I'm working in a new track, it is one of the largest one in Spain, 1,3km the time per lap it is about 1:05 in a championship with a shifter kart, but a normal day it is arround 1:08 - 1:10
(http://i54.tinypic.com/nlzbky.jpg)
I will need help to convert to KRP format, because I'm working on BTB (Bobs track builder), first I want to do all and test on rFactor (because it is a lot easier to export for rFactor), and when I see it is completed I will ask for help to convert to KRP.
Any it is interested on give some help with conversion, adding some 3D objects like, houses, boxes, pits... etc?
Some on board laps on the real one with my kart :)
http://www.youtube.com/watch?v=5m-JGgYLCAw
Wow, that looks really promising! Going to get a very nice workout with all of those turns, can't wait!
You really should optimize the meshes. There are enough polygons there to make a 5km track (with terrain).
Looking good though, GL with it ;)
OS-Chris, do you know if can optimize (reduce polygons) of a mesh on 3D Max?
Now is complex to opimize meshes because I need to do manually. So... the track surface it is easy to reduce the polygons I will delete at least 50% or more. But after I will add surface detail for bumps
Yes, you can optimize the meshes in 3DSM but in a lot of situations, it's easier to do it in BTB as BTB handles the UVW mapping for you. In 3DSM, if you join 2 polygons together, then you have to manually reapply the UVW mapping (unless you keep a UVW map modifier at the top of your modifier stack for terrain, track surfaces are a major pain-in-the-rear).
What I would do in BTB is; reduce the number of segments (without starting BTB, I think it's called panel width in the track surfaces window) used on the straights (i.e. 1m segments in corners, 3-5m segments in the straights). Then, where possible, I'd merge as many terrain vertexes as I could without getting rid of too much detail (elevations & vertex alpha (material blending)). Based on the screenshots you posted, I would aim for around a 30-40% reduction in overall polygons. The more efficient you can be, not only with polygon count, but with collision models & textures as well, the more FPS everyone will get, and therefore, more people able to run on your track at once ;)
Where can I learn more about BOB? I tried it yesterday and I was quite lost, I wasn't able to import Google Earth KML archive even correcting altitude issue.
There are some great beginners guide videos on the BTB homepage.
http://www.bobstrackbuilder.net/videos.aspx
For community support;
http://www.racedepartment.com/bobs-track-builder/
Silly me... This web is the last place in my list to look for...
Thank you :)
Any (beta) release news about this wonderful track?
I think it can be take for at least 3 months of work begin the first public beta release. Now I have no more than the track with a 'correct' a heigths, but not perfect, i want to do better. After I want to do the bumps an a realistic track surface... So I have the terrain, but any object on the track, background, etc... After that I need to convert to KRP format, and at the moment I don't know how to do :)
Me neither sorry :(
I'd really like to see more tracks for KRP, but quallity takes time ino!!
Good luck
(http://i56.tinypic.com/eukg35.jpg)
I had spend a lot of time optimizing the triangles on the track surface and grass. Also I do all tracks and little tracks for the track, only means one little pit on the left. Also I started with the first decoration like trees and houses... But first I want to do better the track surface with the most important bumps, also kerbs are not standard are very irregular and affect to the race line. I continue working on... :)
Very nice, it's looking very good so far. This track will be great fun to drive ;D
Keep it going!
http://www.youtube.com/watch?v=-54CzTD4eJQ
Preview video, work in progress, it remain a lot of work
Wow this looks already very awesome, can't wait to see it in krp, great work, keep it up! ;D
it will be a nice track for sure, good work!
(http://i52.tinypic.com/sy8gh0.jpg)
Updates news.
Finally I get correct heigths for the tracks, today I was working on the most important bumps of each corner. I want to do all kerbs manually, because in the real track are very irregular and affect to the race line.
I race for about 1000 laps on the real track, so I begin to feel the virtual track like the real :) I'm using a moded mod of rFactor... I can't wait to try on KRP hehe
Great!
looks really awesome, keep it up!
that looks awesome! long track though, still awesome
I have very few news. I don't have so much free time. This week I do 80% of kerbs, and I think the track surface is ready.
So the work now is centered on the 'cosmetics' things, like buildings, texturing, etc. I hope that can be finished soon.
I'm sure it will be worth your effort. ;)
¿alguna noticia?
Saludos
Any news on this track?
yeees Cory, in 3 Years you can ask again :D