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(WIP)Mallory Park Track Surface Rebuild TEST...

Started by Hawk, April 13, 2014, 06:53:25 PM

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Hawk

Quote from: HornetMaX on April 27, 2014, 01:12:21 PM
I did a few more laps. The hairpin is definitely no longer an issue, great work !

Only issue I feel is after the hairpin, the left turn : there's a slope and a subsequent compression when the slope ends, if you're leaning the bike seems to spin left (like losing the rear). But I thing this is the well known issue of GPB on banked/sloped turns.

MaX.

I know exactly were your talking about Max... I call it "Peters Dip" as it seemed to catch him out there nearly every lap when he first gave the track try. Lol

We're sure that compression dip is real to life, but just not sure if it's just a little too much depression than real life?

Actually once you've practiced on the track for a while, you realise that by taking the correct line through that bend you can easily get through it fine without any probs as even though you still ride into the depression your bike isn't as healed over as when you take the wrong line, so as I say, it becomes no problem at all.  ;)

HornetMaX

I have no problem with the dip, if it is there in real life then it should be there.

The thing that is strange is how the bike seems to spin around a vertical axis when you hit it (especially on throttle). You have the same weird behavior in many other sloped/banked corers on other tracks: you're leaning left and all of a sudden the bike seems to spin left, the rear going right and the front left, as if the bike was turning around a vertical axis. Given how much the bike spins, it's also surprising that many times you can save the situation (i.e. avoid crashing). Again, it's likely to be more a physics issue than a track one.

MaX.

Hawk

Quote from: HornetMaX on April 27, 2014, 01:30:34 PM
I have no problem with the dip, if it is there in real life then it should be there.

The thing that is strange is how the bike seems to spin around a vertical axis when you hit it (especially on throttle). You have the same weird behavior in many other sloped/banked corers on other tracks: you're leaning left and all of a sudden the bike seems to spin left, the rear going right and the front left, as if the bike was turning around a vertical axis. Given how much the bike spins, it's also surprising that many times you can save the situation (i.e. avoid crashing). Again, it's likely to be more a physics issue than a track one.

MaX.

Oh yes... I've experienced that too. It's like the back end is spinning up and the rear feels like it's coming round on you only it feels like a controlled spin. I quite like it. Though like you say, if it is a physics problem with the physics not being able to handle certain track surface drop offs or vice versa then I guess it will or should be on Piboso's "To-Do" list.

HornetMaX

I think he's already aware. Good luck to him though, that would be a nasty one to crack.

MaX.

BOBR6 84

Hawk.. Can you work your magic around brands hatch gp?

It looks great.. Even rides ok but I love the circuit and I want to push the bike hard around it!

At the moment theres too much weird stuff happening..

Is this just me or do others have problems at brands too?

Hawk

Quote from: BOBR6 84 on May 04, 2014, 01:33:39 AM
Hawk.. Can you work your magic around brands hatch gp?

It looks great.. Even rides ok but I love the circuit and I want to push the bike hard around it!

At the moment theres too much weird stuff happening..

Is this just me or do others have problems at brands too?

I agree. Brands Hatch is a great little circuit.  ;D

I haven't the source file for it and not sure who would have them, but I'll ask around.

I've been doing some personal testing with track surfaces that have major height changes in the track surface and surprisingly to me all looks well, so Brands Hatch would probably be a good candidate.
I'm working on another project right now, but I will certainly put Brands on the list of tracks to-do.  ;)

C21

QuoteHawk.. Can you work your magic around brands hatch gp?

It looks great.. Even rides ok but I love the circuit and I want to push the bike hard around it!

At the moment theres too much weird stuff happening..

Is this just me or do others have problems at brands too?
+1

Did a short test at the GP and Indy version (for the BSB mod) and the circuit needs definitive rework!
Weird things happen on the right after the start/finish line. Have it on replay.....

QuoteI haven't the source file for it and not sure who would have them, but I'll ask around.
As it is a "NC" track ask the creator of magnycours,....-> noss69  ;)
# Member of the CAWS Racing Team #


Hawk

June 08, 2014, 11:42:16 PM #172 Last Edit: June 09, 2014, 11:48:37 AM by Hawk_UK
Having initially started this project just as a track surface rebuild test, I've had so many ask if I would complete "Mallory Park 1978" and release it, so this is what I have decided to do.

Work completed so far for this latest version of Mallory Park 1978:

  • Cleaned up most of the terrain mesh were it matters(hopefully this will eliminate most core.exe crashes)
  • Rebuilt and remodelled the hairpin inner concrete barrier and terrain leading up to and into the hairpin and also the terrain around the outside of "Devils Elbow".
  • Added new track surface texture
  • Rescaled the track surface to the correct width

I'd have had the latest version released by now except that I've come up against a problem using "TrackED".... Hoping some of you guys can help me out here and others can learn from my mistakes.  :P

The problem I'm having is that although everything is exporting correctly(the .map/.trp files), the hairpin barrier is not showing it's texture, and when I test it in GP Bikes the hairpin barrier on the inside of the hairpin is invisible although the collision detection is there for the barrier.

This is a similar problem to what I had before with flipped normals facing inwards instead of outwards, but no it's not that same problem again; Photo's below to demonstrate this current problem:

Mallory Park 1978 - Rebuilt hairpin and terrain, as it looks in Maya:



This pic is to show/demonstrate that the normals are not flipped and are facing the correct direction: :)



This pic is to show the .trp file in "TrackED", showing that the EDF exporter via 3ds max 2010 did not export the texture for the hairpin barrier on the inside of the track:



This pic is to show that the exporter did export the mesh for the hairpin barrier, so the exporter must know and recognise the barrier is there:



This pic is to show what I believe is the collision detection surfaces, the different colours to representing the different surface characteristics for the collisions. As you can see, the collision detection for the barrier is there in dark red, hence I can bump into it during my tests without falling through the track into the void:



I wanted the barrier to be named as "WLLCONC"(As it is a concrete barrier), but since it didn't work I've tried renaming it to "TRKASPH" and also to what it is now named as "TRKGRAS", but none of them seem to solve the problem of the texture not showing on the hairpin inner concrete barrier. Very strange as the texture shows fine in 3ds max and Maya, so I'm left not knowing if this is a bug or something I'm overlooking in the track creation rules?


Any ideas for a solutions guys would be greatly appreciated. Thanks.  ;)


Hawk.

PS: I've also looked at the hypershade editor to make sure that there is nothing wrong with the shader/material or texture.

PeterV

was it oke in the previous version? if so what was it called there?

Hawk

Quote from: PeterV on June 09, 2014, 11:48:39 AM
was it oke in the previous version? if so what was it called there?
Hi Peter.  :)
I've had a look in the original version, and he'd just put Armco barriers at the hairpin and named them TRKGRAS; this is why I also tried renaming my rebuilt concrete barrier, "WLLCONC"/"TRKASPH" and also tried "TRKGRAS"(as it is named currently), but none solve this problem of the texture not showing on the hairpin barrier.
I've also remapped and retextured the barrier numerous times thinking it must be just something to do with the texture application, or file, but I have had a look at it with Hypershade and made sure that everything is as it should be and it is..... I'm really foxed by this problem now.
The only thing I can now think of what could be the problem, is if there is a track creation rule I'm breaking that I just haven't understood correctly in my learning process?

Hawk.

PeterV

i did notice some graphical glitches (texturing) around the track. some  peeps are white, and in some places textures are missingor orientated/scaled wrong (mostly grass).

About youre problem, you would think it would belong too the grass, i have had a look underneath and it just looks like completly empty.
Im a noob so im lost for words. Like the tarmac texture, looking good m8.

janaucarre

is your armco crossing the ground?
Try to rename well the armco, WLLCONC_armco_001, and separate each part wich don't have the same id of texture, for example: they can have the same texture but not the same id, you only need to select the armco and right clic/convert in poly (if it has not been done), after you only need to clic on the poly you want to detach and clic detach in the right panel.

Hawk

Quote from: PeterV on June 09, 2014, 12:19:54 PM
i did notice some graphical glitches (texturing) around the track. some  peeps are white, and in some places textures are missingor orientated/scaled wrong (mostly grass).

About youre problem, you would think it would belong too the grass, i have had a look underneath and it just looks like completly empty.
Im a noob so im lost for words. Like the tarmac texture, looking good m8.

Thanks Peter.  ;)

Yeah.... Still got to finish up remapping and retexturing terrain parts and other parts that are not UV mapped properly, thanks for noticing and letting me know you saw them.  ;)

Yes, it's like the barrier is there because you can bump into it without falling through the track into the twilight zone. Lol. But it is just the texture that is totally invisible, and I have checked it for transparency setting and it's set to well opaque. You see why I'm totally puzzled? Hehe.

Hawk.

Hawk

Hi Guys.

Just for a test and a bit of fun, I remember a discussion on a post about not being able to spin up the rear wheel on the corners in GPBikes...... Well I thought I'd just create a test track surface with less grip so you can test this out.

This track file is different from the test track above, so keep them separate if you want to use both.

Also please NOTE: Make sure you have "Traction Help" flagged as off in the GP BIke settings(Not Garage settings) for best results

Only tested it on the 500cc 2 stroke, so let me know how you get on with the other bikes.

Download Link for "Mallory Park 1978" - Less Grip: https://mega.co.nz/#!Gd9ySASY!FYRgJ_U-7sVX-WJWzJhpdDwhx76Q-yAhgVMYs9qz8oc


Have fun!!  ;D 8)


Hawk.

PeterV

June 09, 2014, 01:11:17 PM #179 Last Edit: June 09, 2014, 02:09:39 PM by PeterV
had a core.exe on the curbs, in the left hander leading up to the chicane, drove over it slowly again to check and there are one or two holes where bike sinks in. (you see a black line between curb and tracksurface).

this was on Mallory park 1978 les grip but those lines are also there in normal version. And yes the grip is somewhat less but not alarming

Looking at youre wireframe picture from youre problem in topview, i see a Track texture in that spot, should that be there?