Here the ALPHA track :D
This is the Alpha3, now the kerbs are redone and they are realistic (hopefully)
Many other changes too. Let me know the bugs and I am open to the suggestions!
Don't expect a pretty track yet, it is only for testing. I have done many updates but there is a lot to do and a lot to improve
http://www.megaupload.com/?d=I644YF4E
(megaupload fails often, try the link more times, it should work)
(http://img220.imageshack.us/img220/6056/previewalpha3.jpg)
And the real track:
(http://img215.imageshack.us/img215/1355/020yqj.jpg)
(http://img805.imageshack.us/img805/4264/002zo.jpg)
(http://img6.imageshack.us/img6/2511/013ca.jpg)
And one onboard lap with very bad grip but I had a lot of fun that day as you see :)
http://www.youtube.com/watch?v=8u1D2WpkB-s
Same day, edited video:
http://www.youtube.com/watch?v=cth_-J6hUyg&feature=mfu_in_order&list=UL
I first thought it was in-game ;D Looks like a fun track. :)
When will this be released
I had my Alpha version but somehow it didn't work.... Some little bug that I can't find for sure.
I have to go this weekend, so my intention is to find this bug and to upload the track next week.
Another great trak from Aritz for sure.
We are waiting for it!
Thank you so much.
With what program you make tracks? BTB ?
Track launched ;)
I use BTB and 3dMax for conversion :)
amazing also in alpa version ;)
thanks for sharing, looks good
Yes, I realised that.... That material is sand in the track editor, but it don't works like it has to. In the next release, I will change it to sand. (PIBOSO: the gravel is not so real I think)
And yes, the kerbs have to be flat in most of the track, but I did them fast (like everything else) and I couldn't done them like I wanted to. In the next release, they will be as real as I can. By the way, Villarcayo has very strange kerbs in three points, and all of them launch you to the outer space if you don't drive carefully ;) My intention is to do the track with this kind of details and that is the reason for the public alpha version, I need support with tests.
I have to say that I didn't test my own track yet... I am very busy these days, hopefully I am be able to test it tomorrow or on Sunday.
Thank you for your comments, your help is very important :)
I see other "bug":
Speed trap is to late, you are braking before my chosen point and your speed is too low. In real track, the KZ2 speed is near 130kph :)
Can you put me a screenshot with the exact point of the braking?
Quote from: Aritz on June 16, 2011, 08:59:00 PM
By the way, Villarcayo has very strange kerbs in three points, and all of them launch you to the outer space if you don't drive carefully ;) My intention is to do the track with this kind of details and that is the reason for the public alpha version, I need support with tests.
where should be these strange kerbs?
Quote from: Aritz on June 16, 2011, 09:58:48 PM
I see other "bug":
Speed trap is to late, you are braking before my chosen point and your speed is too low. In real track, the KZ2 speed is near 130kph :)
Can you put me a screenshot with the exact point of the braking?
what do you mean?
for me max speed with ks1 after the start line is 123, but i don't know if you wanted to know this.
i haven't understood what is the speedtrap, but never mind, you know
Quote from: oppolo on June 17, 2011, 09:55:45 AM
for me max speed with ks1 after the start line is 123, but i don't know if you wanted to know this.
i haven't understood what is the speedtrap, but never mind, you know
Speed trap is one "sensor" to catch your maximum speed. In the real track, this max speed is in the backstraight. Is here after the start line? If yes, the problem is the kerb on the 3rd turn. That should be the most spectacular turn in the track. This picture will be usefull for me, to improve it, and you can see how to take the turn:
(https://lh4.googleusercontent.com/-kVI6g3A9hHo/SP34wrhUvuI/AAAAAAAAG6I/lt_UbIN0MSE/s912/DSC_6166.JPG)
Lo mejor de la foto es la pegatina de Douglas de las llantas :P
PD: ¿quién es?
The pilot is Jon Tanko, KPR user as you know and Spanish KZ2 champion last year.
He is the "Stig" in spain LOL i like that Helmet x'd
so, do you want know how much max speed is here? if so i'll try this night
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/villa.jpg)
yes, thanks!
Just tested your track, great work! It's amazing that you built it without testing yourself. For me, there are so many things and bugs I don't see in BTB, but realise when I drive on the track. Keep at it!
Quote from: Aritz on June 17, 2011, 10:27:32 AM
you can see how to take the turn:
(https://lh4.googleusercontent.com/-kVI6g3A9hHo/SP34wrhUvuI/AAAAAAAAG6I/lt_UbIN0MSE/s912/DSC_6166.JPG)
or it is impossible or i am not able to take it in the right way
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/vil1.jpg)
the max speed is 126 and this is the brakink point, final drive ratio 16 27
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/vil.jpg)
PS: very beautifull track, i like the layout
final drive ratio 16 25, vel max 129
here you can see better the braking point
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/vil2.jpg)
perfect! Thank you!
Are you using BASPH? For me, it feels like your track has a little less grip than others.
I think a larger gap between the pit positions would be nice. I realised that it is almost impossible with ks1 to start as second kart and not crash into the first kart on the gravel (if first kart is just standing and not moving).
few laps done:
Basph is too low, alpha2 will has Asph
The kerbs are all wrong, too high and untocheable, I will redo them
The grey area in the left will be SOIL and no SAND like now. This turn has to be dangerous like in the real track, we have to test different options :P
I will fix the grid like nitrox said
Speed trap will be delayed 20m, thanks to Oppolo and Dibu for testing it.
The intro image will be fixed, thanks to Racehard
Anything else? Conversion is quiet boring job, so please if you remember something to fix, now is the time :D
I didn't mention because you said it is an early Alpha version: At some points on the track, you can see the edges of terrain behind the wire fence. If there are no plans for more plants/trees, you could highten the edges a bit, so you can't see this anymore.
Just some thoughts because you used BASPH: If there are certain passages on track with lower grip, you can split the track objects in different parts and use diffferent asphalt settings. This should be possible in BTB with the following steps:
1. Create surfaces for your track, if you haven't already
2. Select "Material"
3. Check "Set Material" for every surface you made
4. Now you can select different parts of the track (in 3D view) and edit them by moving the surfaces you created. They should now be exported as seperate gmt files.
Yes, I knew that method for edit "Material" in BTB :)
About grass endings, don't worry, my intention is to made the track as real as possible, with trees, mountains (I have to learn about background stuff) and little details like real colours, boxes, etc. But now the priority is to make the track.
do you need other tests in other turns? or with other karts? tell me, in these days i'm playing only in villarcayo
Quote from: oppolo on June 20, 2011, 12:47:39 PM
do you need other tests in other turns? or with other karts? tell me, in these days i'm playing only in villarcayo
Thanks, I am working on alpha2, soon I will upload it and then you can test it :)
Villarcayo Alpha2 UPLOADED :)
http://www.megaupload.com/?d=Z971TZK4
Amazing work! It's really a lot better than Alpha 1. How did you do those kerbs in BTB? Especially beginnings and endings? Nice textures btw!
Look this video. Tricks -> Ripple strips (22mb)
http://www.bobstrackbuilder.net/videos.aspx
And for colour changed the material
Thanks, that's a really cool trick. I even thought of using walls, but I did't think of using a copy of the track XD Maybe it's just suited for less bumpy ripples, unless you want to do hundreds of surfaces ^^ This will help me anyways, thanks again!
:D
Quote from: Nitrox on June 22, 2011, 07:52:59 PM
Thanks, that's a really cool trick. I even thought of using walls, but I did't think of using a copy of the track XD Maybe it's just suited for less bumpy ripples, unless you want to do hundreds of surfaces ^^ This will help me anyways, thanks again!
You can do it how u want ;) high, bumby, the good thing is that u can shape the kurbs how u want them also this endings
in that turn is still difficult to go
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/vil3.jpg)
here there is a...step, jerking...i dont' know the right english name. the kart loose control
(http://i195.photobucket.com/albums/z226/kirkkonummi/vilscalino.jpg)
So so real!
I've been on this track for real as I live 100 km from there and I can say it's the same as in real life.
Aritz again and again so so good!
I am doing some tests with the horizon and sky. In this picture, the sky is false (BTB doesn't show sky, I painted it in Photoshop)
I think I have it, though :D
(http://img155.imageshack.us/img155/663/horizontest.jpg)
Alpha 3:
I have done many updates but there is a lot to do and a lot to improve. Thanks for your support finding bugs :)
http://www.megaupload.com/?d=I644YF4E
(megaupload fails often, try the link more times, it should work)
(http://img220.imageshack.us/img220/6056/previewalpha3.jpg)
Quote from: Aritz on July 04, 2011, 01:00:35 PM
Thanks for your support finding bugs :)
first of all thanks to you for your efforts, this track gives more worth to krp, this night i'll try it
Thanks for the new release, it's real fun. I like the new skid marks of ALPHA3.
In the first laps I was a bit irritated by the new hills and mountains ;).
congrats, also in the pit line there are not bump anymore.
nothing to report, only a little bit less fps, but my pc is old
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/villa4.jpg)
here there is a step, tha kart loose control
(http://i195.photobucket.com/albums/z226/kirkkonummi/villa5.jpg)
Quote from: dibu on July 04, 2011, 09:56:43 PM
Thanks for the new release, it's real fun. I like the new skid marks of ALPHA3.
In the first laps I was a bit irritated by the new hills and mountains ;).
Thanks
What did you mean with new hills and mountains? What is their problem?
I have to smooth the sides of the track, now I know how to :) But for me is the hardest part of the track creation... I don't want to use a lot of polygons and that is a problem, the grass is very bumpy and the kart gets blocked easily...
I don't know why this FPS loss, maybe the new far mountain. I can do it in BTB and no in 3dmax like alpha3.
Alpha 4 is needed, sorry for the constant updates :)
Oppolo time to buy a new pc ;)
Quote from: Aritz on July 05, 2011, 10:30:16 AM
- I have to smooth the sides of the track, now I know how to :) But for me is the hardest part of the track creation... I don't want to use a lot of polygons and that is a problem, the grass is very bumpy and the kart gets blocked easily...
- I don't know why this FPS loss, maybe the new far mountain. I can do it in BTB and no in 3dmax like alpha3.
- Alpha 4 is needed, sorry for the constant updates :)
- i went around the track and i found only this other step
- i don't know, maybe, or maybe the sky, for having the same 40-50 fps i had to lower a little bit the graphical, i did loose also 15-20 fps
- don't worry, this is the way for make villa the best addon track
Quote from: Eslotes on July 05, 2011, 11:23:48 AM
Oppolo time to buy a new pc ;)
yes, you are right and i'm thinking about it all the time, in the meantime i could use my laptop, i3 and g105m 500mb, ii gives 30 fps more
(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/villa6.jpg)
Thx to all
I am smoothing the grass and the kerbs (thx to oppolo)
Where are you getting stuck? I can smooth all the track, but it is a lot of work :D
we can post here the worst points and I will fix them. Today I am going to drive and I am the best "grass-tester" in the world lol
Quote from: Aritz on July 06, 2011, 12:26:51 PM
- I can smooth all the track, but it is a lot of work :D
- we can post here the worst points and I will fix them
- do you like Amay? when you have finished Villa, if you like, coudn't you smooth one point in the track surface of amay?
- this night i'll search other points to smooth
but I need the BTB files of the track ;)
here there is a long strip witdh about 1 meter, where there is not the sound of grass, it seems asfalt green colored
(http://i195.photobucket.com/albums/z226/kirkkonummi/villa7.jpg)
yes it is asphaly green coloured, the tyres don't became dirty in that strip
(http://i195.photobucket.com/albums/z226/kirkkonummi/villa8.jpg)
Ok, thx
I renamed it like the asphalt, now solved in my version ;)
Quote from: dibu on July 06, 2011, 06:02:19 PMHere is my whishlist for smoothing (the orange areas):
(http://www.mediafire.com/imgbnc.php/a141d861af649c83d12ff91289c4d34b1fcc951503e3a9789d852c40503adee36g.jpg)
Edit: Just added some more areas to smooth.
Smoothed almost every of them but there is one which is not possible to. Real track is like the virtual:
(http://img6.imageshack.us/img6/2511/013ca.jpg)
I saw big crashes there by the way ;D