready to pay 50€, like 90% of bad PC games.

I would quite happily pay £100..but that's just me. I'm a bit mad like that.. ;)

grT

Title: Re: Isle Of Man
Post by: matty0l215 on January 24, 2015, 06:34:33 PM
I'd pay for a TT add on (DLC  ;) ;)) If it was scratch built, lazer-scanned, proper timing system the whole shabang.   ;D
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 07:45:37 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Quote from: PiBoSo on January 24, 2015, 03:32:49 PM
the quality is not on par with what GP Bikes and the TT deserve.
The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.

You're right on this point. But the track is currently a raw conversion, it could be improved a lot graphically without making it too heavy for the engine.

The original one:
http://www.youtube.com/v/Pz87vdxNhUk
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 07:51:57 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Do you have an idea of the funds needed to have the laser scanned track?

If I remember correctly, around 20k euro for the scanning of the whole 60km course and the generation of the mesh.
Title: Re: Isle Of Man
Post by: matty0l215 on January 24, 2015, 08:00:13 PM
Quote from: PiBoSo on January 24, 2015, 07:51:57 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Do you have an idea of the funds needed to have the laser scanned track?

If I remember correctly, around 20k euro for the scanning of the whole 60km course and the generation of the mesh.

:o
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 08:05:26 PM
Quote from: matty0l215 on January 24, 2015, 08:00:13 PM
Quote from: PiBoSo on January 24, 2015, 07:51:57 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Do you have an idea of the funds needed to have the laser scanned track?

If I remember correctly, around 20k euro for the scanning of the whole 60km course and the generation of the mesh.

:o

You sure couldn't expect less for 60km of laser scanning, right? And the company also generates the mesh, they don't simply give you the point cloud.
Actually, prices dropped a lot lately.
Title: Re: Isle Of Man
Post by: matty0l215 on January 24, 2015, 08:09:36 PM
Quote from: PiBoSo on January 24, 2015, 08:05:26 PM
Quote from: matty0l215 on January 24, 2015, 08:00:13 PM
Quote from: PiBoSo on January 24, 2015, 07:51:57 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Do you have an idea of the funds needed to have the laser scanned track?

If I remember correctly, around 20k euro for the scanning of the whole 60km course and the generation of the mesh.

:o

You sure couldn't expect less for 60km of laser scanning, right? And the company also generates the mesh, they don't simply give you the point cloud.
Actually, prices dropped a lot lately.

Sorry :(

I do realize how much work there is,  Just trying to be funny (not coming across then?? :P)

Edit- Just changed that in to GBP £15,000!?!?! thats bloody cheap actually :P
Title: Re: Isle Of Man
Post by: RiccoChicco on January 24, 2015, 08:52:09 PM
Quote from: PiBoSo on January 24, 2015, 07:45:37 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Quote from: PiBoSo on January 24, 2015, 03:32:49 PM
the quality is not on par with what GP Bikes and the TT deserve.
The layout seems reasonably accurate ( but bumpy ); everything else looks like 1998.

You're right on this point. But the track is currently a raw conversion, it could be improved a lot graphically without making it too heavy for the engine.

The original one:
http://www.youtube.com/v/Pz87vdxNhUk

My TT conversion wasn't from this version. Jim Pearson restarted from zero for the complete track (the one we see in your video). This version looks by far better than the one I used :

http://www.youtube.com/v/VnHfYsgN6dM

Note that this video comes from rFactor to have a better video quality to compare.

What I can do is at least to retexture and rework some objects in a little part of the track to show you what can be done with it and to post some screen to compare.

Quote from: PiBoSo on January 24, 2015, 07:51:57 PM
Quote from: RiccoChicco on January 24, 2015, 06:25:26 PM
Do you have an idea of the funds needed to have the laser scanned track?

If I remember correctly, around 20k euro for the scanning of the whole 60km course and the generation of the mesh.

I was waiting for it more or less. It's a huge amount of money, for sure.

With these 20k euro do you have the whole "max" file ready for your game or will it be needed to make all "visual" stuff like buildings models, unwrapping every object or other?
Title: Re: Isle Of Man
Post by: PiBoSo on January 24, 2015, 09:07:32 PM
Quote from: RiccoChicco on January 24, 2015, 08:52:09 PM
With these 20k euro do you have the whole "max" file ready for your game or will it be needed to make all "visual" stuff like buildings models, unwrapping every object or other?

All mapping, textures and trackside objects would still need to be created.
Title: Re: Isle Of Man
Post by: JJS209 on January 24, 2015, 09:18:29 PM
just an idea:
there is this thing called "crowdfounding"
what about that with the target to handout the results of the scan only to piboso.

i would like to question you piboso, what do you thing about something like that?

pros imo:
- we only give money indirectly to piboso with a fixed aim.
- everyone can donate as possible/ok for him/her.
- we will get nearer to the tt course.

cons:
- ?

€: something like a donation box, you guys and girls know what i mean, i hope... :)
Title: Re: Isle Of Man
Post by: h106frp on January 24, 2015, 09:19:33 PM
Re: bike handling issues

Remember watching something on the tele where they explained that the TT bikes were fitted with much more forgiving suspension than the track bikes, they swapped out rear shock and swingarms  and front suspension when taking track bikes to the TT - i think it was a Suzuki team.

A few models might need tweaking towards more toward road bike type setup to work well on this track - I'll have an RC30 please  ;D
Title: Re: Isle Of Man
Post by: h106frp on January 24, 2015, 09:25:46 PM
Quote from: JJS209 on January 24, 2015, 09:18:29 PM
just an idea:
there is this thing called "crowdfounding"
what about that with the target to handout the results of the scan only to piboso.

i would like to question you piboso, what do you thing about something like that?

pros imo:
- we only give money indirectly to piboso with a fixed aim.
- everyone can donate as possible/ok for him/her.
- we will get nearer to the tt course.

cons:
- ?

€: something like a donation box, you guys and girls know what i mean, i hope... :)

I would be OK, £10 each would need 1500 people - not sure quit how big the community is though.

Once scanned, the model would have commercial re-sale value for other engines, it might be possible that any revenue generated here could be fed back into GPB development which would be great.

Don't know if anyone is active in car sim forums, but maybe the idea could draw in support from somewhere like the assetto corsa community, this is also a new sim looking for new realistic tracks and reduce the cost that way
Title: Re: Isle Of Man
Post by: Docfumi on January 24, 2015, 09:30:19 PM
There's a lot of good ideas going around (crowd funding) but I still think a finished game would make me a lot happier
then a single track. I know it's not just a track it is the TT, but I'm all for The Greater Good!  :D
Title: Re: Isle Of Man
Post by: JJS209 on January 24, 2015, 09:34:55 PM
my thinking is more like we say in germany: "from behind, thru the breast into the eye"  8)

what a big motivation would it be to have all you need (data) to finish the tt-project?!
i thing that would also speed up the development of gpb.
Title: Re: Isle Of Man
Post by: Docfumi on January 24, 2015, 10:28:32 PM
This is me fighting myself about this track.

                                                                          Juxtaposition

Where is all this coming from? It's feels like the last week or so your hell bent on this track.
I mean, I know I have been out of the loop for some time, this is no secret but are we breaking up or what?
All of a sudden there's excuses an stuff I never even heard of. Think about it, we were so happy
just rolling around Ulster GP and the Nordschleife maybe smacking up noobs in a few online races, so now you want BIGGER!
Look I know what we have isn't perfect but it works, it works for me and you. Now tell me you don't smile when you get
a new Skin, Bikeset and dare I say TRACK. I'd go out on a limb and say your spoiled, I know it hurts but it's true.
I've always taken you with a grain of salt, like how you cried for months about how the front end kept washing away in Beta3.
I stood by you. And don't think I forgot about how you through a fit over the brakes in Beta 1b, I was there but if you think
I'm going to dig in my pockets only to see you whine about bumps and online load times your in for some serious disappointment.
Title: Re: Isle Of Man
Post by: doubledragoncc on January 24, 2015, 10:39:55 PM
Man this is getting wild in here lol.

As this seems to be the place to hang out and chat the last few days can I ask Ricco if he's gonna make the M1 for this beta or are we sidetracking him with all this track talk lol.

Well someone had to do the off-theme post and I thought it was my turn???

DD
Title: Re: Isle Of Man
Post by: HornetMaX on January 25, 2015, 10:00:24 AM
Quote from: docfumi on January 24, 2015, 09:30:19 PM
There's a lot of good ideas going around (crowd funding) but I still think a finished game would make me a lot happier
then a single track. I know it's not just a track it is the TT, but I'm all for The Greater Good!  :D
Doc, can I mouth-kiss you right now ? I agree 100%.

I like the idea of crowfunding, but we should crowfund the finished game first and then the rest.
GPB at the moment doesn't really handle bumpy tracks well, so what's the point in a laser-scanned very bumpy track ?

Pushing for a laser scanned TT track in GPB at the moment sounds a bit like the guy with no riding license already buying the custom exhaust ...

I think Piboso is right in saying "Yes, maybe ... at some point".

MaX.
Title: Re: Isle Of Man
Post by: h106frp on January 25, 2015, 11:35:59 AM
Even though i would love the TT, from a funding/resourcing  point of view improving the core engine has to be priority or you end up with the GP500 scenario, lots of excellent mods running in a very limited environment.

Found a link where they have scanned Douglas seafront though  8).. Indicates just how much detail laser scan captures even un-meshed
(http://www.3dlasermapping.com/images/stories/press/3D-DouglasPromenade.jpg)

Sorry for the size, how do you scale linked images?
Title: Re: Isle Of Man
Post by: matty0l215 on January 25, 2015, 11:50:23 AM
Quote from: h106frp on January 25, 2015, 11:35:59 AM
(http://www.3dlasermapping.com/images/stories/press/3D-DouglasPromenade.jpg)

Quote this and see in the first bracket " width= "and the amount of pixels
Title: Re: Isle Of Man
Post by: girlracerTracey on January 25, 2015, 11:58:14 AM
Quote from: h106frp on January 24, 2015, 09:19:33 PM
Re: bike handling issues

Remember watching something on the tele where they explained that the TT bikes were fitted with much more forgiving suspension than the track bikes, they swapped out rear shock and swingarms  and front suspension when taking track bikes to the TT - i think it was a Suzuki team.

A few models might need tweaking towards more toward road bike type setup to work well on this track - I'll have an RC30 please  ;D

I think your comment above is absolutely spot-on h106frp. In real life as we know if you take a racing motorcycle which is set-up up for a nice smooth short circuit and try to ride/race it round the IOM TT you are met with the same effect.

So I guess the solution to this might be for the designers of a particular bike's physics in the future, if & when a TT course of some sort becomes available, to design a softer "road race" range of suspension options for their bikes as h106frp implies.

grT

Title: Re: Isle Of Man
Post by: girlracerTracey on January 25, 2015, 12:12:20 PM
Quote from: HornetMaX on January 25, 2015, 10:00:24 AM
Quote from: docfumi on January 24, 2015, 09:30:19 PM
There's a lot of good ideas going around (crowd funding) but I still think a finished game would make me a lot happier
then a single track. I know it's not just a track it is the TT, but I'm all for The Greater Good!  :D
Doc, can I mouth-kiss you right now ? I agree 100%.

I like the idea of crowfunding, but we should crowfund the finished game first and then the rest.
GPB at the moment doesn't really handle bumpy tracks well, so what's the point in a laser-scanned very bumpy track ?

Pushing for a laser scanned TT track in GPB at the moment sounds a bit like the guy with no riding license already buying the custom exhaust ...

I think Piboso is right in saying "Yes, maybe ... at some point".

MaX.

I agree with you Max and docfumi. Doing an expensive laser scan imo can only arguably be justified and sensible if you have a finished and stable "vehicle" to hang the TT track from..

This is why the "TT Mini" track (with some enhancement on the graphics), if permission had been granted to convert it, could have have been imo such a perfect & fun "stop-gap" measure to satisfy the road racers amongst us in advance of gpbikes being further developed by PiBoSo to the point of a finished product at some time in the future. This was my thinking with this one.

What is clear from all this is that the level of interest in having an IOM TT track in gpbikes remains very high.

grT  ;)

 
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 25, 2015, 01:39:20 PM
Quote from: girlracerTracey on January 25, 2015, 11:58:14 AM
Quote from: h106frp on January 24, 2015, 09:19:33 PM
Re: bike handling issues

Remember watching something on the tele where they explained that the TT bikes were fitted with much more forgiving suspension than the track bikes, they swapped out rear shock and swingarms  and front suspension when taking track bikes to the TT - i think it was a Suzuki team.

A few models might need tweaking towards more toward road bike type setup to work well on this track - I'll have an RC30 please  ;D

I think your comment above is absolutely spot-on h106frp. In real life as we know if you take a racing motorcycle which is set-up up for a nice smooth short circuit and try to ride/race it round the IOM TT you are met with the same effect.

So I guess the solution to this might be for the designers of a particular bike's physics in the future, if & when a TT course of some sort becomes available, to design a softer "road race" range of suspension options for their bikes as h106frp implies.

grT

yup.. No carbon wheels at the TT.. they would just split. also alot of riders lean towards using Maxton suspension which have great feel on the roads. of course EVERYTHING has to be lock wired, also you have to expand your fuel tank.. we did my mates tank with a tennis ball and an air compressor lol, popped it out from around 16litres to near enough 20ltrs on a 600cc lol

different world.. 4-6 laps of the isle of man TT circuit is just the biggest test for man and motorcycle.. Amazing!

do it piboso!!!  8)

ps. That video of TTmini with the 600.. the physics looks nice i have to say.. the bike soaks it all up quite nicely.
Title: Re: Isle Of Man
Post by: matty0l215 on January 28, 2015, 10:05:20 PM
https://www.youtube.com/watch?v=X97slndQ9Zo (https://www.youtube.com/watch?v=X97slndQ9Zo)

I gonna just leave this here.....  8)
Title: Re: Isle Of Man
Post by: BOBR6 84 on January 28, 2015, 10:26:44 PM
Lets just bloody pay the guy.. Lol  ::)

Title: Re: Isle Of Man
Post by: h106frp on January 28, 2015, 10:36:34 PM
Track building becomes an artform. This must surely the biggest detailed circuit model ever constructed, and all by the one guy - incredible. Cannot even begin to think what this would look like with a modern engine and extra graphical trickery.

That GPL graphics engine was way ahead of its time though.

Title: Re: Isle Of Man
Post by: matty0l215 on January 28, 2015, 10:40:27 PM
Can't wait to see it finished, even in the GPL engine

But it looks bumpy as hell, would need a lot of smoothing. (I can see one of the SBK bikes just going skywords after a dodgy conrer :P)
Title: Re: Isle Of Man
Post by: h106frp on January 28, 2015, 11:01:11 PM
I would prefer to keep the bumps if they are realistic and have bikes set up for the TT track, it is a simulation after all.

Best thing i ever did to a race rep was fit new springs and spacers suited to normal everyday road surfaces, transformed it from a bone rattler into a nice stable platform. You could ride along and actually watch the front forks doing what they were supposed to do - absorb the bumps instead of transmitting them to the rider and chassis, the result was a much faster and more comfortable ride.
Title: Re: Isle Of Man
Post by: HornetMaX on January 29, 2015, 07:45:33 AM
Quote from: matty0l215 on January 28, 2015, 10:05:20 PM
https://www.youtube.com/watch?v=X97slndQ9Zo (https://www.youtube.com/watch?v=X97slndQ9Zo)

I gonna just leave this here.....  8)

Video removed ?

MaX.
Title: Re: Isle Of Man
Post by: Reactive on January 29, 2015, 07:49:07 AM
Relax all of you, those bumpy track was only alpha test version to see is it possible to ride such huge track. My personal appreciates to Klax. Buddy, you saved the working version, and saved many nerve cells for all of us! Because i`m lost in all my versions of versions. So now no reasons to panic, only mechanical work with conversion into GPB version.

The main problem is absense of complicated GPS track with altitudes. All the tracks that i saw before (including PeterV`s), had very long distance between points. I think it must be 5 meters maximum (3 meters or less as ideal). I spending many hours, playing Suzuki TT Road Racing with PCSX2, and Im very impressed about how those road is very close to reality.

Any ideas about how to make complicated GPS track (or who will make it) are very welcome.

In my opinion this is the main and most important step.
Title: Re: Isle Of Man
Post by: h106frp on January 29, 2015, 08:11:25 AM
The comments on bumps were for JP's latest full length demo progress report, having watched the TV coverage it is 'bumpy' though, they had some good high speed camera footage of the bikes landing after getting airborne over small crests and bottoming in small dips with the suspension having to travel till the front fender hits the bodywork to soak it up and keep the bike settled, all at 150mph+. 

These are in the main British style country B roads, i think anyone who has ridden them with a bit of enthusiasm knows how uneven, bumpy and bendy  they are, most were originally laid at the turn of the century when vehicles were struggling to get to 40mph. Before the UK obsession with ca$h cameras it was scratching even on a well set up small capacity race rep with good handling.
Title: Re: Isle Of Man
Post by: doubledragoncc on January 29, 2015, 09:46:44 AM
You forgot to mention lens flares and flowerbeds H!!!

DD
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2015, 10:02:11 AM
Quote from: HornetMaX on January 29, 2015, 07:45:33 AM

Video removed ?

MaX.

Bugger :( It was just another progress video but it was looking promising.
Title: Re: Isle Of Man
Post by: h106frp on January 29, 2015, 10:37:56 AM
Quote from: doubledragoncc on January 29, 2015, 09:46:44 AM
You forgot to mention lens flares and flowerbeds H!!!

DD

Can you imagine how much weeding you would have to do on a 60km long flower border. Maybe we should add an 'easter egg' DD country garden section to each track. Sorry for taking the mick a bit but your ' rant of the week' really tickled me - brilliant post.

Oddly when i was working in Singapore they did go to the trouble of fully planted and well maintained garden sections down both sides and the central reservation, hundred of miles of weeding and mowing - i get fed up just doing the back garden.

Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2015, 11:29:23 AM
https://www.youtube.com/watch?v=G5W5gV9dY7Y (https://www.youtube.com/watch?v=G5W5gV9dY7Y)

back up :D
Title: Re: Isle Of Man
Post by: HornetMaX on January 29, 2015, 11:46:43 AM
Quote from: matty0l215 on January 29, 2015, 11:29:23 AM
https://www.youtube.com/watch?v=G5W5gV9dY7Y (https://www.youtube.com/watch?v=G5W5gV9dY7Y)

back up :D

Thx. I fear it would need some serious work to be visually acceptable.

MaX.
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2015, 11:53:28 AM
Its a start :P
Title: Re: Isle Of Man
Post by: HornetMaX on January 29, 2015, 11:56:25 AM
Quote from: matty0l215 on January 29, 2015, 11:53:28 AM
Its a start :P
Sure it is. But I mean, if we have to pay for something ...

Likely the best plan would be to involve JP in WRS and GPB, who knows ... he may like them :)

MaX.
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2015, 12:07:09 PM
Going on how good Grooveski's Olivers mount looks, i can wait for JP's IOM. I'm all for seeing the TT track, but at the moment smaller tracks are more user friendly.

But getting JP more involved in the community might help. He'd probably be more interested in WRS than GP Bikes, especially if it had some historic cars... (I'm not sure why he's against us, who pissed him off??)
Title: Re: Isle Of Man
Post by: girlracerTracey on January 29, 2015, 12:25:31 PM
The re-uploaded video is still processing I think. So hopefully you should be able to view this in full 1080p resolution shortly..at the moment it's stuck at 720p and you cannot fully appreciate the quality of Jim Pearson's amazing work.

Quote from: HornetMaX on January 29, 2015, 11:56:25 AM
Quote from: matty0l215 on January 29, 2015, 11:53:28 AM
Its a start :P
Sure it is. But I mean, if we have to pay for something ...

Likely the best plan would be to involve JP in WRS and GPB, who knows ... he may like them :)

MaX.

I would hazard a guess that the chances of getting Jim Pearson actively involved in WRS and GPB are probably next to zero if not zero. On an active voluntary basis that is. He is not interested in "modern games" from what I understand. His passion is for gpl. He doesn't much like assetto corsa from what I understand..

I think the bottom line with this one is most probably if you want it you would have to, through some means, pay for it..

It's as straightforward as that I think to be honest. I could be wrong but I cannot see JP issuing permission left right and centre to use this track. I do understand, however, that he has indicated he might be more inclined towards allowing the now mature and very well established (read: "aging") gp500 community to do something with this track. He seems to warm more to the idea of long and established gaming communities from the same approximate era as gpl. Gaming communities which no longer can be said to have a commercial slant to them.

That's my take on this issue anyway. Amazing work by Jim Pearson though imo. A one man band on this one in all respects I believe.

grT  ;) 

   
Title: Re: Isle Of Man
Post by: h106frp on January 29, 2015, 01:28:33 PM
Problem with GP500 is that it nobody could do anything with source code to sort any of the long standing issues with the engine. Looked in on the store the other day and no one has posted  there for a year.
Could the GP500 engine even process a model this size?
Title: Re: Isle Of Man
Post by: girlracerTracey on January 29, 2015, 01:59:07 PM
Quote from: h106frp on January 29, 2015, 01:28:33 PM
Problem with GP500 is that it nobody could do anything with source code to sort any of the long standing issues with the engine. Looked in on the store the other day and no one has posted  there for a year.
Could the GP500 engine even process a model this size?

The store died a gradual death. It's mostly with the Spanish now on the wxat website which is a Spanish language forum. As regards your question as to whether gp500 could handle the length of track I honestly do not know. I guess if given the opportunity they would certainly try everything they could though. It certainly handled the TT "Highlights" track but you would be talking of doubling the length of this for the full circuit.

I'll ask a few questions see what ppl say.

grT
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2015, 02:05:57 PM
Quote from: girlracerTracey on January 29, 2015, 12:25:31 PM
The re-uploaded video is still processing I think. So hopefully you should be able to view this in full 1080p resolution shortly..at the moment it's stuck at 720p and you cannot fully appreciate the quality of Jim Pearson's amazing work.

I would hazard a guess that the chances of getting Jim Pearson actively involved in WRS and GPB are probably next to zero if not zero. On an active voluntary basis that is. He is not interested in "modern games" from what I understand. His passion is for gpl. He doesn't much like assetto corsa from what I understand..

I think the bottom line with this one is most probably if you want it you would have to, through some means, pay for it..

It's as straightforward as that I think to be honest. I could be wrong but I cannot see JP issuing permission left right and centre to use this track. I do understand, however, that he has indicated he might be more inclined towards allowing the now mature and very well established (read: "aging") gp500 community to do something with this track. He seems to warm more to the idea of long and established gaming communities from the same approximate era as gpl. Gaming communities which no longer can be said to have a commercial slant to them.

That's my take on this issue anyway. Amazing work by Jim Pearson though imo. A one man band on this one in all respects I believe.

grT  ;) 

   

1080p 60 works on chrome only (bloody Google :P)

Real shame. His work is pretty amazing, he's been working on it for a couple of years now hasn't he? I can understand not liking some of the bigger sims. Assetto corsa community is huge compared to ours and his work wouldn't be as appreciated i think.

Hopefully when GP Bikes is finished and we've got some historic bikes he might be swayed maybe?

Just out of interest, how big is the GP500 community??  There doesn't seem to be a lot of activity from it (on the main forum at least, last post on most sub-fourms was from before 2013)
Title: Re: Isle Of Man
Post by: Grooveski on January 29, 2015, 07:23:53 PM
There are some daisy beds at Charade, they're a copy of the grass geometry raised an inch and transparent apart from the flower heads, same as a lot of games do their shadows.
Real simple but it works.  Even concentrating on the roller coaster chicane your periperal notices them and knows they're at a different height to the ground.

If anyone's getting in touch with Jim about models:
Be straight with him.  Tell him who you are, what experience you have, what work you plan to do to tune the model to your game, what the game is capable of, etc...
His models are beautiful, it was a privilage to work on Dundrod and if it wasn't for GP500's play area poly limit I'd have doubled the edge detail at least.  As it was I was down to doing poly reduction on the grass verges so I could smooth bits of track.
Jim had no issues with me making the changes, lowering the grass edging he fully expected and when I mentioned I'd subpatched Deers Leap a couple of times he told me GPL had an on-the-fly surface smoothing affair in the engine so they could get away with with bumpy looking tracks.
He'd rather see folk do the work than see a bare conversion that doesn't look or run well in the target game.
Close to finish I sent him a video link to a couple of laps and he had me tweak the lighting settings, fishing around for the 'Ireland in August' vibe.  Show a bit of respect and keep him in the loop and he's a pleasure to deal with.   :)

Quote from: matty0l215 on January 29, 2015, 02:05:57 PMJust out of interest, how big is the GP500 community??)

Not very.  Spanish scene is still strong and the bikesets just keep getting better but The Store's been dead for years. 
We've still been kicking the ass out of it pretty much nightly and at least meeting for races once a week at MotoGP500Online.  All the track work I've been doing has been for the online races(and it was worth every minute  ;D ). 
Dwindling numbers have dived now though.  Last series we were down to half a dozen regulars.  We'll hopefully get another MotoGP series out of it but this year might well be it.
....hence me lurking around last night, so used to online racing that I know I'll need to feed the habit somewhere.
Pain in the ass - only stopped crashing a year or so ago and now have to change to a game where I can barely make it out the pits on a 125.  :o

I know - the full game's much better than the demo.
Payday tomorrow.  ;)
Title: Re: Isle Of Man
Post by: HornetMaX on January 29, 2015, 07:36:53 PM
Quote from: Grooveski on January 29, 2015, 07:23:53 PM
He'd rather see folk do the work than see a bare conversion that doesn't look or run well in the target game.
That shouldn't be the problem around here: there's a nice set of modders (tracks, bikes) extremely devoted. Skill level varies quite a bit, but that can be worked on.

Maybe we should just offer him a GPB license, with no obligation: if he gets half addicted as many of us here, we're rolling :)

Quote from: Grooveski on January 29, 2015, 07:23:53 PM
Pain in the ass - only stopped crashing a year or so ago and now have to change to a game where I can barely make it out the pits on a 125.  :o
If you ever decide to jump on the GPB wagon, better get accustomed to that: even a 3 week stops makes you feel you're almost re-learning it from the beginning :)

MaX.
Title: Re: Isle Of Man
Post by: doubledragoncc on January 29, 2015, 07:56:49 PM
I still think it would help if the 2D files for tracks were released for us all to work on to increase the quality of the overall appearance of a track and reduce the workload on the track makers. I really want to help on this and would enjoy seeing some of my work on the tracks too. I think most of us have the skill to work with 2D and produce damn good graphics. I got all the software and a good understanding of using it. I have done professional architectural modelling for over 20 years, Im sure I can do it on the computer too and others too. I am sure it would be a good solution. And to make BOBPP and H happy, yes I could make flower beds wiv pwetty woses.

DD
Title: Re: Isle Of Man
Post by: h106frp on January 29, 2015, 08:11:13 PM
Quote from: Grooveski on January 29, 2015, 07:23:53 PM

His models are beautiful, it was a privilage to work on Dundrod



Hello Grooveski,
Just wanted to say thanks for Dundrod, recently rediscovering my old GP500 would work on win7 64 bit, installing some of the old mods and your adaption of Dundrod reminded me how much fun bike sims could be, this was all after the bitter disappointment of SBK generations >:(.

Hunting around i found that GPB had continued to evolve from the Alpha i had tried many years ago, enjoyed the demo and stumped up for a license :)

It would be really nice if some of the talent from the store found a new home here, the engine is reaching a stable condition and the core engine seems to offer the features that the GP500 community were chasing after. The big bonus is the active involvement of the developer that allows the sim to be tweaked toward (hopefully) perfection.
Title: Re: Isle Of Man
Post by: IronHorse on March 16, 2016, 10:23:14 AM
Is anyone making this track for GP bikes?
Title: Re: Isle Of Man
Post by: Napalm Nick on March 16, 2016, 11:22:08 AM
Do a search of the forum for IOM track mate there are 100 pages of info  ;)
Title: Re: Isle Of Man
Post by: Reactive on March 16, 2016, 01:59:08 PM
we dont have complicated gps data of the track
Title: Re: Isle Of Man
Post by: Storris on April 11, 2016, 02:53:53 PM
Quote from: Reactive on March 16, 2016, 01:59:08 PM
we dont have complicated gps data of the track

How complicated do you need?  I live on IoM and can drive, cycle or walk the entire track as required, in short sections if needed, to gather data.

Alternatively, this link - https://onedrive.live.com/redir?resid=657FAF18BF053011!8807&authkey=!ANfsVwYhVYtFfb0&ithint=file%2cgpx - is to a GPX file from a full lap on a bicycle.  Loads of these available from fitness apps like Garmin & Strava etc...
Would have attached but it's about 200kb too big.
Title: Re: Isle Of Man
Post by: Hawk on April 11, 2016, 04:18:08 PM
Quote from: Storris on April 11, 2016, 02:53:53 PM
Quote from: Reactive on March 16, 2016, 01:59:08 PM
we dont have complicated gps data of the track

How complicated do you need?  I live on IoM and can drive, cycle or walk the entire track as required, in short sections if needed, to gather data.

Alternatively, this link - https://onedrive.live.com/redir?resid=657FAF18BF053011!8807&authkey=!ANfsVwYhVYtFfb0&ithint=file%2cgpx - is to a GPX file from a full lap on a bicycle.  Loads of these available from fitness apps like Garmin & Strava etc...
Would have attached but it's about 200kb too big.

This sounds very interesting.... It's worth testing out....... Can someone put this data through RTB and see what we get from it.... I could then integrate that into GPB and we'll see what we get.  ;D

Thank you for the data file Storris... Nice one mate!  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 11, 2016, 04:30:46 PM
In the dev's infinite wisdom, he removed the ability to use GPS data to generate a track... I can have a go with BTB to generate one but i know how bad they are.

Great work Storris :D

And welcome to the community :)
Title: Re: Isle Of Man
Post by: Hawk on April 11, 2016, 04:42:26 PM
Quote from: matty0l215 on April 11, 2016, 04:30:46 PM
In the dev's infinite wisdom, he removed the ability to use GPS data to generate a track... I can have a go with BTB to generate one but i know how bad they are.

Great work Storris :D

And welcome to the community :)

That would be great Matty... Yeah BTB and RTB tracks are bad, but if GPB can handle the size of track and terrain in a test run, then I could easily use the BTB/track as a template to rebuild the track surface in detail.  ;)

Can you get the resultant scene exported into ideally .fbx or at least .3ds format and send it to me? I'll then convert it for use in GPB for a test run of the track and terrain.

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 11, 2016, 04:45:29 PM
Quote from: Hawk on April 11, 2016, 04:42:26 PM
Quote from: matty0l215 on April 11, 2016, 04:30:46 PM
In the dev's infinite wisdom, he removed the ability to use GPS data to generate a track... I can have a go with BTB to generate one but i know how bad they are.

Great work Storris :D

And welcome to the community :)

That would be great Matty... Yeah BTB and RTB tracks are bad, but if GPB can handle the size of track and terrain in a test run, then I could easily use the BTB/track as a template to rebuild the track surface in detail.  ;)

Can you get the resultant scene exported into ideally .fbx or at least .3ds format and send it to me? I'll then convert it for use in GPB for a test run of the track and terrain.

Hawk.

Oh yes, i bought a new bit of software (3DsimED) that can take many many types of game files and convert them to many other types. So converting wont be an issue :D
Title: Re: Isle Of Man
Post by: Storris on April 11, 2016, 04:53:27 PM
While the forum is busy, I've spoken to a couple of the companies involved in laser scanning Rockingham Raceway for Live for Speed.  They've given an approximate cost of £10,000 to scan the full course.  They'll be providing me with an official quote later this week, and all things going well, I'll have the KickStarter up & running by this time next week.

I'd appreciate any info you can give on what data track builders need, can they work from 'coloured point cloud information', or would it need to be processed further?

The idea behind the KickStarter is to open source the data for all sims/race games. COuld I count on the support of this forum to make that happen?

Oh yes, and thank you for the welcome :)
Title: Re: Isle Of Man
Post by: matty0l215 on April 11, 2016, 04:59:23 PM
Quote from: Storris on April 11, 2016, 04:53:27 PM
While the forum is busy, I've spoken to a couple of the companies involved in laser scanning Rockingham Raceway for Live for Speed.  They've given an approximate cost of £10,000 to scan the full course.  They'll be providing me with an official quote later this week, and all things going well, I'll have the KickStarter up & running by this time next week.

I'd appreciate any info you can give on what data track builders need, can they work from 'coloured point cloud information', or would it need to be processed further?

The idea behind the KickStarter is to open source the data for all sims/race games. COuld I count on the support of this forum to make that happen?

Oh yes, and thank you for the welcome :)

That seems relativity cheap (for a ~38 miles of track) :o

but it might be a waste of time if we can't physically get the track to load in game, thats what we are working on now (with your gps data we can generate a track thats the correct size and shape)
Title: Re: Isle Of Man
Post by: PiBoSo on April 11, 2016, 07:27:53 PM
Quote from: Storris on April 11, 2016, 04:53:27 PM
While the forum is busy, I've spoken to a couple of the companies involved in laser scanning Rockingham Raceway for Live for Speed.  They've given an approximate cost of £10,000 to scan the full course.  They'll be providing me with an official quote later this week, and all things going well, I'll have the KickStarter up & running by this time next week.

I'd appreciate any info you can give on what data track builders need, can they work from 'coloured point cloud information', or would it need to be processed further?

The idea behind the KickStarter is to open source the data for all sims/race games. COuld I count on the support of this forum to make that happen?

Oh yes, and thank you for the welcome :)

Hello.
As most of the users here already know, this is a very sensitive topic.
You are new here, so are probably not aware that work has been in progress for several months now to create a full TT simulator ( including sidecars and pitstops ).
The plan is to start a KS campaign soon for the same reason you have: to laser scan the whole Mountain Course.
Could you please give more info about your project?
I didn't know of the Rockingham laser scanning. Why did they need two companies? A quick search points to APR Services: https://www.youtube.com/watch?v=-nxvf_52KNM
What's the other company?
The quote you got is extremely competitive. Does it include the generation of the 3D mesh of the road and walls? The raw points cloud is not useful for track making.

It wouldn't be very good for our project if the laser scanning data was freely available to any simulator, but at least TTB would be the only one with motorcycles and sidecars.
Title: Re: Isle Of Man
Post by: BOBR6 84 on April 11, 2016, 07:41:46 PM
Droooling...  :P 8)
Title: Re: Isle Of Man
Post by: matty0l215 on April 11, 2016, 07:44:11 PM
https://www.dropbox.com/s/qykr30yl8qeg8vv/Isle%20of%20Man%20TT%20course%20GPS%20Data.FBX?dl=0

FBX version of the TT from Bobs track builder, it's not a great track surface but the elevation and layout look pretty good.

Think this will work Hawk?

Great! Thank you Matty.... I'll download now and take a look at it and report back to you.  ;)

Hawk.
Title: Re: Isle Of Man
Post by: Storris on April 11, 2016, 08:25:17 PM
Hi PiBiSo,

I didn't know you were working on a TT sim.

This project is simply as I've said.  Lots of people across many sim/racing platforms want to race on the Isle of Man, but we've all been sat around for a decade waiting for a guy who has made it clear that completing his project is not a priority, though I was pleasantly surprised to find that there seems to be some motivation amongst this community to get something working for themselves.

APR suggested I get in contact with another company as they weren't able to complete the mobile scanning that would be needed around sections of the Mountain Course.  I too thought that the figure given was extremely competitive, so I didn't hesitate in asking them for an official quotation, which is in the works as we speak.

I appreciate that this is might look as though it will step on the toes of projects such as yours, but unless you plan on using obscure or proprietary tools, your track will almost certainly be ported to other titles within a month of its release.  Having the data & funding crowd sourced, will simply save you and your customers the costs of developing for other titles, so I hope you can sort of see how this project will be to your benefit.  If you believe it is, then I'd really appreciate the input from actual developers such as yourself.

You're unlikely to lose custom if you're providing a full TT experience - http://www.racedepartment.com/threads/would-you-be-interested-in-a-laser-scanned-isle-of-man-tt.120475/ - Open source & modding is not to everyone's taste, there are plenty of people who want a fully-baked, plug & play solution.  PlayStation & XBox sales should be proof enough of that. :)

As to whether or not the company can supply a mesh, this is something I'll have to ask them during office hours, but from what I've been reading it should be fairly trivial for any potential track builders to create their own mesh in their preferred format, with their preferred tools.  Supplying a cloud rather than a mesh should will also allow builders to remove anomalies from the scan, such as the inevitable traffic, withou having to pay for the scanning company to do it before building a mesh.

Hope this clears up what you needed,

Best
SM
Title: Re: Isle Of Man
Post by: h106frp on April 11, 2016, 09:18:50 PM
Quote from: PiBoSo on April 11, 2016, 07:27:53 PM
Quote from: Storris on April 11, 2016, 04:53:27 PM
While the forum is busy, I've spoken to a couple of the companies involved in laser scanning Rockingham Raceway for Live for Speed.  They've given an approximate cost of £10,000 to scan the full course.  They'll be providing me with an official quote later this week, and all things going well, I'll have the KickStarter up & running by this time next week.

I'd appreciate any info you can give on what data track builders need, can they work from 'coloured point cloud information', or would it need to be processed further?

The idea behind the KickStarter is to open source the data for all sims/race games. COuld I count on the support of this forum to make that happen?

Oh yes, and thank you for the welcome :)

Hello.
As most of the users here already know, this is a very sensitive topic.
You are new here, so are probably not aware that work has been in progress for several months now to create a full TT simulator ( including sidecars and pitstops ).
The plan is to start a KS campaign soon for the same reason you have: to laser scan the whole Mountain Course.
Could you please give more info about your project?
I didn't know of the Rockingham laser scanning. Why did they need two companies? A quick search points to APR Services: https://www.youtube.com/watch?v=-nxvf_52KNM
What's the other company?
The quote you got is extremely competitive. Does it include the generation of the 3D mesh of the road and walls? The raw points cloud is not useful for track making.

It wouldn't be very good for our project if the laser scanning data was freely available to any simulator, but at least TTB would be the only one with motorcycles and sidecars.

I would not worry too much, its one thing having the track but its another having a simulator that makes it feel like your riding the TT course. I cannot ever see a small team completing the track (meshing, rendering and shading) and i believe it will take a huge community effort to do it justice anyway.

However it would not bother me at all to have to purchase a separate simulator engine that has the physics to make it worth riding and on this count the PiBoso engine is pretty much the only one.
Title: Re: Isle Of Man
Post by: PiBoSo on April 11, 2016, 09:23:10 PM
Quote from: Storris on April 11, 2016, 08:25:17 PM
Hi PiBiSo,

I didn't know you were working on a TT sim.

This project is simply as I've said.  Lots of people across many sim/racing platforms want to race on the Isle of Man, but we've all been sat around for a decade waiting for a guy who has made it clear that completing his project is not a priority, though I was pleasantly surprised to find that there seems to be some motivation amongst this community to get something working for themselves.

APR suggested I get in contact with another company as they weren't able to complete the mobile scanning that would be needed around sections of the Mountain Course.  I too thought that the figure given was extremely competitive, so I didn't hesitate in asking them for an official quotation, which is in the works as we speak.

I appreciate that this is might look as though it will step on the toes of projects such as yours, but unless you plan on using obscure or proprietary tools, your track will almost certainly be ported to other titles within a month of its release.  Having the data & funding crowd sourced, will simply save you the costs of developing for other titles, so I hope you can sort of see how this project will be to your benefit.  If you believe it is, then I'd really appreciate the input from actual developers such as yourself.

You're unlikely to lose custom if you're providing a full TT experience - http://www.racedepartment.com/threads/would-you-be-interested-in-a-laser-scanned-isle-of-man-tt.120475/ - Open source & modding is not to everyone's taste, there are plenty of people who want a fully-baked, plug & play solution.  PlayStation & XBox sales should be proof enough of that. :)

As to whether or not the company can supply a mesh, this is something I'll have to ask them during office hours, but from what I've been reading it should be fairly trivial for any potential track builders to create their own mesh in their preferred format, with their preferred tools.  Supplying a cloud rather than a mesh should will also allow builders to remove anomalies from the scan, such as the inevitable traffic, withou having to pay for the scanning company to do it before building a mesh.

Hope this clears up what you needed,

Best
SM

Could you please write what do you plan to give as reward to the Kickstarter campaign backers?
What makes you think that someone would donate to laser scan the Mountain Course without the direct support of a developer / modder with the time and skills to actually model and texture the whole circuit? Also, please note that not all simulators / games may be capable of loading a 60km track.

It is not trivial at all to convert several gigabytes of point cloud to a usable mesh. It may be doable for the track maker, but for sure the laser scanning companies have the software, hardware and experience to do a much better and faster job.
Title: Re: Isle Of Man
Post by: PiBoSo on April 11, 2016, 10:02:36 PM
Quote from: Storris on April 11, 2016, 08:25:17 PM
Having the data & funding crowd sourced, will simply save you the costs of developing for other titles, so I hope you can sort of see how this project will be to your benefit.  If you believe it is, then I'd really appreciate the input from actual developers such as yourself.

If you are serious and can successfully find the funding, this would for sure beneficial to the TT simulator, because it would spare us a tedious Kickstarter campaign and the pressure deriving from being under the public eye so early in development ( not to talk about the almost sure backlash from announcing a new project while 4 mores are already in development ).
Title: Re: Isle Of Man
Post by: Storris on April 11, 2016, 10:05:49 PM
I don't plan on having rewards for backers other than the knowledge that they have brought themselves one step closer to racing on the TT course.   However, if we succeed with minimum funding we will look to the stretch goals of hiring developers to build tracks.  I haven't got details of this finalised yet, so there is no concrete information to give.

I know for a fact that I am willing to donate simply to make the data available, and I am receiving plenty of support so far, but whether enough people feel as I do will only be answered by doing the project.  We will see in ~60 days how successful it is.

The scanning company undoubtedly has what is needed to create the mesh, but they will also have to clean the point cloud first.  This will undoubtedly add costs, but it could be added as a stretch goal.  I'll have to wait until office hours for information from the scanners before trying to make this decision.

If PiBoSo were willing to support this project as the 'official' 2-wheel track builder, then I think it would be a great incentive for 2-wheel sim racers to add their own support to it.
Title: Re: Isle Of Man
Post by: Vini on April 11, 2016, 10:14:51 PM
Quote from: PiBoSo on April 11, 2016, 09:23:10 PMWhat makes you think that someone would donate to laser scan the Mountain Course without the direct support of a developer / modder with the time and skills to actually model and texture the whole circuit?
I would, because I know that there are enough skilled modders out there who will do just that (including you, I hope).

Quote from: PiBoSo on April 11, 2016, 09:23:10 PMAlso, please note that not all simulators / games may be capable of loading a 60km track.
Well, that's up to you, isn't it? :P


...Just saying, I don't care who opens up a kickstarter or who ends up doing the work, I just want a rideable 3D model of the IOM.
As long as the model will be freely available to anyone, I will donate.
Title: Re: Isle Of Man
Post by: PiBoSo on April 11, 2016, 10:17:52 PM
Quote from: Storris on April 11, 2016, 10:05:49 PM
I don't plan on having rewards for backers other than the knowledge that they have brought themselves one step closer to racing on the TT course.   However, if we succeed with minimum funding we will look to the stretch goals of hiring developers to build tracks.  I haven't got details of this finalised yet, so there is no concrete information to give.

I know for a fact that I am willing to donate simply to make the data available, and I am receiving plenty of support so far, but whether enough people feel as I do will only be answered by doing the project.  We will see in ~60 days how successful it is.

The scanning company undoubtedly has what is needed to create the mesh, but they will also have to clean the point cloud first.  This will undoubtedly add costs, but it could be added as a stretch goal.  I'll have to wait until office hours for information from the scanners before trying to make this decision.

If PiBoSo were willing to support this project as the 'official' 2-wheel track builder, then I think it would be a great incentive for 2-wheel sim racers to add their own support to it.

There already is a person working on the TT ( trackside objects, textures, shaders, ... ), so no additional developers are needed on this side ;)
Kickstarter suggests a 30 days campaign... 60 are maybe too much.

Official support may be tough call. If we are to be actively involved in the campaign and announce our project, then we could as well do our own campaign...
Exactly what kind of "support" would you expect?

P.S. Please note that we already planned to add at least one car for those that are not into motorcycles, so our simulator will not be two and three-wheels only  ;)
P.P.S. If you are serious about the project, feel free to contact via PM or email, in case you feel a public forum is not the best place for further discussion
Title: Re: Isle Of Man
Post by: Storris on April 11, 2016, 10:38:56 PM
All that would be needed from you is an explicit statement that you will be using the scan as part of your TT Simulator.  If I can get the same statement from one of the big 4-wheel sims, or a well known independent developer, then we should be pretty much ready for the tyre smoke. 8)

You could go with your own campaign, you'll be building your own track whoever funds the scan, but your work, and your backers hard-earned money, will be ported to other titles at some point soon afterwards.  This way represents an opportunity for the whole sim racing community to be involved in creating something that all of us want to see.

As an incentive, as an Isle of Man resident I might be able to help in arranging & attending meetings & discussions between yourselves and the Department of Tourism, if you were looking to get official licensing.  CAn't say I'd make much difference to any outcome, but I'm here.
Title: Re: Isle Of Man
Post by: RiccoChicco on April 11, 2016, 10:57:44 PM
The idea is great on the paper and donate for this project will be a pleasure. But some points need to be clarified :

- Do you have any guarantee that the IOM government will allow laser scanning?
- How can we be sure that the track will not get in a big investor hands without any ability for bakers to get a hand on the laserscan?
- How do you plan to manage the track licensing between modders providing IOM for free and some developers selling it?

If all of that is clear for everyone, my Paypal account is ready  ;D

EDIT : Polyphony Digital was at IOM nearly 2 years ago to laserscan the track. We don't have any more informations yet but maybe something is not that far from release from them. Of course it won't be open source.
Title: Re: Isle Of Man
Post by: PiBoSo on April 11, 2016, 11:08:29 PM
Quote from: RiccoChicco on April 11, 2016, 10:57:44 PM
The idea is great on the paper and donate for this project will be a pleasure. But some points need to be clarified :

- Do you have any guarantee that the IOM government will allow laser scanning?
- How can we be sure that the track will not get in a big investor hands without any ability for bakers to get a hand on the laserscan?
- How do you plan to manage the track licensing between modders providing IOM for free and some developers selling it?

If all of that is clear for everyone, my Paypal account is ready  ;D

EDIT : Polyphony Digital was at IOM nearly 2 years ago to laserscan the track. We don't have any more informations yet but maybe something is not that far from release from them. Of course it won't be open source.

Very good points.
Title: Re: Isle Of Man
Post by: Storris on April 12, 2016, 12:26:13 AM
Quote from: RiccoChicco on April 11, 2016, 10:57:44 PM
- Do you have any guarantee that the IOM government will allow laser scanning?
The TT course is a public road so the rules are the same as for any other road user.  There will be official assurances of this before the campaign goes live next week.

Quote
- How can we be sure that the track will not get in a big investor hands without any ability for backers to get a hand on the laserscan?
If there were any big investors ready to do this, the KickStarter would not be necessary.  Also, when the campaign goes live it will include the contract/invoice between the campaign and the scanning company with relevant links & contact information for anyone to check.  The KickStarter will state explicitly that the results of the scan are open, freely available to everyone that wants them.  There will be file hosting, there will be back-ups, there will be redundancy.  There will be no opportunity for the data to be hoarded by wayward megalomaniacs.

Quote
- How do you plan to manage the track licensing between modders providing IOM for free and some developers selling it? 
By not managing it.  The only job of this campaign is to have the TT track scanned.  The resultant data will be let loose for people to do with as they wish, free of charge until it becomes redundant, or until the heat death of the universe.  What people choose to do with it, will be up to them.  I can only guarantee that tracks will be made if I can secure the cooperation of partners such as PiBoSo.  I cannot guarantee that they or anyone else will provide content for free.  But, I can guarantee that it is in the interests of track builders to get their products into the community's hands, & it is in the interests of the community to have track builders.  A balance will be found between the two.
Title: Re: Isle Of Man
Post by: Reactive on April 12, 2016, 02:09:18 AM
Quote from: PiBoSo
There already is a person working on the TT ( trackside objects, textures, shaders, ... ), so no additional developers are needed on this side ;)
Very good motivation for everybody who had waited for modeling, thanks.
Title: Re: Isle Of Man
Post by: Grooveski on April 12, 2016, 03:35:38 AM
Had a mess around and got those GPS laps in as an editable 3D spline suitable for extruding along in any modeler.
In LW they're great but for some reason when I export they're being broken into a bunch of bits.  ???
Still - joining half a dozen splines together is a triviality compared to redrawing one of this length so here they are for anyone who may want to play with them.

https://www.dropbox.com/s/7e2xa4mg4lizk0a/Isle%20of%20Man%20TT%20course%20Splines.rar?dl=0

DWG format (.3ds and .fbx don't support splines)
Title: Re: Isle Of Man
Post by: HornetMaX on April 12, 2016, 08:14:20 AM
Quote from: Storris on April 11, 2016, 10:05:49 PM
Quote from: PiBoSo on April 11, 2016, 09:23:10 PM
Could you please write what do you plan to give as reward to the Kickstarter campaign backers?
I don't plan on having rewards for backers other than the knowledge that they have brought themselves one step closer to racing on the TT course. 

Quote from: Storris on April 12, 2016, 12:26:13 AM
Quote
- How do you plan to manage the track licensing between modders providing IOM for free and some developers selling it? 
By not managing it. The only job of this campaign is to have the TT track scanned.  The resultant data will be let loose for people to do with as they wish, free of charge until it becomes redundant, or until the heat death of the universe.

Best answers ever. This is open spirit to its best, I really praise your approach.

Get it scanned and make the data public. Each developer will be able to use it how he/she wants.

It's a great initiative and a facepalm to all the "locked content" guys.

I have to agree with Piboso though: going from a point cloud to a track is not trivial, especially for that kind of size.
But challenges are what smart devs look for, so we should be good here :)

Keep us posted, I guess your KS campaign will have some money coming from this forum.

Title: Re: Isle Of Man
Post by: Hawk on April 12, 2016, 10:40:35 AM
Quote from: Grooveski on April 12, 2016, 03:35:38 AM
Had a mess around and got those GPS laps in as an editable 3D spline suitable for extruding along in any modeler.
In LW they're great but for some reason when I export they're being broken into a bunch of bits.  ???
Still - joining half a dozen splines together is a triviality compared to redrawing one of this length so here they are for anyone who may want to play with them.

https://www.dropbox.com/s/7e2xa4mg4lizk0a/Isle%20of%20Man%20TT%20course%20Splines.rar?dl=0

DWG format (.3ds and .fbx don't support splines)

With Matty's help I got the GPS data into .fbx format. I was then able to import that file into Maya and it's looking good!  ;D

I'm in the process now of correctly scaling it by copying a curve from the track edge - offsetting that curve so it's in the centre of the road and then I'll group everything together and scale the length of that curve up to 37.73 miles. That will give me an accurate scale for the length of the track surface.

Then I'm going to export that into a .map and .trp file and then load it into TrackED to get the centreline drawn, but this could be the big problem... Firstly, creating a track centreline that big will be a long and a laborious process with no guarantee of success at the end of it? From what I remember the max limit for the number of centreline segments was removed but I'm not sure about that, maybe someone can confirm that?

Hawk.
Title: Re: Isle Of Man
Post by: Grooveski on April 12, 2016, 12:09:51 PM
Yeah, I saw the BTB moidel.

The line I popped up is scaled(if you're looking for a size reference).  It's also slightly rotated to OS grid north to suit map backdrops.  Maya should load it (being an Autodesk product).
Was more for the offchance that your test works and you were maybe looking to re-loft to tweak/smooth the model and create verges.   :)
(and partly curiosity - I'd never done a lat/long import before).

Good luck with the test.  ;)
Title: Re: Isle Of Man
Post by: HornetMaX on April 12, 2016, 12:16:11 PM
If it's GPS data, I'm not sure how precise it will be in terms of height. Height provided by GPS is a bit of a mess.

Incidentally, I'm working on a side project for which I'm outputting GPS coordinates from GPB :)
Title: Re: Isle Of Man
Post by: Storris on April 12, 2016, 12:35:55 PM
Quote from: HornetMaX on April 12, 2016, 12:16:11 PM
If it's GPS data, I'm not sure how precise it will be in terms of height. Height provided by GPS is a bit of a mess.

A cursory look at the data shows it to be mostly accurate.  This is probably smartphone GPS though, so there will be a larger margin than from dedicated GPS devices, but it is still good :)  There are literally hundreds of these data traces available so any discrepancies should be easily remedied.
Title: Re: Isle Of Man
Post by: Grooveski on April 12, 2016, 12:44:34 PM
Heightwise it's slightly better than I expected.  The variation between the three laps it's within a metre all over and generaly less than half that.
I used to regularly deal with data from a Trimble backpack system and it's height data was rarely as tight as that, guess GPS's have come on a bit in the last ten years(probably reading more satellites too).
Far from perfect though, here are the three of them over Hailwood Heights(1m grid). 

(http://i69.photobucket.com/albums/i68/Grooveski/GP_Bikes/Heights.jpg)
Title: Re: Isle Of Man
Post by: matty0l215 on April 12, 2016, 12:52:08 PM
I will say whoever got this gpa data did 3 laps of the course which BTB really dodnt like so i had to go back into google earth, delete the unessecerry points and then got it into BTB.

In google earth it followed the road accordingly (i even had it in varmin base camp which is used for programing sat navs and it looked good there as well.)
Title: Re: Isle Of Man
Post by: Storris on April 12, 2016, 12:55:41 PM
I don't want to burst the bubble we've been blowing, but someone might have beat us to it... :(

http://www.youtube.com/watch?v=ZIKdwQ-gGWQ

:)
Title: Re: Isle Of Man
Post by: matty0l215 on April 12, 2016, 01:00:31 PM
Quote from: Storris on April 12, 2016, 12:55:41 PM
I don't want to burst the bubble we've been blowing, but someone might have beat us to it... :(

http://www.youtube.com/watch?v=ZIKdwQ-gGWQ

:)
Christ, you had me worried there ;) :P
Title: Re: Isle Of Man
Post by: HornetMaX on April 12, 2016, 01:02:33 PM
Not sure averaging over multiple lines proves the data is accurate. We'd need a topographic measure of height difference between two points of the track and compare it to what we can see in the files.
And still, it could be perfect at some point and off by 2m at another.

But I'm nitpicking, for our needs it may well be enough (especially if some manual fix is done where blatantly needed).

But then, if you have laser scanned data you can make plenty of hardcore simmers drool instantly :)


Title: Re: Isle Of Man
Post by: Hawk on April 12, 2016, 01:12:09 PM
Quote from: Storris on April 12, 2016, 12:55:41 PM
I don't want to burst the bubble we've been blowing, but someone might have beat us to it... :(

http://www.youtube.com/v/ZIKdwQ-gGWQ

:)

If I remember rightly this was created for GP500, but it is a "mini TT" track(scaled down in length) and not the full length version.

Hawk.
Title: Re: Isle Of Man
Post by: Storris on April 12, 2016, 01:22:02 PM
Quote from: HornetMaX on April 12, 2016, 01:02:33 PM
And still, it could be perfect at some point and off by 2m at another.

This being the Isle of Man, that 2m could well be the actual shape of the road :), but yes, short of a GPS Data Gathering Strike Force descending on the island, this is as good as you are going to get.

@Hawk

It's an even earlier Sega arcade game that was actually ported to Windows at some point.
Title: Re: Isle Of Man
Post by: Grooveski on April 12, 2016, 01:22:35 PM
Quote from: HornetMaX on April 12, 2016, 01:02:33 PM
Not sure averaging over multiple lines proves the data is accurate. We'd need a topographic measure of height difference between two points of the track and compare it to what we can see in the files.


Highest point is 422m according to wikipedia.
...and 423.8 according to the data.
(....and the GPS was likely mounted on the handlebars)
Not a million miles off.

lol, what am I doing back in here?  I've enough on my plate with the smallest track in the country.   ;D 
Have fun guys(but count me in if it comes to building it ourselves).   ;)
Title: Re: Isle Of Man
Post by: Hawk on April 12, 2016, 01:40:30 PM
Quote from: Storris on April 12, 2016, 01:22:02 PM
Quote from: HornetMaX on April 12, 2016, 01:02:33 PM
And still, it could be perfect at some point and off by 2m at another.

This being the Isle of Man, that 2m could well be the actual shape of the road :), but yes, short of a GPS Data Gathering Strike Force descending on the island, this is as good as you are going to get.

@Hawk

It's an even earlier Sega arcade game that was actually ported to Windows at some point
.

All the more reason to not worry about it I think. Lol.  ;D

I also agree that barring someone releasing professionally produced cloud point data of the TT Circuit then GPS data is as accurate as it's going to get. But even with the cloud point data, that data still needs a lot of work and processing to get it into an accurate poly-mesh to be able to work with it. ;)

I'd also stress that the GPS data is just a foundation to get a good(as it's going to get for GPS data) approximation of the height and layout of the track surface.... There would be a massive amount of extra work involved in getting near accurate road widths and shapes on the circuit as well as all the other peripheral requirements of adding kerbs, pavements, walls, roadside bankings, road markings, buildings, signs, barriers, fences, trees, etc, etc..... So unless we can get a team together to work on separate elements and bring them together for the final build then this work is only going to amount to a feasibility test run and nothing more.... It's just too big a project for a small team to develop in a relatively short period of time.  :)

Hawk.
Title: Re: Isle Of Man
Post by: h106frp on April 12, 2016, 02:02:17 PM
Quote from: Storris on April 12, 2016, 01:22:02 PM
Quote from: HornetMaX on April 12, 2016, 01:02:33 PM
And still, it could be perfect at some point and off by 2m at another.

This being the Isle of Man, that 2m could well be the actual shape of the road :), but yes, short of a GPS Data Gathering Strike Force descending on the island, this is as good as you are going to get.

@Hawk

It's an even earlier Sega arcade game that was actually ported to Windows at some point.

Always a good waste of £1 when you find one of these in a dusty arcade corner   ;D

(http://www.lighthousei.com/site/games%20library/video%20games/driving/thumbnails/MANX%20TT%20TW_JPG.jpg)

Title: Re: Isle Of Man
Post by: Hawk on April 12, 2016, 02:08:50 PM
I thought I would just advise people that taking data to work with 3D off of the Publicly available data(unlicensed) you can pull from Google Earth is off-set by I think it's 2arc secs(I presume to combat anyone pulling data to use freely for commercial purposes), so any data pulled like that will not be accurate, although it doesn't look too bad on terrain that is relatively flat it looks awful on data were you have many differences in terrain heights. Just take a look at the Google data for Cadwell Park Racing Circuit and you will see this 2 sec arc off-set well.  ;)
Plus I think Google Earth data is only down to a resolution of 30 meters(If I'm not mistaken?) which is not ideal for accurate track surface creation at all.  :-\

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 12, 2016, 02:52:09 PM
Just so you know, i only used google earth to edit the gps data. It shouldny have changed any other physical data. I just removed 2 laps of data :)
Title: Re: Isle Of Man
Post by: Hawk on April 12, 2016, 03:51:40 PM
Quote from: matty0l215 on April 12, 2016, 02:52:09 PM
Just so you know, i only used google earth to edit the gps data. It shouldny have changed any other physical data. I just removed 2 laps of data :)

To be honest the track looks great Matty for the differences in height(though I'm not privy to knowing the accuracies of the height map of the TT circuit in real life), but it does look good to me!  ;D

Now to get the centreline sorted so we can run it in GPB(Hopefully)..... That is going to be a right pain in the arse! I think I'll do that over the next few days. Or maybe even leave that till next weekend when I've got more time. Lol

Hawk.
Title: Re: Isle Of Man
Post by: Storris on April 13, 2016, 12:35:33 PM
Quick question for you all, have you seen/used TORCS?  It has a track editor, that can handle long tracks and you trace over an outline of the track you are building.

Thought you might be able to make use of the .acc files it creates - https://sourceforge.net/projects/torcs/?source=typ_redirect - There is apparently, an add-on for Blender to import .acc files - https://www.blender.org/forum/viewtopic.php?t=23960, and then add elevation data.
Title: Re: Isle Of Man
Post by: Hawk on April 13, 2016, 02:47:55 PM
Quote from: Storris on April 13, 2016, 12:35:33 PM
Quick question for you all, have you seen/used TORCS?  It has a track editor, that can handle long tracks and you trace over an outline of the track you are building.

Thought you might be able to make use of the .acc files it creates - https://sourceforge.net/projects/torcs/?source=typ_redirect - There is apparently, an add-on for Blender to import .acc files - https://www.blender.org/forum/viewtopic.php?t=23960, and then add elevation data.

I've yet to see any track editor that does a very good job, and that includes BTB and RTB.  :) ;)

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 13, 2016, 02:49:52 PM
Quote from: Hawk on April 12, 2016, 03:51:40 PM
Quote from: matty0l215 on April 12, 2016, 02:52:09 PM
Just so you know, i only used google earth to edit the gps data. It shouldny have changed any other physical data. I just removed 2 laps of data :)

To be honest the track looks great Matty for the differences in height(though I'm not privy to knowing the accuracies of the height map of the TT circuit in real life), but it does look good to me!  ;D

Now to get the centreline sorted so we can run it in GPB(Hopefully)..... That is going to be a right pain in the arse! I think I'll do that over the next few days. Or maybe even leave that till next weekend when I've got more time. Lol

Hawk.

Whats envolved in doing the centerline. I could give it a go with a bit of guidence.
Title: Re: Isle Of Man
Post by: Hawk on April 13, 2016, 04:38:42 PM
Quote from: matty0l215 on April 13, 2016, 02:49:52 PM
Quote from: Hawk on April 12, 2016, 03:51:40 PM
Quote from: matty0l215 on April 12, 2016, 02:52:09 PM
Just so you know, i only used google earth to edit the gps data. It shouldny have changed any other physical data. I just removed 2 laps of data :)

To be honest the track looks great Matty for the differences in height(though I'm not privy to knowing the accuracies of the height map of the TT circuit in real life), but it does look good to me!  ;D

Now to get the centreline sorted so we can run it in GPB(Hopefully)..... That is going to be a right pain in the arse! I think I'll do that over the next few days. Or maybe even leave that till next weekend when I've got more time. Lol

Hawk.

Whats envolved in doing the centerline. I could give it a go with a bit of guidence.

It's a very tedious and laborious job on a normal length track, but for a 37.73 miles track it will be absolutely mind numbing. Lol

I would suggest trying it out on a smaller track first and then decide if you would like to do it for the IOM track, because you have to try and keep the line centred in the middle of the track and that can be a little trick at times... Also for the IOM track it will be vital to keep the centreline segments down to an absolute minimum for the test as we don't know for sure if the max limit for those segments has been lifted for sure or not?

Here is the page for instructions on creating a centreline for a trackhttp://docs.piboso.com/wiki/index.php/TrackEd#Centerline (http://docs.piboso.com/wiki/index.php/TrackEd#Centerline)

I would suggest you copy a current track folder to work on so you don't overwrite anything in a track folder your using for GPB right now.... Just in case you make a mistake.  ;)

Any problems then just let me know and I'll try and sort you out.  ;) 8)

Hawk.



Title: Re: Isle Of Man
Post by: HornetMaX on April 13, 2016, 07:27:12 PM
Keeping the centerline in the middle of the track is not absolutely necessary. For sure you don't need to get too paranoid about it being exactly in the middle. Just eyeball it.
Most important point in the wiki documentation, #11:
QuoteIt's a good idea to save your editable centerline to a .tcl file, so you can load it again if you re-export your trp. Go Centerline -> Save As
A tcl file is just a text file so on some occasions you could even do some smart-ass manual changes (if you really know what you're doing).
Title: Re: Isle Of Man
Post by: matty0l215 on April 13, 2016, 07:50:45 PM
Oh I remember this :P (i've played around with Tracked in the past)

I'll happily give it a go, whats the worst that can happen? ;D
Title: Re: Isle Of Man
Post by: Storris on April 13, 2016, 08:15:44 PM
Can this work be split up so that 3 or 4 people can work on different sections, and then folding them together at the end?  I've just been sticking pins in the Course every 100m on Google maps to get the total area (150Km2), and that was painful enough.
Title: Re: Isle Of Man
Post by: HornetMaX on April 13, 2016, 08:42:02 PM
Quote from: Storris on April 13, 2016, 08:15:44 PM
Can this work be split up so that 3 or 4 people can work on different sections, and then folding them together at the end?  I've just been sticking pins in the Course every 100m on Google maps to get the total area (150Km2), and that was painful enough.
Due to the way the centerline is defined, this can't be done easily.
You'd have to agree on a precise point separating two sections, have the 1st section end exactly there, have the 2nd section start exactly there, stitch them together manually editing the tcl file and hope that the cumulative error of all the merge does not screw up the last sections too much. Not worth the risk, IMO.

I don't think it's a hard job: it just takes time. And we've plenty of that :)
Title: Re: Isle Of Man
Post by: janaucarre on April 13, 2016, 09:04:52 PM
Hi,  on the 4th page of this thread i've post 2 mega links for centerline,  perhaps you can use it and modify it
Title: Re: Isle Of Man
Post by: PiBoSo on April 13, 2016, 09:44:48 PM
Dear Storris,

we had a lengthy internal discussion, and also asked for advice to a friend with experience with laser scanning, licensing and much more.
All things considered, we decided we are not interested in your project, and will go our own way. It may sound harsh to post this message in public, but I think it's important to make clear to everyone that we are NOT involved in your campaign.

Now for some clarifications:
1) Working with the point cloud of a 60km circuit would be impossible without dedicated hardware and software. Even the mesh will be complex enough that it will probably have to be split into sections.
2) It's probably better to have the government help for the scan, for licensing reasons and because they are able to close the roads. You can remove traffic with two passes, but you cannot remove parked cars, for example.
3) We are not interested in a collaboration with another 4-wheel developer. You should probably do some research before messaging a developer, because it sounded a little bit offensive, as we have some experience with simulated cars, too: http://www.youtube.com/watch?v=gR9EgFz4HK0
4) To be honest, it doesn't seem like you are very interested in motorcycles or sidecars... The feeling is that you want the Mountain Course in a car simulator, maybe even a specific one... If this is correct, could you please tell us which one?  :)

Hope to see you on TTB  ;)
Title: Re: Isle Of Man
Post by: Storris on April 13, 2016, 10:49:23 PM
Hey PiBoSo,
Quote
1) Even the mesh will be complex enough that it will probably have to be split into sections.
Yep, it will be a big job.  Part of the reason I suggested working with another team...

Quote
2) You can remove traffic with two passes, but you cannot remove parked cars, for example.
I mentioned this in my earlier posts as being a reason for shipping a point cloud.  It'll be easier to remove static obstructions from the cloud than a processed mesh.  Processing that cloud into a mesh will also be a big job, but that's par for the course with this project.  Nothing about it is small.  If the KickStarter is successful, both the mesh and cloud will be available for those that want it.

Quote
3) We are not interested in a collaboration with another 4-wheel developer. You should probably do some research before messaging a developer, because it sounded a little bit offensive, as we have some experience with simulated cars, too:
Cool.  Like I said in the PM, it was just an idea that I put forward to gauge your interest.  I thought, being a massive piece of work, that collaboration might be a good idea, obviously not.  I had to find out either way.

Quote
4) To be honest, it doesn't seem like you are very interested in motorcycles or sidecars... The feeling is that you want the Mountain Course in a car simulator, maybe even a specific one... If this is correct, could you please tell us which one?  :)
Yeah, I want all of them.  I want, 2 wheels, 3 wheels & 4 wheels, I'll even take an 18 wheeler if someone wants to do TT Trucks! :)  I don't think the proposal could be any clearer, scan the track and release it to everyone, try to get a team of developers on board to build a usable track for the community, and then see where it leads.

I appreciate that you've given the project your consideration, just remember if the KickStarter is successful the data will still be available for you to use :), and yes, you will see me on TTB, hopefully near the top of the online leaderboards! ;D
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 03:27:07 PM
Exporting the .map and .trp files now for IOM test run.....

Dev Log:

Work still to do in TrackED:
Already I can tell that if we ever got a team together to complete this project(if it's viable for GPB), then the track/terrain would have to be split up into sectors and worked on individually as such. There is just too much going on even now for my system to handle the 37.73 miles well(plenty of processing time required even for simple 3D tasks).

Hopefully the export of the .map and .trp file will complete successfully and then the dreaded task of creating the centreline is the next task.  :-\ :-\ :'( :'(

Hopefully we should be able to test run this in the next couple of days if everything goes well.  :-\

Hawk.
PS: This test will just involve the track surface alone with the flat terrain background just to test how GPB handles that.  ;)






Title: Re: Isle Of Man
Post by: matty0l215 on April 14, 2016, 03:33:44 PM
Excellent work mate :D
Title: Re: Isle Of Man
Post by: Storris on April 14, 2016, 05:17:10 PM
Can't find the like button, so I bought you this instead  ;D

(http://www.reactiongifs.us/wp-content/uploads/2013/08/picard_clapping.gif)
Title: Re: Isle Of Man
Post by: RiccoChicco on April 14, 2016, 05:57:21 PM
@Hawk

I made a full IOM track using GPS data (but not from the same source) something like one year ago. I used BTB as well but I didn't generate anything else. I've made something like half of the track centerline, since it was at the time segments number was limited. I shoud have it on one of my computer, I'll try to get my hand on it in case it can help. It should not fit perfectly but maybe it will save some of your time :)
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 06:13:46 PM
Quote from: RiccoChicco on April 14, 2016, 05:57:21 PM
@Hawk

I made a full IOM track using GPS data (but not from the same source) something like one year ago. I used BTB as well but I didn't generate anything else. I've made something like half of the track centerline, since it was at the time segments number was limited. I shoud have it on one of my computer, I'll try to get my hand on it in case it can help. It should not fit perfectly but maybe it will save some of your time :)

Hi Ricco.

That sounds very promising.... We'd definitely like to take a look to see if it could save us a lot of time if it does fit anything like.  ;D

Any chance of uploading it tonight as we plan to start creating the centreline this evening?  ;D ;) 8)

Thank you for that Ricco! very much appreciated indeed!  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: RiccoChicco on April 14, 2016, 07:05:52 PM
So I took a look and I can't find it. Really sorry :(  :-[

Let me know if any help is needed :)
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 07:28:18 PM
Quote from: RiccoChicco on April 14, 2016, 07:05:52 PM
So I took a look and I can't find it. Really sorry :(  :-[

Let me know if any help is needed :)

That's okay Ricco... Thanks for the thought mate.  ;) 8)

Will do mate.... I have several other offers of help also, so if this ends up a viable proposition for GPB then we have the making of a team to do it. Your offer of help would greatly be appreciated in that event Ricco, we will need several people working on different elements of the circuit, so the more the merrier!  Thank you mate!  ;D 8)

Hawk.
Title: Re: Isle Of Man
Post by: Donnie on April 14, 2016, 07:50:34 PM
http://www.bigben-interactive.co.uk/bigben-interactive-anounces-brand-new-isle-of-man-tt-races-video-game/#tify_cookie_policy-close

Just announced.
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 08:05:38 PM
Quote from: Donnie on April 14, 2016, 07:50:34 PM
http://www.bigben-interactive.co.uk/bigben-interactive-anounces-brand-new-isle-of-man-tt-races-video-game/#tify_cookie_policy-close

Just announced.

Yeah..... just another "Game" that will no doubt be full of eye candy with no depth or substance.... Let's see what they come up with, but if I know the future it will be aimed at the console market which means it'll be just another milestone type job..... Not even worth time of day in my book.  :) ;)

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 14, 2016, 08:18:54 PM
(http://i.imgur.com/y0BjNeC.jpg)

Is this normal?? the center line segments are HUGE! and cant be made any smaller than you see here (You can already see that the line isn't very central....)

Have i done something wrong or is this a limitation for such a sized track (or it the scale of the track wrong?)

Any ideas?? Piboso any comments?
Title: Re: Isle Of Man
Post by: RiccoChicco on April 14, 2016, 08:21:24 PM
It seems that it's a scale problem. Each segments you made are 1 meter long for GPB.
Title: Re: Isle Of Man
Post by: Storris on April 14, 2016, 08:27:20 PM
Quote from: Donnie on April 14, 2016, 07:50:34 PM
http://www.bigben-interactive.co.uk/bigben-interactive-anounces-brand-new-isle-of-man-tt-races-video-game/#tify_cookie_policy-close
Just announced.

Was it something I said, something in the water?  Dang, just when things were getting interesting!

Hawk, if I can do anything to help, it turns out that my weekend has just become a lot less busy.
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 09:55:56 PM
Does look like something has happened with the scaling. I'll take a look. ;)

Hawk.
Title: Re: Isle Of Man
Post by: janaucarre on April 14, 2016, 10:07:56 PM
For having a good base for the track size=>in the 3d software mesure the width of the track and change the scale to approach 8meters, after that export,  make the centerline and rescale with the length of this one to obtainthe right length of the track
Have you tried to use the centerline i made and posted on the 4th page of this thread?   
Title: Re: Isle Of Man
Post by: Hawk on April 14, 2016, 10:14:36 PM
Sorry Matty! My mistake!  :-[

I've just had a look at the 3D files and realised I reduced the scale to make it more manageable to work on and forgot to bump the scale back up again. Hehe!  ;D :-[

I'll do another export overnight and let you have it tomorrow.... That's if the export works on such a large model.... let's see.  :-\

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on April 14, 2016, 10:46:08 PM
Quote from: janaucarre on April 14, 2016, 10:07:56 PM
For having a good base for the track size=>in the 3d software mesure the width of the track and change the scale to approach 8meters, after that export,  make the centerline and rescale with the length of this one to obtainthe right length of the track
Have you tried to use the centerline i made and posted on the 4th page of this thread?

Once hawk has sent me the new file, ill see if you centerline fits :)

Thanks Janaucarre
Title: Re: Isle Of Man
Post by: Grooveski on April 15, 2016, 12:01:32 AM
In case it's any help, here are the points from the lap1 spline I posted before.

It's been flattened but if I'm mistaken about the CL only being 2d it's no bother to do it again with the elevations, only takes seconds in Autocad(using the LIST command with QAFLAGS set to 2 then copying the results from ACAD's log file).

https://www.dropbox.com/s/c4qrzj4xwppat3c/CL_Lap_1.txt?dl=0

[Edit] While I was in acad earlier I joined the spline bits back together into one line.  Should really have included that too.
DWG, DXF and TXT(the CL with elevations) versions attached.

https://www.dropbox.com/s/abfgyibuy9pmrsb/lap1.rar?dl=0
Title: Re: Isle Of Man
Post by: Hawk on April 15, 2016, 10:41:04 AM
Quote from: Grooveski on April 15, 2016, 12:01:32 AM
In case it's any help, here are the points from the lap1 spline I posted before.

It's been flattened but if I'm mistaken about the CL only being 2d it's no bother to do it again with the elevations, only takes seconds in Autocad(using the LIST command with QAFLAGS set to 2 then copying the results from ACAD's log file).

https://www.dropbox.com/s/c4qrzj4xwppat3c/CL_Lap_1.txt?dl=0

[Edit] While I was in acad earlier I joined the spline bits back together into one line.  Should really have included that too.
DWG, DXF and TXT(the CL with elevations) versions attached.

https://www.dropbox.com/s/abfgyibuy9pmrsb/lap1.rar?dl=0

Is there any way to use this in TrackED for the CL though? I'm not sure I understand?  :)

Hawk.
Title: Re: Isle Of Man
Post by: Grooveski on April 15, 2016, 11:33:02 AM
Nope. 

When I read Max's post about the .tcl being a text file I just assumed it'd be a series of x,y,z's.  The sensible move would have been to open one and look but tanked up at midnight I guess sensible was in short supply.  :-[
I see now that what I posted is no use to man nor beast.  My bad, sorry!
Title: Re: Isle Of Man
Post by: Hawk on April 15, 2016, 11:44:16 AM
Quote from: Grooveski on April 15, 2016, 11:33:02 AM
Nope. 

When I read Max's post about the .tcl being a text file I just assumed it'd be a series of x,y,z's.  The sensible move would have been to open one and look but tanked up at midnight I guess sensible was in short supply.  :-[
I see now that what I posted is no use to man nor beast.  My bad, sorry!

No worries mate.... Your looking for ways to help and that's great! It's appreciated for sure.  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on April 15, 2016, 12:16:18 PM
Quote from: Grooveski on April 15, 2016, 11:33:02 AM
Nope. 

When I read Max's post about the .tcl being a text file I just assumed it'd be a series of x,y,z's.  The sensible move would have been to open one and look but tanked up at midnight I guess sensible was in short supply.  :-[
I see now that what I posted is no use to man nor beast.  My bad, sorry!
It's not a series of x,y,z. It's essentially a sequence of segments, where each segment has a starting point, a type (straight or arc) and some properties (length for a straight, radius and angle for arcs, and a starting height for both types).
Title: Re: Isle Of Man
Post by: Hawk on April 15, 2016, 02:13:22 PM
Quote from: HornetMaX on April 15, 2016, 12:16:18 PM
Quote from: Grooveski on April 15, 2016, 11:33:02 AM
Nope. 

When I read Max's post about the .tcl being a text file I just assumed it'd be a series of x,y,z's.  The sensible move would have been to open one and look but tanked up at midnight I guess sensible was in short supply.  :-[
I see now that what I posted is no use to man nor beast.  My bad, sorry!
It's not a series of x,y,z. It's essentially a sequence of segments, where each segment has a starting point, a type (straight or arc) and some properties (length for a straight, radius and angle for arcs, and a starting height for both types).

I had a look the .tcl file in notepad..... It wouldn't be practically possible to actually place a CL segment by editing that file manually but it probably would be possible to edit the lining-up of the CL already placed in TrackED if anyone wanted to have the CL dead-centre to the track. That's they way I see it from the information for each centreline segment.

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on April 15, 2016, 02:36:32 PM
To pan (move) the centerline around, just edit the X,Y of the staring point of the 1st segment. That's all (nice, isn't it ?).

To scale the centerline: for straight segments, multiply the "length" by the scale factor. For arc segments, multiply the radius by the scale factor. If you need to scale the Z axis (height), multiply the height of each segment (straights and arcs) by the scale factor.

I can do these very easily (a spreadsheet is more than enough).

But again: in general you don't need the centerline to be dead-centre to the track. It's not absolutely necessary.
If you want to use a "centerline" to build the track from it however, that's a different story. Notice however you;'ll have the same problem with GPS data: I doubt people were riding/driving on the dead-center of the road when they took the data ...

Title: Re: Isle Of Man
Post by: Hawk on April 15, 2016, 03:08:09 PM
Quote from: HornetMaX on April 15, 2016, 02:36:32 PM
To pan (move) the centerline around, just edit the X,Y of the staring point of the 1st segment. That's all (nice, isn't it ?).

To scale the centerline: for straight segments, multiply the "length" by the scale factor. For arc segments, multiply the radius by the scale factor. If you need to scale the Z axis (height), multiply the height of each segment (straights and arcs) by the scale factor.

I can do these very easily (a spreadsheet is more than enough).

But again: in general you don't need the centerline to be dead-centre to the track. It's not absolutely necessary.
If you want to use a "centerline" to build the track from it however, that's a different story. Notice however you;'ll have the same problem with GPS data: I doubt people were riding/driving on the dead-center of the road when they took the data ...

Well that is true that you don't need to have the centreline exactly centre of the track in TrackED but at the same time it's not good to have the centreline going all over the place either? I presume the best-line feature is taken from the centreline placement for example? Also the corner anticipation too? So I presume it's better to at least have the centreline as close to centre of the track surface as possible.  :)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on April 15, 2016, 03:27:49 PM
Quote from: Hawk on April 15, 2016, 03:08:09 PM
Well that is true that you don't need to have the centreline exactly centre of the track in TrackED but at the same time it's not good to have the centreline going all over the place either? I presume the best-line feature is taken from the centreline placement for example? Also the corner anticipation too? So I presume it's better to at least have the centreline as close to centre of the track surface as possible.  :)
Th ebest line is separate from the centerline as far as I know. Anyway, who uses the best line stuff ? :)
I don't know if corner anticipation uses the centerline or not. It's possible. To me it wouldn't make a lot of difference anyway (given the fov we typically use).

If you have a centerline that is decent (i.e. it stays on the track, without being dead center) just give it a try before spending hours in trying to dead-center it.
Title: Re: Isle Of Man
Post by: h106frp on April 15, 2016, 04:51:29 PM
I read somewhere that corner anticipation uses the 'best line info.
Title: Re: Isle Of Man
Post by: Hawk on April 15, 2016, 06:03:17 PM
Quote from: h106frp on April 15, 2016, 04:51:29 PM
I read somewhere that corner anticipation uses the 'best line info.

I presume the "Corner Anticipation" is to make the riders head look to the apex of the corners? I cannot see any other reason for it to be honest?  :-\

Hawk.
Title: Re: Isle Of Man
Post by: h106frp on April 15, 2016, 06:18:35 PM
I guess that it main use is to guide the camera rather than as a riding line
Title: Re: Isle Of Man
Post by: matty0l215 on April 15, 2016, 06:35:10 PM
Quote from: janaucarre on April 14, 2016, 10:07:56 PM
For having a good base for the track size=>in the 3d software mesure the width of the track and change the scale to approach 8meters, after that export,  make the centerline and rescale with the length of this one to obtainthe right length of the track
Have you tried to use the centerline i made and posted on the 4th page of this thread?

Your files aren't on Mega anymore mate   :o :P
Title: Re: Isle Of Man
Post by: HornetMaX on April 15, 2016, 07:24:03 PM
Quote from: Hawk on April 15, 2016, 06:03:17 PM
Quote from: h106frp on April 15, 2016, 04:51:29 PM
I read somewhere that corner anticipation uses the 'best line info.
I presume the "Corner Anticipation" is to make the riders head look to the apex of the corners?
Yes, that's it. Unless you're using head tracking (in which case you don't need corner anticipation).
An yes, it makes sense for corner anticipation to use the bestline instead of the centerline.
Title: Re: Isle Of Man
Post by: Hawk on April 16, 2016, 09:33:56 PM
PROGRESS UPDATE:

Matty created the CL for the IOM track surface. It's 925 segments in total and we get core.exe every time we try to load the track into GPB.

We double checked for errors and can find none. Reported the issue to Piboso on the Bugs report thread.

Hawk.
Title: Re: Isle Of Man
Post by: RiccoChicco on April 16, 2016, 09:58:05 PM
If I remember well, the centerline was supposed to be limited at 325 segments or it would result to a core.exe. PiBoSo told us he would increase the limit in the next beta (somethine like beta5), but I'm not sure it has been done. Maybe it comes from here.

EDIT : Shame on me, I just saw PiBoSo's answer  ;D
Title: Re: Isle Of Man
Post by: doubledragoncc on April 16, 2016, 10:07:43 PM
LOL Ricco this is being discussed in 3 separate threads at once lol

DD
Title: Re: Isle Of Man
Post by: Silja on April 17, 2016, 10:17:36 AM
Please read!
http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx (http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx)
Title: Re: Isle Of Man
Post by: Blackheart on April 17, 2016, 10:21:57 AM
Quote from: Silja on April 17, 2016, 10:17:36 AM
Please read!
http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx (http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx)

Old news...  ::)
Title: Re: Isle Of Man
Post by: matty0l215 on April 17, 2016, 10:33:31 AM
Quote from: Silja on April 17, 2016, 10:17:36 AM
Please read!
http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx (http://www.iomtt.com/News/2016/April/15/Bigben-Interactive-confirms-new-Isle-of-Man-TT-video-game.aspx)

This isn't gonna stop us :P
Title: Re: Isle Of Man
Post by: doubledragoncc on April 17, 2016, 12:49:49 PM
FUCK BIG BEN!!!!!

Its just a big stone cock anyways lol

DD
Title: Re: Isle Of Man
Post by: Storris on April 18, 2016, 11:02:49 AM
Can one or preferably some of you developer types wade in with some advice?

The mesh makers, RFPro.com, have asked, "what parts of the scan, exactly, do you need meshed?"

My instinctive answer is that the entire scan should be meshed as a single unit, but I've no real idea.  From the point cloud, would anything need to be meshed separately, or is 'everything' the right response?
Title: Re: Isle Of Man
Post by: matty0l215 on April 18, 2016, 12:49:44 PM
Quote from: Storris on April 18, 2016, 11:02:49 AM
Can one or preferably some of you developer types wade in with some advice?

The mesh makers, RFPro.com, have asked, "what parts of the scan, exactly, do you need meshed?"

My instinctive answer is that the entire scan should be meshed as a single unit, but I've no real idea.  From the point cloud, would anything need to be meshed separately, or is 'everything' the right response?

Basically everything would need to be scanned but mainly the track. Things like building and terrain will need to be seperated but i imagine this can be done at a later stage. Hawk can give a definet answer
Title: Re: Isle Of Man
Post by: Storris on April 18, 2016, 01:21:05 PM
Cheers Matty.

Hawk?

The scan will encompass a lot of non-track items.  Within a single IoM mesh file, would there be a single continuous mesh covering everything, or would each thing (house, wall, lampost) need to be meshed independently?

I see the first option as being just as useful as the second, but with a much lower cost and much lower system requirements.
Title: Re: Isle Of Man
Post by: Hawk on April 18, 2016, 06:30:39 PM
Quote from: Storris on April 18, 2016, 01:21:05 PM
Cheers Matty.

Hawk?

The scan will encompass a lot of non-track items.  Within a single IoM mesh file, would there be a single continuous mesh covering everything, or would each thing (house, wall, lampost) need to be meshed independently?

I see the first option as being just as useful as the second, but with a much lower cost and much lower system requirements.

Sorry guys, I've been out all day......

Okay. To put the IOM track together in GPB we would need the track, terrain and all the extra peripheral objects like walls, trees, pavements, kerbs, buildings, signs, spectators, barriers etc, etc, modelled as separate objects in the scene.


Edit: We're not even sure GPB could handle a track the size of a full 37 miles IOM track..... If you imagine all the objects that would have to be involved? Tests need to be done to find out how far we can push GPB before it starts coughing it's guts up with the strain.  :)

Hawk.
Title: Re: Isle Of Man
Post by: janaucarre on April 18, 2016, 07:05:55 PM
It will need big improvisation to have as less as possible polys
Title: Re: Isle Of Man
Post by: RiccoChicco on April 18, 2016, 07:10:27 PM
The TT Mini was running great while there was a lot (I'm talking about thousands) of objects in the scene. The game just loads the parts you need, so the track could be 1000km long, it will work great too.
Title: Re: Isle Of Man
Post by: Hawk on April 18, 2016, 09:40:25 PM
Quote from: RiccoChicco on April 18, 2016, 07:10:27 PM
The TT Mini was running great while there was a lot (I'm talking about thousands) of objects in the scene. The game just loads the parts you need, so the track could be 1000km long, it will work great too.

I really hope we have no issues, but I'm more on the side of caution and awaiting to see what the tests will show before any major work is started.  ;)

Hawk.
Title: Re: Isle Of Man
Post by: Storris on April 20, 2016, 08:39:22 PM
Official quote is in. £9,850  8) Waiting for conversion & data storage/webhosting quotes.  I'll be back with links when we launch.
Title: Re: Isle Of Man
Post by: Storris on April 22, 2016, 01:13:38 PM
Ok, so, I'm ging to have to creat 200-300 survey grade GPS control points for the scan.

Will they be useful to any of you guys in sorting the .GPX out?
Title: Re: Isle Of Man
Post by: Hawk on April 22, 2016, 01:36:06 PM
Quote from: Storris on April 22, 2016, 01:13:38 PM
Ok, so, I'm ging to have to creat 200-300 survey grade GPS control points for the scan.

Will they be useful to any of you guys in sorting the .GPX out?

I haven't got a clue what your talking about there. Lol  ;D

Hawk.
Title: Re: Isle Of Man
Post by: Storris on April 22, 2016, 02:15:22 PM
 :D lol, me neither really.  Just been told that part of the scan preparation requires "client to provide Ground Control Points", essentially ~1cm accurate GPS co-ordinates, every 250-300 metres of the track!

I thought this might allow the .GPX map to be a massaged into better shape, but thinking further, it would probably just make things more difficult.
Title: Re: Isle Of Man
Post by: Hawk on April 22, 2016, 02:32:41 PM
Quote from: Storris on April 22, 2016, 02:15:22 PM
:D lol, me neither really.  Just been told that part of the scan preparation requires "client to provide Ground Control Points", essentially ~1cm accurate GPS co-ordinates, every 250-300 metres of the track!

I thought this might allow the .GPX map to be a massaged into better shape, but thinking further, it would probably just make things more difficult.

1cm GPS co-ord for every 250-300 meters of the track for ground control points!?  :o
I presume ground control points are to do with fleshing out the basic height map of the IOM track surface?

If that is correct, then taking a 1cm accurate track GPS point into consideration at only every 250-300 meters is going to lead to major inaccuracies at some points on the track surface height and shape surely?  :-\

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on April 22, 2016, 02:58:08 PM
I don't see any other usage of the control point outside "massaging the point cloud into better shape" (I like the image, very hands-on:) ).

What I can't figure out is why they don't take the Ground Control Point themselves, at the same time they do the laser scan. Would be much easier.
Unless ... Is the company doing the scan different from the company "converting" the cloud into something more manageable ? It's the 2nd company who's asking for the GPS coords os is it the 1st company ?
Title: Re: Isle Of Man
Post by: Storris on April 22, 2016, 04:06:24 PM
If I've understood correctly, the GCP's are to allow an accurate overlay of the geo-reference image, and to correlate the data properly with the rest of the world.   I'm hoping to keep them to a minimum since the track only has to relate to itself.  They will be logging GPS, and setting up a temporary GPS base station, but they need pre-determined reference points to alleviate any potential drift during scanning & processing <<= Accuracy.
Title: Re: Isle Of Man
Post by: doubledragoncc on April 30, 2016, 01:50:50 PM
Hi guys, just come across this from grT on her YT channel!!!

https://www.youtube.com/v/okPtXlTgt7A

So there is a converted copy for AC already but not GPB after so many years???

I dont know if this might help with pointers for data size, or if it could be converted to GPB to help test for TTB when P makes the best and only real sim for IOM.

DD
Title: Re: Isle Of Man
Post by: Napalm Nick on April 30, 2016, 02:11:02 PM
Still only a shortened version but better than nowt! Maybe we are happy to wait for TTB or even for BigBen to chime?
Title: Re: Isle Of Man
Post by: doubledragoncc on April 30, 2016, 03:10:15 PM
Screw big ben, I would rather ride a scooter than touch a bike game from them.

I am going to have to try this with my system in AC though lol

DD
Title: Re: Isle Of Man
Post by: matty0l215 on April 30, 2016, 03:11:11 PM
Quote from: doubledragoncc on April 30, 2016, 03:10:15 PM
Screw big ben, I would rather ride a scooter than touch a bike game from them.

I am going to have to try this with my system in AC though lol

DD

It's as good as you can imagine, not to scale but it's okay to drive/ride
Title: Re: Isle Of Man
Post by: grimm on April 30, 2016, 03:17:08 PM
I was on the AC forum a week or so ago and came across the download for it, got super excited, set everything up.... and discovered it's a mini version of the TT course.  ::)




Eagerly awaiting news about Piboso or anyone else that can replicate the thrill of Suzuki TT Superbikes from the PS2. Even with all the short comings of that game, it was still incredibly fun to jump hills and catch massive line painting power slides out of corners. Flying through Ballagarey near the top of 5th gear on a 1000 Superbike was one of the most intense and rewarding parts of learning the TT course. Then seeing the documentary about it where they are talking about the downshift from 6th to 5th separating the men from the boys at that point in the course made the hair stand up a little on the back of my neck, realizing that even if the old PS2 is outdated and the physics are not as good as they could be, it still delivered the thrill of getting it right and moving on down the road at 170mph+.  8)
Title: Re: Isle Of Man
Post by: doubledragoncc on April 30, 2016, 03:24:58 PM
Shame it is the short track but I just wondered if it would help in any way.

Tracey did not post a link to the DL. I would still like to try it so if you still have a link Grimm would be magic mate. Thanks

DD

EDIT: Ok found it, I think
Title: Re: Isle Of Man
Post by: RiccoChicco on April 30, 2016, 04:20:35 PM
http://forum.piboso.com/index.php?topic=411.0 (http://forum.piboso.com/index.php?topic=411.0) I converted it 2 years ago.

The track is really too much work to have something at least "ok" for our eyes. The complete road mesh should be redone, kerbs, most of walls, textures and trees too.

Title: Re: Isle Of Man
Post by: grimm on April 30, 2016, 04:38:03 PM
Quote from: doubledragoncc on April 30, 2016, 03:24:58 PM
Shame it is the short track but I just wondered if it would help in any way.

Tracey did not post a link to the DL. I would still like to try it so if you still have a link Grimm would be magic mate. Thanks

DD

EDIT: Ok found it, I think


Here ya go, same thing GrT was using for the youtube vid. http://www.drivingitalia.net/forum/index.php?app=downloads&showfile=7436
Title: Re: Isle Of Man
Post by: matty0l215 on April 30, 2016, 04:50:06 PM
We are still actually waiting for Piboso to up the limit for TrackED center line (if he has, he hasn't announced it officially) until then the 100% size version is at a pretty much standstill...
Title: Re: Isle Of Man
Post by: doubledragoncc on April 30, 2016, 06:32:17 PM
AC says track not found, maybe my AC is wrong version, is fully updated.

DD
Title: Re: Isle Of Man
Post by: Storris on May 06, 2016, 10:28:06 AM
Kickstarter took some time, but have submitted for review and hopefully it will be all go this end of the week.  It's for the point cloud and reference imaging, approximately 50GB each.  No mesh, and no datahosting as the costs & timeframes were too big for this project.  We will distribute the data via Google/MS Drives & Dropbox, and anywhere else I can get cheap storage.

I know you guys have got your GPB thing going on, but if we could get a team of motivated devs from across sim platforms together to work on the necessaries, this could be the start of something great.
Title: Re: Isle Of Man
Post by: PiBoSo on May 06, 2016, 02:58:37 PM
Quote from: Storris on May 06, 2016, 10:28:06 AM
Kickstarter took some time, but have submitted for review and hopefully it will be all go this end of the week.  It's for the point cloud and reference imaging, approximately 50GB each.  No mesh, and no datahosting as the costs & timeframes were too big for this project.  We will distribute the data via Google/MS Drives & Dropbox, and anywhere else I can get cheap storage.

I know you guys have got your GPB thing going on, but if we could get a team of motivated devs from across sim platforms together to work on the necessaries, this could be the start of something great.

Ok. So, to recap, not only Bigben got the exclusive license, but now the laser-scanned TT will be converted for all the racing games of the past, present and future?
(http://www.reactiongifs.com/r/2013/10/conup.gif)

P.S.
Not a personal attack towards you, of course. You are doing everything with good intentions, but unfortunately your project conflicts heavily with out plans  :)
Title: Re: Isle Of Man
Post by: doubledragoncc on May 06, 2016, 03:05:38 PM
@Piboso.....................It is so true what you mean, BUT, it depends WHO is making WHAT use of the track data. NO matter what, no other person or company will be making what YOU wish to make and that means in the end, ONLY YOU will still have the best product to offer.

Just trying to give you some positive thought here. And something that is very factual right now, there is not ONE other title that has come close to GPB physics and control EVER!!!

Chin up and go get em!!!

DD

Title: Re: Isle Of Man
Post by: Hawk on May 06, 2016, 03:08:27 PM
Quote from: doubledragoncc on May 06, 2016, 03:05:38 PM
@Piboso.....................It is so true what you mean, BUT, it depends WHO is making WHAT use of the track data. NO matter what, no other person or company will be making what YOU wish to make and that means in the end, ONLY YOU will still have the best product to offer.

Just trying to give you some positive thought here. And something that is very factual right now, there is not ONE other title that has come close to GPB physics and control EVER!!!

Chin up and go get em!!!

DD

+1. Second that thought DD!  ;D 8)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on May 07, 2016, 04:47:59 PM
Quote from: Storris on May 06, 2016, 10:28:06 AM
Kickstarter took some time, but have submitted for review and hopefully it will be all go this end of the week.  It's for the point cloud and reference imaging, approximately 50GB each.  No mesh, and no datahosting as the costs & timeframes were too big for this project.  We will distribute the data via Google/MS Drives & Dropbox, and anywhere else I can get cheap storage.

I know you guys have got your GPB thing going on, but if we could get a team of motivated devs from across sim platforms together to work on the necessaries, this could be the start of something great.
Glad to hear this is moving forward: despite the fact it may (or may not) interfere with the plans of other devs, I do like the approach of gamers funding something and then making it available to all.
I'm not a big fan of road racing, but I'l chip in for that project :)

Quote from: PiBoSo on May 06, 2016, 02:58:37 PM
Ok. So, to recap, not only Bigben got the exclusive license, but now the laser-scanned TT will be converted for all the racing games of the past, present and future?
What I still can figure out is how can BigBen have and exclusive and Storris get a laser scan at the same time. Weird ...
Anyway, I don't see too many people on the starting blocks to work with a cloud of 50GB ...
Title: Re: Isle Of Man
Post by: doNico on May 07, 2016, 09:51:52 PM
Oh boy, a road racing game would just be the awesomeness itself... Holy cow, imagine racing in photorealistic Dundrod, tandragee or even Czech Horice...  How amazing would that be.
Well,it allready feels good to think about it. You'll have my money

~doN
Title: Re: Isle Of Man
Post by: Storris on May 09, 2016, 04:06:49 PM
OK folks, it's here at last, in the immortal words of Murray Walker, "Go, Go, Go" - https://www.kickstarter.com/projects/1669324602/snaefell-mountain-course-3d-laser-scan

Quote from: HornetMaX
What I still can figure out is how can BigBen have and exclusive and Storris get a laser scan at the same time. Weird ...

Hi Hornet, the licence is only for, and can only be for the TT brand, which is IP belonging to the Isle of Man government.  There is no legal mechanism for anyone, government or otherwise, to restrict access to public domain information (the roads), via a licensing scheme or similar tool.  There is no legal basis for preventing me drawing a map, which is basically what this is.

Quote from: PiBoSo on May 06, 2016, 02:58:37 PM
Ok. So, to recap, not only Bigben got the exclusive license, but now the laser-scanned TT will be converted for all the racing games of the past, present and future?

Hi PiBoSo, with any luck, yes, that is exactly what will happen.  I think we covered this in an earlier post, but the only way this interferes with your plans is to bringing them one step closer.
You are going to face bigger, and at this time insurmountable obstacles with the licensing issues around the TT brand, but that's an entirely separate set of problems unrelated to the track scan.  I hope you can see the benefit to yourselves and ultimately to your customers & community, in having this small piece of the puzzle in place.
Title: Re: Isle Of Man
Post by: Napalm Nick on May 09, 2016, 04:25:14 PM
 Sounds like a great thing to do but I don't understand why our creator does not like the idea. So Good luck! (I think) :)
Title: Re: Isle Of Man
Post by: RiccoChicco on May 09, 2016, 04:52:57 PM
Nice Storris!

As a suggestion, adding any proof of the project (such as 3dlasermapping contract, or anything like this). If you didn't post anything on this forum, I'll think that's a scam (unfortunately there's a lot on Kickstarter :P ), so I presume a lot of people can think the same. That would help to attract bakers :)



Title: Re: Isle Of Man
Post by: Storris on May 09, 2016, 05:45:19 PM
The intention to do this exists, it's just tough trying to get the relevant 3 pdf pages into a readable jpeg.  This will have to wait for tomorrow, as I'm planning on doing some racing tonight.  :P
Title: Re: Isle Of Man
Post by: Hawk on May 09, 2016, 05:53:44 PM
Quote from: Storris on May 09, 2016, 05:45:19 PM
The intention to do this exists, it's just tough trying to get the relevant 3 pdf pages into a readable jpeg.  This will have to wait for tomorrow, as I'm planning on doing some racing tonight.  :P

Why not just provide a download link for the 3 page PDF file.... No need to have it all showing in a JPEG picture surely?  :)

Hawk.
Title: Re: Isle Of Man
Post by: Storris on May 09, 2016, 07:55:03 PM
I think having the quote on the page would have a greater sheen of respectability than having to click through to my Onedrive account and downloading what is an easily forged document.  Having it on the page, along with the company's contact details leaves backers & KickStarter with an easily followed paper trail.

The trouble I'm having is that a pdf converted at 600dpi doesn't scale well when resizing using MSPaint to add the 3 pages to a single file (the text becomes a blur); 2400dpi doesn't leave me with enough system memory to open even a single page, and so far 1200dpi is coming back as an unsupported format!

Unless one of you guys know how to do this?  I'm using pages 1, 2 & 4.
Title: Re: Isle Of Man
Post by: doubledragoncc on May 09, 2016, 09:01:37 PM
I converted all pages to JPG on A4 size for you. Here is the link for the folder with 5 pages.

I did not post them directly on here as it is your baby and dont like to tread on toes.

IOM Quote: https://www.dropbox.com/s/sthh63al1q6jg4v/IOM%20Quate%20JPGs.rar?dl=0 (https://www.dropbox.com/s/sthh63al1q6jg4v/IOM%20Quate%20JPGs.rar?dl=0)

DD
Title: Re: Isle Of Man
Post by: Hawk on May 09, 2016, 09:22:36 PM
I see your point there Storris.  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on May 09, 2016, 10:03:23 PM
Quote from: Storris on May 09, 2016, 07:55:03 PM
Unless one of you guys know how to do this?  I'm using pages 1, 2 & 4.
In case you need it in the future: http://www.pdf2jpg.org/ (http://www.pdf2jpg.org/)
Title: Re: Isle Of Man
Post by: Storris on May 10, 2016, 12:08:37 AM
Thanks dd, posted and published. Didn't turn out quite as I expected, so I've ended up linking through db anyway! Such a mission, thanks though gents, much appreciated.
Title: Re: Isle Of Man
Post by: doubledragoncc on May 10, 2016, 07:39:16 AM
Sorry mate :(

What was wrong with the jpg pics they looked perfect on my screen? I used CorelDraw x6 and it is business quality as I use it for that purpose. All 5 were only 5MB in size so where was the problem?

DD
Title: Re: Isle Of Man
Post by: Storris on May 10, 2016, 08:35:45 AM
The files themselves are great thank you, it's just the image displayed on Kickstarter isn't all that big.  - https://www.kickstarter.com/projects/1669324602/snaefell-mountain-course-3d-laser-scan/posts/1570793
Title: Re: Isle Of Man
Post by: doubledragoncc on May 10, 2016, 09:12:24 AM
Ah ok I see what you mean. I am setting up on Indigogo at the moment. So have to go through the same thing lol.

DD
Title: Re: Isle Of Man
Post by: h106frp on May 10, 2016, 10:21:25 AM
If someone wants a decent kickstarter project how about creating a royalty free sound sample database for bike engine/exhaust/intake noises.

...I hate sound editing..  >:(.        Grumpy.........

Title: Re: Isle Of Man
Post by: Warlock on May 10, 2016, 01:44:27 PM
Quote from: h106frp on May 10, 2016, 10:21:25 AM
If someone wants a decent kickstarter project how about creating a royalty free sound sample database for bike engine/exhaust/intake noises.

...I hate sound editing..  >:(.        Grumpy.........

Hahah, YES !!!!
Samples are the real problem we have with sounds, welcome aboard  ;D , it'a a real pain.

Sorry for the OT  Storris  :-X
Title: Re: Isle Of Man
Post by: guigui404 on May 15, 2016, 01:28:17 PM
I think the 12000£ won't be reach :/
Title: Re: Isle Of Man
Post by: Storris on May 18, 2016, 11:42:48 PM
I think the couple of posts following this link might be interesting - http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-snaefell-mountain-tt-course.13197/page-3#post-685430
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 06:38:54 AM
Quote from: Storris on May 18, 2016, 11:42:48 PM
I think the couple of posts following this link might be interesting - http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-snaefell-mountain-tt-course.13197/page-3#post-685430

Must  logged in...
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 06:43:46 AM
Quote from: Storris on May 18, 2016, 11:42:48 PM
I think the couple of posts following this link might be interesting - http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-snaefell-mountain-tt-course.13197/page-3#post-685430
What is interesting to me is that, according to your otherfe post here (http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-3d-scan-kickstarter-3.31996/ (http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-3d-scan-kickstarter-3.31996/)) it seems you've only received one (as in 1, the closest positive integer to zero) backer from PiBoSo forums. Quoting the post for the ones with no account on AC forums:
QuoteLadies & gentlemen, in the immortal words of Murray Walker, "Go, Go, Go" https://www.kickstarter.com/projects/1669324602/snaefell-mountain-course-3d-laser-scan

I thought I'd add some interesting info for you all, the number of backers, and where they came from an % of total pledged so far. I'll update this daily/at % milestones.

We're over 5%, and AC are at 5 backers, so updated stats.

forum.projectcarsgame.com - 21 - 45.42%
members.iracing.com - 7 - 18.63%
assettocorsa.net - 5 - 7.84%
reddit.com - 2 - 6.54%
twitter.com - 1 - 4.90%
manxforums.com - 1 - 3.27%
forum.piboso.com - 1 - 1.63%

External - 6 - 9.31%
Embedded widget (!?!) - 1 - 1.63%
Kickstarter - 1 - 0.82%

Next update @ 10%


Now, I know for sure that that chap is not even a big fan of (bike) road racing, and I know that because that chap is likely me :)

So my question is: where are all the ones that constantly say here "OOhhh, I would give a kidney for the Man track in GPB !!" ?!?
It's time to walk the talk guys. If you are having second thoughts on your kidneys, pancreas and prostates are accepted too (chances are you'll have to lose your prostate anyway, later on).
Title: Re: Isle Of Man
Post by: BOBR6 84 on May 19, 2016, 06:53:50 AM
Quote from: HornetMaX on May 19, 2016, 06:43:46 AM
Quote from: Storris on May 18, 2016, 11:42:48 PM
I think the couple of posts following this link might be interesting - http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-snaefell-mountain-tt-course.13197/page-3#post-685430
What is interesting to me is that, according to your otherfe post here (http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-3d-scan-kickstarter-3.31996/ (http://www.assettocorsa.net/forum/index.php?threads/isle-of-man-3d-scan-kickstarter-3.31996/)) it seems you've only received one (as in 1, the closest positive integer to zero) backer from PiBoSo forums. Quoting the post for the ones with no account on AC forums:
QuoteLadies & gentlemen, in the immortal words of Murray Walker, "Go, Go, Go" https://www.kickstarter.com/projects/1669324602/snaefell-mountain-course-3d-laser-scan

I thought I'd add some interesting info for you all, the number of backers, and where they came from an % of total pledged so far. I'll update this daily/at % milestones.

We're over 5%, and AC are at 5 backers, so updated stats.

forum.projectcarsgame.com - 21 - 45.42%
members.iracing.com - 7 - 18.63%
assettocorsa.net - 5 - 7.84%
reddit.com - 2 - 6.54%
twitter.com - 1 - 4.90%
manxforums.com - 1 - 3.27%
forum.piboso.com - 1 - 1.63%

External - 6 - 9.31%
Embedded widget (!?!) - 1 - 1.63%
Kickstarter - 1 - 0.82%

Next update @ 10%


Now, I know for sure that that chap is not even a big fan of (bike) road racing, and I know that because that chap is likely me :)

So my question is: where are all the ones that constantly say here "OOhhh, I would give a kidney for the Man track in GPB !!" ?!?
It's time to walk the talk guys. If you are having second thoughts on your kidneys, pancreas and prostates are accepted too (chances are you'll have to lose your prostate anyway, later on).

What do i need to do?
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 07:06:49 AM
Quote from: BOBR6 84 on May 19, 2016, 06:53:50 AM
What do i need to do?
For the kidney ? :)

Click on the kickstarter link, register and make a donation.
Actually, it's a promise of donation, you'll be charged only when (and if) the project reaches its funding goal.
Title: Re: Isle Of Man
Post by: Napalm Nick on May 19, 2016, 08:08:02 AM
I assume 'External' is the ones who don't donate 'internal' organs? So you actually gave a kidney? That's dedication.   
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 08:09:42 AM
Quote from: Napalm Nick on May 19, 2016, 08:08:02 AM
I assume 'External' is the ones who don't donate 'internal' organs?
;D

Quote from: Napalm Nick on May 19, 2016, 08:08:02 AM
So you actually gave a kidney? That's dedication.
No. As said, I'm not a big fan of road racing. Hence I've donated a less valuable organ :)
Title: Re: Isle Of Man
Post by: Storris on May 19, 2016, 09:44:15 AM
Thank you HornetMax,

Your intervention has induced another member, apparently Blackbeard (he'll know), to back the project so thank you both.  Oh and he's the 50th backer so 8)
__________
Matty,

It's worth an account to read and make use of the linked resources. There are files at the mediafire link.  I wont post those here, you'll have to AC for them.

I'm C&P the best bits -

Him - "The other 90% is the amount of fine detail that needs to go in. I've been working on this for only about three weeks, so there are still big empty stretches, but it's still more fun than anything else I've tried. It's a pity that a lot of cars have trouble making it round two laps without running out of fuel..."  - [I failed to understand this last sentence on first reading]

Me - "Good luck with your project, I hope I get to drive it sometime. If you're interested, the PiBoSo forum, also linked in my scan thread above, has a couple of members also looking at building..."

Him - "For what it's worth, it's here: Linked to MediaFire"

Me - "Jeez, you've actually built it?!?  Good ****** show man. I'll look at getting AC installed over the weekend and taking a look at it. Cheers.

Mind if I point a few threads over here? Knowing there are active projects that could use this data would go down extremely well right now."

Him - "Be my guest..."
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 10:15:45 AM
I have got an account (ive got ac :P) i was more thinking for others who dont want one ;) :D

Thanks for putting that up though ;D

Matty
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 10:24:36 AM
In the AC discussion, the explanation (shortened) "big tracks cause instability due to usage of floats" is intriguing (instability = cars shaking even at rest).
Would be nice to know if GPB/WRS/MXB are affected too.

@Piboso: It could be a plus for your products if they are not affected in the same way AC seems to be.

@Modders: we could test this relatively easily. Just create a very large track (just terrain and track, no objects), with more or less the same dimensions as the TT track (length, max distance between two track points) and let's test that !
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 10:50:23 AM
Quote from: HornetMaX on May 19, 2016, 10:24:36 AM
In the AC discussion, the explanation (shortened) "big tracks cause instability due to usage of floats" is intriguing (instability = cars shaking even at rest).
Would be nice to know if GPB/WRS/MXB are affected too.

@Piboso: It could be a plus for your products if they are not affected in the same way AC seems to be.

@Modders: we could test this relatively easily. Just create a very large track (just terrain and track, no objects), with more or less the same dimensions as the TT track (length, max distance between two track points) and let's test that !

I think hawk has done in the past. Futher back in this thread.

And as said previously we have a full tt track (the road and a little surrounding terrain, no buildings.) ready to be put into GPB but we are STILL waiting for Pib to up the centre line limit.
Title: Re: Isle Of Man
Post by: Hawk on May 19, 2016, 10:58:06 AM
Quote from: HornetMaX on May 19, 2016, 10:24:36 AM

@Piboso: It could be a plus for your products if they are not affected in the same way AC seems to be.

@Modders: we could test this relatively easily. Just create a very large track (just terrain and track, no objects), with more or less the same dimensions as the TT track (length, max distance between two track points) and let's test that !

Quote from: matty0l215 on May 19, 2016, 10:50:23 AM

I think hawk has done in the past. Futher back in this thread.

And as said previously we have a full tt track (the road and a little surrounding terrain, no buildings.) ready to be put into GPB but we are STILL waiting for Pib to up the centre line limit.

That is correct Matty. Thank you mate.  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 11:32:15 AM
Quote from: matty0l215 on May 19, 2016, 10:50:23 AM
I think hawk has done in the past. Futher back in this thread.

And as said previously we have a full tt track (the road and a little surrounding terrain, no buildings.) ready to be put into GPB but we are STILL waiting for Pib to up the centre line limit.
No, the problem we have is a simple limitation in centerline max number of segments, that's trivial to solve.

What they are discussing in AC forum is a totally different (and much more subtle) issue, due to precision of float numbers: they are essentially saying that 32 bit floats are not precise enough for the simulation of a very large track (above 19Km id max distance between two track points).
Title: Re: Isle Of Man
Post by: doubledragoncc on May 19, 2016, 11:45:45 AM
OMG.........................

Just put this in AC and hooked up me handlebars and it is gorgeous. Seeing a TOTALLY new version is great.

Tried streaming it but my AC got input lag due to recording. Will play around and see if I can get a video up for those that wish to see that linked track in AC.

Me want for GPB NOW lol

DD
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 02:03:09 PM
I was just saying we have a full sized track wait to be implimented (no buildings) and the shape/size that needs to be tested so why not test it.

And yes it is trivial, so why hasnt it been change or promised (seen on the daily dev thread) in the next beta!?
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 02:37:32 PM
Quote from: matty0l215 on May 19, 2016, 02:03:09 PM
I was just saying we have a full sized track wait to be implimented (no buildings) and the shape/size that needs to be tested so why not test it.
But we cannot test it, because it exceeds the centerline segs limits, no ?

While if you create an "oval" track (for example) you need only 4 centerline segments (2 straights, 2 arcs), no matter the size of the track: you can make it very big easily.
So we can (right now) check if GPB has the same issue as AC on gigantic tracks (forgetting the centerline limitation).

Quote from: matty0l215 on May 19, 2016, 02:03:09 PM
And yes it is trivial, so why hasnt it been change or promised (seen on the daily dev thread) in the next beta!?
Can't answer that, you'll have to ask the boss :)
Title: Re: Isle Of Man
Post by: Napalm Nick on May 19, 2016, 02:48:39 PM
Sure you can ask me, but as a megalomaniac I would just say "helping with that would have a negative impact on my next game so I will ignore it".

Bruce Frederick Joseph Springsteen
aka The Boss.
Title: Re: Isle Of Man
Post by: Hawk on May 19, 2016, 04:12:40 PM
Quote from: HornetMaX on May 19, 2016, 02:37:32 PM
Quote from: matty0l215 on May 19, 2016, 02:03:09 PM
I was just saying we have a full sized track wait to be implimented (no buildings) and the shape/size that needs to be tested so why not test it.
But we cannot test it, because it exceeds the centerline segs limits, no ?

While if you create an "oval" track (for example) you need only 4 centerline segments (2 straights, 2 arcs), no matter the size of the track: you can make it very big easily.
So we can (right now) check if GPB has the same issue as AC on gigantic tracks (forgetting the centerline limitation).


I've already done that too if you remember because your MaxHUD plugin lap timer didn't go as far as 17mins I think it was to do a 40 mile stint? Remember me saying?  ;D ;)

And no, there was no problems like the AC boys were having.  :)

Hawk.
Title: Re: Isle Of Man
Post by: HornetMaX on May 19, 2016, 06:56:58 PM
Quote from: Hawk on May 19, 2016, 04:12:40 PM
I've already done that too if you remember because your MaxHUD plugin lap timer didn't go as far as 17mins I think it was to do a 40 mile stint? Remember me saying?  ;D ;)

And no, there was no problems like the AC boys were having.  :)
Hmm, I vaguely remember that. Would still be nice to have a confirmation from el Pib (I stop calling him the boss, otherwise some good ole boy will make jokes about that :) ), because it would be a total pain if somebody puts in the kind of effort we're talking about just to discover there's a major obstacle that can't be removed that easily.
Title: Re: Isle Of Man
Post by: PiBoSo on May 19, 2016, 07:49:02 PM
Quote from: HornetMaX on May 19, 2016, 06:56:58 PM
Quote from: Hawk on May 19, 2016, 04:12:40 PM
I've already done that too if you remember because your MaxHUD plugin lap timer didn't go as far as 17mins I think it was to do a 40 mile stint? Remember me saying?  ;D ;)

And no, there was no problems like the AC boys were having.  :)
Hmm, I vaguely remember that. Would still be nice to have a confirmation from el Pib (I stop calling him the boss, otherwise some good ole boy will make jokes about that :) ), because it would be a total pain if somebody puts in the kind of effort we're talking about just to discover there's a major obstacle that can't be removed that easily.

No very long track has ever been tested.
But if the 40 miles oval doesn't have problems, then the only issue should be the number of centerline segments, that is very easy to fix.
Title: Re: Isle Of Man
Post by: Hawk on May 19, 2016, 08:29:01 PM
From my tests on that 40 mile oval, I believe the result was good, but the remaining question was:- Could the GPB engine also then cope with all the extra stress of the terrain and all the peripheral objects like buildings, side roads, road paint lines and marks, barriers, paths, kerbs, signs, trees, bushes, lamp posts, etc, etc, that would have to be included to make-up the whole scene for that 40 mile circuit? Would probably be okay with a view limit, but if you limit the view then I'm sure there are places on the IOM circuit(on the mountain section) were you should be able to see for miles and with a view limit that would look odd don't you think?  :-\

I could try and find that oval track and post it here for others to test too, or if I can't(I think it may have gone with other data I lost cause of that nasty ransom-virus I got a good few months ago) then I could quickly bolt together another one.  If you guys think it would be worth it for such a simple test?  :)

Hawk.
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 08:32:26 PM
Why not, it will be the closest (well you know) thing we have at the moment at this scale.
Title: Re: Isle Of Man
Post by: PiBoSo on May 19, 2016, 10:08:57 PM
Quote from: Hawk on May 19, 2016, 08:29:01 PM
From my tests on that 40 mile oval, I believe the result was good, but the remaining question was:- Could the GPB engine also then cope with all the extra stress of the terrain and all the peripheral objects like buildings, side roads, road paint lines and marks, barriers, paths, kerbs, signs, trees, bushes, lamp posts, etc, etc, that would have to be included to make-up the whole scene for that 40 mile circuit?

Of course not.
In fact the plan for TTB is to create a completely new format and an editor to handle all trackside objects in a radically different way.
And of course this format will be exclusive to TTB  ;)
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.
Title: Re: Isle Of Man
Post by: doubledragoncc on May 19, 2016, 10:16:44 PM
Quote from: PiBoSo on May 19, 2016, 10:08:57 PM
Quote from: Hawk on May 19, 2016, 08:29:01 PM
From my tests on that 40 mile oval, I believe the result was good, but the remaining question was:- Could the GPB engine also then cope with all the extra stress of the terrain and all the peripheral objects like buildings, side roads, road paint lines and marks, barriers, paths, kerbs, signs, trees, bushes, lamp posts, etc, etc, that would have to be included to make-up the whole scene for that 40 mile circuit?

Of course not.
In fact the plan for TTB is to create a completely new format and an editor to handle all trackside objects in a radically different way.
And of course this format will be exclusive to TTB  ;)
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.

@That last comment is quite a statement and leads to one question, will you be sticking with openGL or moving onto DX for graphics if you want such detail and still have good fps?

You have already given us something never-seen-before just by making GPB so I look forward to your reply as I am sure are many.

DD
Title: Re: Isle Of Man
Post by: BOBR6 84 on May 19, 2016, 10:19:52 PM
How far off is TTB? Any screenshots??  :P if TTB is years away theres nowt wrong with building them for GPB surely..?
Title: Re: Isle Of Man
Post by: PiBoSo on May 19, 2016, 10:28:27 PM
Quote from: doubledragoncc on May 19, 2016, 10:16:44 PM
Quote from: PiBoSo on May 19, 2016, 10:08:57 PM
Quote from: Hawk on May 19, 2016, 08:29:01 PM
From my tests on that 40 mile oval, I believe the result was good, but the remaining question was:- Could the GPB engine also then cope with all the extra stress of the terrain and all the peripheral objects like buildings, side roads, road paint lines and marks, barriers, paths, kerbs, signs, trees, bushes, lamp posts, etc, etc, that would have to be included to make-up the whole scene for that 40 mile circuit?

Of course not.
In fact the plan for TTB is to create a completely new format and an editor to handle all trackside objects in a radically different way.
And of course this format will be exclusive to TTB  ;)
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.

@That last comment is quite a statement and leads to one question, will you be sticking with openGL or moving onto DX for graphics if you want such detail and still have good fps?

You have already given us something never-seen-before just by making GPB so I look forward to your reply as I am sure are many.

DD

TTB will be a perfect mix of physics and contents, with an attention to tracks and bikes detail that unfortunately GPB, for various reasons, never had, so far.
No plans to move to DX... TTB, like all the other sims, will be, at some point, ported to other platforms: OSX and Linux / SteamOS.
Title: Re: Isle Of Man
Post by: PiBoSo on May 19, 2016, 10:31:05 PM
Quote from: BOBR6 84 on May 19, 2016, 10:19:52 PM
How far off is TTB? Any screenshots??  :P if TTB is years away theres nowt wrong with building them for GPB surely..?

We cannot afford to spend years on TTB before the release ;)
Title: Re: Isle Of Man
Post by: matty0l215 on May 19, 2016, 10:31:57 PM
Quote from: PiBoSo on May 19, 2016, 10:28:27 PM
Quote from: doubledragoncc on May 19, 2016, 10:16:44 PM
Quote from: PiBoSo on May 19, 2016, 10:08:57 PM
Quote from: Hawk on May 19, 2016, 08:29:01 PM
From my tests on that 40 mile oval, I believe the result was good, but the remaining question was:- Could the GPB engine also then cope with all the extra stress of the terrain and all the peripheral objects like buildings, side roads, road paint lines and marks, barriers, paths, kerbs, signs, trees, bushes, lamp posts, etc, etc, that would have to be included to make-up the whole scene for that 40 mile circuit?

Of course not.
In fact the plan for TTB is to create a completely new format and an editor to handle all trackside objects in a radically different way.
And of course this format will be exclusive to TTB  ;)
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.

@That last comment is quite a statement and leads to one question, will you be sticking with openGL or moving onto DX for graphics if you want such detail and still have good fps?

You have already given us something never-seen-before just by making GPB so I look forward to your reply as I am sure are many.

DD

TTB will be a perfect mix of physics and contents, with an attention to tracks and bikes detail that unfortunately GPB, for various reasons, never had, so far.
No plans to move to DX... TTB, like all the other sims, will be, at some point, ported to other platforms: OSX and Linux / SteamOS.
Is there going to be any official motorcycles? if so then what classes are they (600/1000/supertwin/electric etc.)
Title: Re: Isle Of Man
Post by: doubledragoncc on May 19, 2016, 10:36:32 PM
Thank you Piboso.

I got curious about a link from earlier and had  to give it a try as it is supposedly the whole track. At 60,000m I guess it must be. Riding/Driving it in AC was a bit weird as it looked so different to what we have all been used to from the GPL version of the short track so I felt totally lost lol.

Well as it had that length to it in AC and worked I was interested in the view distance so I did a video of my fighting a Lambo with handlebars.

It seemed like the background could be from google earth?

Though it might be of interest to at least see how it looks with a long view on the island.

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

DD

EDIT: Oh and sorry about my ride/drive lack of skill but I literally just set the axis and a few butons before I hit the track and hoped for the best in steering control lol. Was a blast anyways. Up in the hills looked so good with the distance.
Title: Re: Isle Of Man
Post by: HornetMaX on May 20, 2016, 07:23:50 AM
Quote from: HornetMaX on May 19, 2016, 02:37:32 PM
Quote from: matty0l215 on May 19, 2016, 02:03:09 PM
Quote from: HornetMaX on May 19, 2016, 11:32:15 AM
No, the problem we have is a simple limitation in centerline max number of segments, that's trivial to solve.
And yes it is trivial, so why hasnt it been change or promised (seen on the daily dev thread) in the next beta!?
Can't answer that, you'll have to ask the boss :)

Quote from: PiBoSo on May 19, 2016, 07:49:02 PM
No very long track has ever been tested.
But if the 40 miles oval doesn't have problems, then the only issue should be the number of centerline segments, that is very easy to fix.

8)
Title: Re: Isle Of Man
Post by: Reactive on May 27, 2016, 06:13:02 PM
Hey!
couple of weeks ago I made this poster as present for my friend, and now I sharing it for everyone — 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download 978Mb: ///
simply print and enjoy  ;)

here is QR-code in bottom-right corner with additional information

* See Reply #486
Title: Re: Isle Of Man
Post by: EnhanceJohn on May 31, 2016, 08:24:28 PM
Quote from: Reactive on May 27, 2016, 06:13:02 PM
Hey!
couple of weeks ago I made this poster as present for my friend, and now I sharing it for everyone — 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download 978Mb: http://cloud.mail.ru/public/KCzy/yk1dBdvH8

simply print and enjoy  ;)

here is QR-code in bottom-right corner with additional information
What a awesome map. Thanks, I'm going to print ir.
Title: Re: Isle Of Man
Post by: LesNeilson on June 12, 2016, 08:24:16 PM
Quote from: Reactive on May 27, 2016, 06:13:02 PM
Hey!
couple of weeks ago I made this poster as present for my friend, and now I sharing it for everyone — 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download 978Mb: http://cloud.mail.ru/public/KCzy/yk1dBdvH8

simply print and enjoy  ;)

here is QR-code in bottom-right corner with additional information

This is brilliant, thanks!

I wish I could use this as the background image for my track...
Title: Re: Isle Of Man
Post by: Reactive on June 15, 2016, 07:55:44 AM
QuoteI wish I could use this as the background image for my track...

Im not sure what did you mean, but also try this  :P
http://cloud.mail.ru/public/8bW6/cZyiZ8Gzy
Title: Re: Isle Of Man
Post by: LesNeilson on October 18, 2016, 08:20:58 PM
First updated version of my Assetto Corsa track for a while:

http://www.mediafire.com/file/r24rgv3bt03otud/TT.zip
Title: Re: Isle Of Man
Post by: r1rossi on October 18, 2016, 08:31:39 PM
Quote from: LesNeilson on October 18, 2016, 08:20:58 PM
First updated version of my Assetto Corsa track for a while:

http://www.mediafire.com/file/r24rgv3bt03otud/TT.zip

Is this file for the TT on Gpbikes?
Title: Re: Isle Of Man
Post by: LesNeilson on October 18, 2016, 08:59:32 PM
Quote from: r1rossi on October 18, 2016, 08:31:39 PM
Quote from: LesNeilson on October 18, 2016, 08:20:58 PM
First updated version of my Assetto Corsa track for a while:

http://www.mediafire.com/file/r24rgv3bt03otud/TT.zip

Is this file for the TT on Gpbikes?

Sorry, no, for Assetto Corsa
Title: Re: Isle Of Man
Post by: doubledragoncc on October 18, 2016, 09:04:43 PM
THanks Les

Look forward to trying it with my bars again lol

DD
Title: Re: Isle Of Man
Post by: LesNeilson on October 18, 2016, 10:06:19 PM
Quote from: doubledragoncc on October 18, 2016, 09:04:43 PM
THanks Les

Look forward to trying it with my bars again lol

DD

Hi DD!

I hope you enjoy it!
Title: Re: Isle Of Man
Post by: yourgameplay on January 28, 2017, 10:14:54 PM
is that finished¿?
Title: Re: Isle Of Man
Post by: matty0l215 on January 28, 2017, 10:16:41 PM
Quote from: yourgameplay on January 28, 2017, 10:14:54 PM
is that finished¿?

In a word. No

Long, technical answer, Until Piboso lets us use more Centerline points, we cannot actually make a working version of a track this long and technical. So Unlikly at the moment as there are more important things being worked on.
Title: Re: Isle Of Man
Post by: IronHorse on January 29, 2017, 07:14:56 AM
There is nothing more important than making the isle of man track.
Title: Re: Isle Of Man
Post by: Urban Chaos 2.0 on January 29, 2017, 08:06:00 AM
Quote from: matty0l215 on January 28, 2017, 10:16:41 PM
Quote from: yourgameplay on January 28, 2017, 10:14:54 PM
is that finished¿?

In a word. No

Long, technical answer, Until Piboso lets us use more Centerline points, we cannot actually make a working version of a track this long and technical. So Unlikly at the moment as there are more important things being worked on.

The solution to this is quite simple:

1)Split the Isle of Man Circuit into quadrants of "x" units.

2) If GP Bikes currently allows for 200 center lines for example, and the Isle of man requires 1000, simply divide the track into 5 point to point sections, each containing 200 center lines. This would mean "x = 5" number of separate circuits.

3) Call each quadrant of the Isle Of Man circuit, Stage "y", where "y" denotes the quadrant of the track.

4) Release "x" separate point-to-point Isle of Man circuits.

5) When GP Bikes allows for more center lines, combine the circuits into one big track
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2017, 03:13:26 PM
Not really any point, you wouldn't take half of Donnington (just an example)

The Centerline limit needs to be increased otherwise it is pointless us working on the track.

We want the TT and much as anyone else (me especially, I love road racing over any other kind) but without the ability to make the whole track at once, none of us can really work on it.

Also, Splitting and then merging track isn't just as easy as popping them together, there is a load of other work involved.
Title: Re: Isle Of Man
Post by: doubledragoncc on January 29, 2017, 11:24:18 PM
From today by the big man


* GPB / WRS / KRP / MXB: removed the number of centerline segments limit
Title: Re: Isle Of Man
Post by: matty0l215 on January 29, 2017, 11:28:21 PM
Well bugger me....

Only been asking for 4 year ;) :P
Title: Re: Isle Of Man
Post by: doubledragoncc on January 29, 2017, 11:44:17 PM
I said it a bit stronger matty lol

cool beans huh

DD
Title: Re: Isle Of Man
Post by: matty0l215 on January 30, 2017, 12:01:35 AM
But seriously. Thankyou Piboso :)
Title: Re: Isle Of Man
Post by: Urban Chaos 2.0 on February 01, 2017, 03:53:27 PM
Quote from: matty0l215 on January 30, 2017, 12:01:35 AM
But seriously. Thankyou Piboso :)

So, how soon does work on the track resume?
Title: Re: Isle Of Man
Post by: matty0l215 on February 01, 2017, 04:02:25 PM
Quote from: Urban Chaos 2.0 on February 01, 2017, 03:53:27 PM
Quote from: matty0l215 on January 30, 2017, 12:01:35 AM
But seriously. Thankyou Piboso :)

So, how soon does work on the track resume?

When the new track tools are released.
Title: Re: Isle Of Man
Post by: LesNeilson on February 19, 2017, 05:52:57 PM
I'm currently working on custom buildings for my own (Assetto Corsa) Isle of Man track. I'd be happy to share them if they would be of any use for your own version. Models are in fbx format, textures in dds, but these can be changed. I've finally figured out a fairly easy way to build them now, so for now the biggest problem is finding good photos to start from.

At the moment I have some terrace houses in Douglas, the Railway Inn, the house at Ballacraine, the Raven pub at Ballaugh, Kates cottage, and some generic houses. Oh, and a red phone box
Title: Re: Isle Of Man
Post by: Urban Chaos 2.0 on February 19, 2017, 06:12:56 PM
Quote from: LesNeilson on February 19, 2017, 05:52:57 PM
I'm currently working on custom buildings for my own (Assetto Corsa) Isle of Man track. I'd be happy to share them if they would be of any use for your own version. Models are in fbx format, textures in dds, but these can be changed. I've finally figured out a fairly easy way to build them now, so for now the biggest problem is finding good photos to start from.

At the moment I have some terrace houses in Douglas, the Railway Inn, the house at Ballacraine, the Raven pub at Ballaugh, Kates cottage, and some generic houses. Oh, and a red phone box

Very nice!
Title: Re: Isle Of Man
Post by: Hawk on February 19, 2017, 06:21:40 PM
Quote from: LesNeilson on February 19, 2017, 05:52:57 PM
I'm currently working on custom buildings for my own (Assetto Corsa) Isle of Man track. I'd be happy to share them if they would be of any use for your own version. Models are in fbx format, textures in dds, but these can be changed. I've finally figured out a fairly easy way to build them now, so for now the biggest problem is finding good photos to start from.

At the moment I have some terrace houses in Douglas, the Railway Inn, the house at Ballacraine, the Raven pub at Ballaugh, Kates cottage, and some generic houses. Oh, and a red phone box

That would be brilliant mate! Thank you, Les! ;D

We're still testing to see if a full size IOM track would be viable in GPB to be honest, and with the release of GPB beta 11 this last week with it's unlimited centreline segments should now allow us to know for sure whether it is viable or not.
But your very kind offer to share your models would be very greatly appreciated and help cut down on development time when we get to that stage for sure. Naturally we would give you credit for the use of your models.  ;)

If you'd like to send me a download link that would be great Les, thank you!  ;D 8)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 19, 2017, 06:39:46 PM
I'll have to zip them first when I get back to base. Not before tomorrow... I'll post the links here
Title: Re: Isle Of Man
Post by: Hawk on February 19, 2017, 06:45:44 PM
Quote from: LesNeilson on February 19, 2017, 06:39:46 PM
I'll have to zip them first when I get back to base. Not before tomorrow... I'll post the links here

Brilliant mate.... Thanks again, Les!  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 20, 2017, 07:24:59 PM
The link to the zip file is:

http://www.mediafire.com/file/1vhbyeki2deuvuk/IOM_Buildings.zip

I'm also working on corner boards, but I'm drawing them myself because they seem to change every year. So they're not finished yet.
Title: Re: Isle Of Man
Post by: Hawk on February 20, 2017, 07:28:36 PM
Thanks Les!  ;) 8)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 20, 2017, 07:36:39 PM
I should say that they're all still work in progress. I've only recently figured out a good method of generating these and I'm learning as I go. But these have all been produced in the space of a week or so, so the process is pretty productive so far
Title: Re: Isle Of Man
Post by: TFC on February 20, 2017, 09:04:09 PM
Quote from: LesNeilson on February 20, 2017, 07:36:39 PM
I should say that they're all still work in progress. I've only recently figured out a good method of generating these and I'm learning as I go. But these have all been produced in the space of a week or so, so the process is pretty productive so far

Do share.. We could do with a universal objects repository for both gpb and mxb modders. Trees have been the stumbling block for most people who choose to settle for awful 2d attempts with alpha clip / bleed issues. Would love to see what you've come up with..
Title: Re: Isle Of Man
Post by: Urban Chaos 2.0 on February 20, 2017, 10:06:59 PM
Quote from: TheFatController on February 20, 2017, 09:04:09 PM
Do share.. We could do with a universal objects repository for both gpb and mxb modders. Trees have been the stumbling block for most people who choose to settle for awful 2d attempts with alpha clip / bleed issues. Would love to see what you've come up with..

Certainly. Somebody does need to create a topic strictly for acquiring a large pool of track assets like trees, buildings, cars, etc.
Title: Re: Isle Of Man
Post by: LesNeilson on February 20, 2017, 10:08:43 PM
I haven't tried much yet with transparent parts. My first experiment with a tree didn't work out well. I've only discovered that faces need to be double sided, or else only one is visible. Plus the alpha blending part needs some figuring out to work well. I may have another go at it later.

I do my object building in Sketchup, which I know some people look down on, but it's very easy to use. Once you have a texture sheet made up with everything you need to cover the structure, building the structure itself is very quick to do
Title: Re: Isle Of Man
Post by: TFC on February 20, 2017, 10:56:20 PM
Quote from: LesNeilson on February 20, 2017, 10:08:43 PM
I haven't tried much yet with transparent parts. My first experiment with a tree didn't work out well. I've only discovered that faces need to be double sided, or else only one is visible. Plus the alpha blending part needs some figuring out to work well. I may have another go at it later.

I do my object building in Sketchup, which I know some people look down on, but it's very easy to use. Once you have a texture sheet made up with everything you need to cover the structure, building the structure itself is very quick to do

I only look down on SU because I'm a former user. I used it for a long time, struggling. Once you know the basics of something like blender, it's liberating.

Anyway, AFAIK you can't fix the alpha bleeding issue in SU, I tried for two years on and off.. Good luck though. I've just about managed to fix it in Blender, at least to the point where is barely noticeable.

Anyway, sorry to derail the topic!
Title: Re: Isle Of Man
Post by: LesNeilson on February 20, 2017, 11:47:10 PM
I've managed something that looks much better than before, at least in Race Track Builder. I'll try it out tomorrow in Assetto Corsa. But it's still over complicated the way I've done it. I'll try to simplify it and see if it works. I've attached a zip if it's of any interest
Title: Re: Isle Of Man
Post by: TFC on February 21, 2017, 09:08:35 AM
I'd love to check it out, but unfortunately Blender can't import ASCII FBX files, they need to be binary. Maybe we should start another topic for track objects ;)
Title: Re: Isle Of Man
Post by: Hawk on February 21, 2017, 09:35:12 AM
Quote from: TheFatController on February 21, 2017, 09:08:35 AM
I'd love to check it out, but unfortunately Blender can't import ASCII FBX files, they need to be binary. Maybe we should start another topic for track objects ;)

Autodesk have a standalone FBX Converter that will convert an ASCII FBX File to a binary FBX file and vice versa, if that would be handy for you mate.  ;)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 21, 2017, 09:41:53 AM
Easier if I export in a different format, perhaps. What would suit better (other than binary fbx)?

And I agree about a new Track Object Creation thread

Les
Title: Re: Isle Of Man
Post by: Urban Chaos 2.0 on February 22, 2017, 03:15:27 PM
Quote from: LesNeilson on February 21, 2017, 09:41:53 AM
Easier if I export in a different format, perhaps. What would suit better (other than binary fbx)?

And I agree about a new Track Object Creation thread

Les

Anyone care to start one? GP Bikes could use such a database.
Title: Re: Isle Of Man
Post by: Hawk on February 22, 2017, 04:15:16 PM
Quote from: LesNeilson on February 21, 2017, 09:41:53 AM
Easier if I export in a different format, perhaps. What would suit better (other than binary fbx)?

And I agree about a new Track Object Creation thread

Les

Binary FBX with embedded media is the best all round file format for interpolation into a wide variety of 3D apps in my opinion Les..... I cannot think of a better format for 3D app interpolation to be honest; FBX is the known industry standard all-rounder format, so to speak.  :)

Hawk.
Title: Re: Isle Of Man
Post by: TFC on February 22, 2017, 04:43:07 PM
If someone wants to maintain one here, I will maintain one over on the MXB board. That way we can copy each other's latest additions and it's twice the input from contributors.

I recommend starting a thread asking people to provide objects in a set format as hawk says via posting. We can copy each posts link and preview image (provided as a link to save list space) into the first post and organise it into categories like 'trees', 'buildings', 'barriers', stands' etc..

Sound good? Whoever fancies taking on the task feel free to PM me and we can discuss the rest :)
Title: Re: Isle Of Man
Post by: LesNeilson on February 22, 2017, 11:39:47 PM
Anyone have a download link for the Autodesk fbx converter? I can't find a working one...
Title: Re: Isle Of Man
Post by: Hawk on February 23, 2017, 12:26:55 AM
Quote from: LesNeilson on February 22, 2017, 11:39:47 PM
Anyone have a download link for the Autodesk fbx converter? I can't find a working one...

Here you go Les.  ;)

Latest Converter Direct Link(Converters after 2013 are now integrated into Autodesk products): http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909)

List of Converter versions to choose from: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775920)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 23, 2017, 06:12:53 PM
Both of the links give me 404 not found...
Title: Re: Isle Of Man
Post by: Hawk on February 23, 2017, 06:29:51 PM
Quote from: LesNeilson on February 23, 2017, 06:12:53 PM
Both of the links give me 404 not found...

Really? That's strange....... I'll upload a version to MEGA and post a download link.  ;)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 23, 2017, 06:36:27 PM
It's okay, I found a working link here:

http://www.softpedia.com/get/Multimedia/Graphic/Image-Convertors/Autodesk-FBX-Converter.shtml
Title: Re: Isle Of Man
Post by: Hawk on February 23, 2017, 06:38:48 PM
Quote from: LesNeilson on February 23, 2017, 06:36:27 PM
It's okay, I found a working link here:

http://www.softpedia.com/get/Multimedia/Graphic/Image-Convertors/Autodesk-FBX-Converter.shtml

I would give those files a good Virus/malware scan mate. Softpedia is renowned for fake virus ridden downloads.  ;)

Hawk.
Title: Re: Isle Of Man
Post by: LesNeilson on February 23, 2017, 07:39:39 PM
Have done, thanks. Seems okay, works okay
Title: Re: Isle Of Man
Post by: h106frp on February 23, 2017, 08:08:22 PM
FBX viewerlink

http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 (http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909)
Title: Re: Isle Of Man
Post by: LesNeilson on May 29, 2017, 06:52:34 PM
New version of my Assetto Corsa TT circuit here:

http://www.racedepartment.com/downloads/snaefell-mountain-course.12358/
Title: Re: Isle Of Man
Post by: h106frp on May 29, 2017, 08:57:48 PM
Looks interesting -  care to post some screenshots please?
Title: Re: Isle Of Man
Post by: Reactive on May 29, 2017, 11:09:36 PM
IOM TT map v1.1 (4 points added, 13 points corrected) == 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download: https://mega.nz/#!cs0mEaTQ!P7WPktR8gDheSlOrZN5i1h9rtRs-9BkhzX0TDmfk52I
Title: Re: Isle Of Man
Post by: matty0l215 on May 29, 2017, 11:14:27 PM
We are still waiting for the center line restriction to be lifted arnt we??
Title: Re: Isle Of Man
Post by: Frech418 on July 04, 2017, 08:06:40 AM
Quote from: Reactive on May 29, 2017, 11:09:36 PM
IOM TT map v1.1 (4 points added, 13 points corrected) == 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download: https://mega.nz/#!cs0mEaTQ!P7WPktR8gDheSlOrZN5i1h9rtRs-9BkhzX0TDmfk52I

Soooo... I take the .Tif and place it in the track folder to get the update or not... I don't know what to do with it and I've already got the 0.5 version of IOM

PLZ!! :))
Title: Re: Isle Of Man
Post by: Reactive on August 04, 2017, 09:52:40 PM
Quote from: Frech418 on July 04, 2017, 08:06:40 AM
Quote from: Reactive on May 29, 2017, 11:09:36 PM
IOM TT map v1.1 (4 points added, 13 points corrected) == 1.5m x 1.75m, 300dpi TIFF

preview: http://www.dropbox.com/s/9kdrodppx9o52w7/IOM_poster_preview.jpg
download: https://mega.nz/#!cs0mEaTQ!P7WPktR8gDheSlOrZN5i1h9rtRs-9BkhzX0TDmfk52I

Soooo... I take the .Tif and place it in the track folder to get the update or not... I don't know what to do with it and I've already got the 0.5 version of IOM

PLZ!! :))

LOL, I love this kind of people!  ;D Delete it from your game folder, this is poster for printing  ;D
Title: Re: Isle Of Man
Post by: doubledragoncc on November 28, 2017, 11:16:54 AM
Looks like a new version of IOM for AC

Could this help to make it in GPB?

https://www.youtube.com/v/3a8fdHZ4Hok

Download link: http://www.racedepartment.com/downloads/the-isle-of-man-tt.17415/ (http://www.racedepartment.com/downloads/the-isle-of-man-tt.17415/)

Have to try it with the Hs3 in AC lol

DD
Title: Re: Isle Of Man
Post by: Davide74 on November 28, 2017, 02:16:58 PM
nice!!
Title: Re: Isle Of Man
Post by: Manu on November 28, 2017, 02:42:31 PM
I'll try
Title: Re: Isle Of Man
Post by: Ryanoh4 on November 28, 2017, 05:01:19 PM
 :o
Title: Re: Isle Of Man
Post by: LesNeilson on November 28, 2017, 09:52:29 PM
My version is up to 0.5 and you can try it here:

http://www.racedepartment.com/downloads/snaefell-mountain-course.12358/

As I've said, I'll make the fbx available if it can be converted, and the custom buildings as well. I know there's a fundamental limitation at the moment in GPB, but let me know and I'll be glad to help you out in any way I can. Right now I'm experimenting with laser scanned data and it's working fairly well. Problem is that although scanned data exists for the IOM, it's only available commercially, and it'll around £7000...
Title: Re: Isle Of Man
Post by: PiBoSo on November 28, 2017, 11:06:36 PM
Quote from: LesNeilson on November 28, 2017, 09:52:29 PM
scanned data exists for the IOM, it's only available commercially, and it'll around £7000...

Ah.
(http://www.reactiongifs.com/wp-content/uploads/2011/05/lebowski.gif)
Title: Re: Isle Of Man
Post by: KG_03 on November 28, 2017, 11:24:16 PM
What?! Its insane price
Title: Re: Isle Of Man
Post by: PiBoSo on November 28, 2017, 11:41:05 PM
Quote from: KG13 on November 28, 2017, 11:24:16 PM
What?! Its insane price

If already triangulated, it would be a steal.
But even if raw data, still a very good deal.
Not for modders, of course...
Title: Re: Isle Of Man
Post by: KG_03 on November 29, 2017, 07:39:01 AM
Yes I know that for proffesional use its not a big price. But for a normal person or modder its a big amount.
Title: Re: Isle Of Man
Post by: PiBoSo on November 29, 2017, 10:53:21 AM
Quote from: LesNeilson on November 28, 2017, 09:52:29 PM
scanned data exists for the IOM, it's only available commercially, and it'll around £7000...

Could you please PM me the name of the company and the contact?
"For research purposes".
Title: Re: Isle Of Man
Post by: LesNeilson on November 29, 2017, 01:19:35 PM
If everyone who's downloaded my IOM track were to have paid 50p, I could buy it... But I don't really want to make it a commercial thing
Title: Re: Isle Of Man
Post by: LesNeilson on November 29, 2017, 01:21:12 PM
Quote from: PiBoSo on November 29, 2017, 10:53:21 AM
Quote from: LesNeilson on November 28, 2017, 09:52:29 PM
scanned data exists for the IOM, it's only available commercially, and it'll around £7000...

Could you please PM me the name of the company and the contact?
"For research purposes".

I'll try to remember... I'm not at home at the moment
Title: Re: Isle Of Man
Post by: LesNeilson on November 29, 2017, 01:23:27 PM
https://www.gim-international.com/content/news/first-online-3d-maps-of-isle-of-man
Title: Re: Isle Of Man
Post by: PiBoSo on November 29, 2017, 03:13:24 PM
Quote from: LesNeilson on November 29, 2017, 01:23:27 PM
https://www.gim-international.com/content/news/first-online-3d-maps-of-isle-of-man

Thank you.
However, it's the laser scan of the whole terrain, and the raw data resolution is 0.5m  :(
Not ideal for track-making... The elevation accuracy is very good, though.
Title: Re: Isle Of Man
Post by: LesNeilson on November 29, 2017, 04:17:54 PM
I would have thought if you're doing 200mph 50cm accuracy is more than enough, especially considering the length of the circuit.
Title: Re: Isle Of Man
Post by: KG_03 on November 29, 2017, 04:25:59 PM
I wonder if IoM TT game makers used this data or they have scanned the track by their own.
Title: Re: Isle Of Man
Post by: Donnie on November 29, 2017, 05:50:01 PM
The place has been scanned multiple times. The Gran Tourismo guys done it a couple years ago I remember the news bulletin about it.

Jester scanned it for the ps2 game also.



Title: Re: Isle Of Man
Post by: nev_vern on February 18, 2018, 04:50:52 PM
Well, with the TT Isle Of Man: Ride on the Edge game almost upon us, anybody out there going to try and rip the track and insert it into GPBikes?
Title: Re: Isle Of Man
Post by: Hawk on February 18, 2018, 07:40:08 PM
Quote from: nev_vern on February 18, 2018, 04:50:52 PM
Well, with the TT Isle Of Man: Ride on the Edge game almost upon us, anybody out there going to try and rip the track and insert it into GPBikes?

That would be an interesting test for GPB, but I doubt GPBikes could handle that amount of track data until Pib rebuilds GPB as a true 64 bit addressing app instead of the current 32 bit?
Title: Re: Isle Of Man
Post by: Oriol on August 25, 2018, 05:05:40 PM
Hola, ¿existe  el circuito de la Isle of Man para el GP bikes? ;)

Hello, is there an Isle of Man circuit for GP bikes? ;)
Title: Re: Isle Of Man
Post by: speedfr on August 25, 2018, 05:27:21 PM
Quote from: Oriol on August 25, 2018, 05:05:40 PM
Hola, ¿existe  el circuito de la Isle of Man para el GP bikes? ;)

Hello, is there an Isle of Man circuit for GP bikes? ;)

Yes, there's one in here :

https://mega.nz/#F!EkUj0LxB!QTr7lzLpllCca2PW0-gUog!RttkUIzC
;)
Title: Re: Isle Of Man
Post by: Myst1cPrun3 on November 19, 2018, 11:34:21 AM
Quote from: Hawk on February 18, 2018, 07:40:08 PM
Quote from: nev_vern on February 18, 2018, 04:50:52 PM
Well, with the TT Isle Of Man: Ride on the Edge game almost upon us, anybody out there going to try and rip the track and insert it into GPBikes?

That would be an interesting test for GPB, but I doubt GPBikes could handle that amount of track data until Pib rebuilds GPB as a true 64 bit addressing app instead of the current 32 bit?

Quote from: Donnie on November 29, 2017, 05:50:01 PM
The place has been scanned multiple times. The Gran Tourismo guys done it a couple years ago I remember the news bulletin about it.

Jester scanned it for the ps2 game also.

Would it not be possible to decrypt/decode the Jester PS2 version of the track, or the Polyphony Version, and port that over, as a sort of compromise to accommodate the way GPB is built ATM?

https://youtu.be/wzszCuoMUFU
Was wondering if something like this not work to get the files out of an ISO?
Will investigate in a little more detail later.
Title: Re: Isle Of Man
Post by: Myst1cPrun3 on November 19, 2018, 12:25:42 PM
If this works as Intended it could open up the rest of the tracks as well, such as the nw200, southern 100, Ulster abadare etc, as well as tracks from other games, but i don't want to get ahead of meself just yet, as Idk if it's even possible, and the quality may not be there depending on the ports.
Title: Re: Isle Of Man
Post by: LesNeilson on August 10, 2020, 08:13:12 PM
I've got access to 50cm Lidar data for the Isle of Man, and I'm planning a remake of my Assetto Corsa track based on it. If that or an fbx model of the track surface would be of interest, let me know. The data's not in the public domain, but I'll try to help you out if at all possible
Title: Re: Isle Of Man
Post by: Krupa on February 17, 2021, 05:14:44 PM
Quote from: LesNeilson on August 10, 2020, 08:13:12 PMI've got access to 50cm Lidar data for the Isle of Man, and I'm planning a remake of my Assetto Corsa track based on it. If that or an fbx model of the track surface would be of interest, let me know. The data's not in the public domain, but I'll try to help you out if at all possible

Did anyone take Les up on this offer? I've been playing that TT game a bit again recently but so wish it was with this engine...
Title: Re: Isle Of Man
Post by: Chris_Beeves on February 19, 2021, 04:41:22 AM
I think there is currently no modder active that would take such a big task on. Especially regarding the issues gpb has with big and long tracks.. A shame really, combine the gpb physics with the TT2 graphics.. Mmmmm...
Title: Re: Isle Of Man
Post by: Myst1cPrun3 on February 20, 2021, 01:18:46 PM
As far as I'm aware, a full 37.75 mi version was in 3ds max, and being ported over, but TrackED couldn't handle something of that scale. took a few days and then crashed apparently. (I wasn't the modder attempting it but that's what I was told.)

A more basic version, with no walls/scenery (Just the track) was able to be put in game, but it crashed GP Bikes instantly. (this I know as I tried the track, SPEC: RTX2080, i9 9820, 32GB RAM).

I am led to believe, that in its current form, a track of this length is simply not possible, with both the title and track tools provided.

I would like to be proven wrong but its a no-go at the moment.
Title: Re: Isle Of Man
Post by: h106frp on February 20, 2021, 03:25:34 PM
I think the only chance at the moment would be a conversion of J Pearson IOM (new full version). He granted permission for RF2 so it might be possible with the correct approach.
Title: Re: Isle Of Man
Post by: Myst1cPrun3 on February 21, 2021, 03:55:31 AM
Quote from: h106frp on February 20, 2021, 03:25:34 PMI think the only chance at the moment would be a conversion of J Pearson IOM (new full version). He granted permission for RF2 so it might be possible with the correct approach.

I believe that was the one that was tried. Matty tried it and didn't get further than TrackED, but your mileage may vary
Title: Re: Isle Of Man
Post by: Chris_Beeves on February 21, 2021, 05:56:01 AM
TrackED has had a few updates since. Maybe it's time to try again :)
Title: Re: Isle Of Man
Post by: Myst1cPrun3 on February 21, 2021, 06:14:30 PM
Quote from: Chris_Beeves on February 21, 2021, 05:56:01 AMTrackED has had a few updates since. Maybe it's time to try again :)

The version used was 1.36, so its only 2 versions behind, and the last updates to TrackED don't seem to have addressed the issue that appeared. Then there was the fact GPB crashed upon loading just the Tarmac Ribbon so Id say once you get past that hurdle there are gonna be bigger issues.

However I didn't do the conv in 3ds, so I don't really know. I won't be doing it either lol, you'll have to hit Matty up for that.
Title: Re: Isle Of Man
Post by: Krupa on March 13, 2021, 05:55:30 PM
Ahh good to know, I'll not hold my breath then, I'd be up for trying if it looked possible as I'm pretty handy with the 3D packages in general...