AMS Modding - Tracks (Work in progress)

Hi Salvatore,

I did see your post.

At my level I cannot give any advice on how you could best move forward with your project.

After hundreds (thousands) of hours I am just now working to loft track sections on existing tracks in 3ds MAX. Rebuilding existing mesh to improve accuracy for missing details. I have no idea how to take real world data and create a terrain for example.

All my work is slow, and I think brute force. I have found many tricks and scripts that make tasks quicker... but really I am just a simple mad modder.

I have been tweaking gmotor sims since 2001 and I marvel at the assets the true creators have delivered.

Have you found Mário Morais ? I have only used some of his free 3dsMAX scripts... but he does offer some advanced tools for track creation. Maybe you could contact him for advice on your project.

Best wishes,

Gringo

Hi Gringo,

Thanks for your reply!
I've followed your posts and progress with much admiration, and so thought it worth a try to pick your brains :)

Ideally I would be able to complete the task with the software I've got, so first I'm going to attempt to smooth and pare my Google model down into just the road surface and convert it hopefully into a dense point cloud, which I can then import into BTB.

If that approach doesn't work I'll try your helpful suggestion!

Thanks again, take care,
Salvatore
 
Win32Viewer_2018_10_31_20_59_10_499.jpg


Renovations and the short layout coming soon.
 
I guys, I'm kind of in the same boat as Salvatore! I have created some tracks with RTB and would like to convert them so that they can be used in Automobilista or rFactor2. Any tutorial available yet?

Here are some screenshots taken directly from RTB! This one is international "Viana Karting circuit" (Portugal):
KV.jpg
KV2.jpg
KV3.jpg
KV4.jpg
KV5.jpg


At this point I dont really mind converting shaders, just porting it to AMS would be ok.
Would it be easier to export to rFactor1 and then to AMS?
In case this foum is not the best place to share info here´s my e-mail: motoliser@gmail.com
Thanks in advance guys:)
 
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Can anyone point me to the best race groove graphics for AMS, GSC or rFactor? As in RACEGROOVE.DDS for AMS mod tracks that do not have the full dynamic track treatment? I can't find one that has a nice blend into transparency. They all look like the have a defined boundary, which makes them look artificial. Thanks in advance for any help, or, if someone has PS skills, I can provide a few close examples that just need some tweaking.
 
Hi guys,

I'm keen to build my first track real world track for Automobilista, and made a fairly inaccurate prototype version in BTB that I successfully got into game. Alas, as it's a street circuit with a piazza/roundabout, complicated escape roads and various strange track widths I'm at a bit of a sticking point. I was going to hire a laser scanner, but there was no company nearby willing to hire one out. I instead searched for other accurate data sources.

I have put in many hours work and am at the stage where I have a photogrammetry produced 3d model of the track, reverse-engineered from Google Eath's excellent new 3d scenery. I also have a uniform density aerial point cloud which I'm hoping to use to calibrate the elevation so it's as accurate as can be.
...
The question is, how do I get from my 3d model to a working track in rFactor/AMS?

I would love to be able to click on the different polies in my model, detach them to a separate object, road, wall etc. But then even if I create separate road, pavement and wall meshes using a method like this (if it's possible in Blender, Max) I can't then import it into BTB, can I?
3DS max seems like a huge and costly learning curve, and I already have 3DSimed, BTB and RTB.

How would you guys proceed with the project? With 3d simed can I turn it into a driveable track?
Thanks for any advice! :)

Hi Salvatore, I'm pretty new to track work, too, but I can mention 1 tip that you can transfer work from Blender into RTB using the ".fbx" file format. In Blender you have to import and export the .fbx; Blender converts it to .blend. I'm not sure, but my understanding is you can't do much modding (from this 55-page thread) into Automobilista.

Assetto Corsa 1.0 is no longer supported, too; and that leaves rFactor 2 as the best viable target for new mod tracks. I think you need to use 3dSimed to target rFactor 2 but I still need to figure it out. I figured out AC but want to move to rFactor 2 myself, since Reiza is unfortunately not open to modding AMS. Hope that helps.
 
Hi Salvatore, I'm pretty new to track work, too, but I can mention 1 tip that you can transfer work from Blender into RTB using the ".fbx" file format. In Blender you have to import and export the .fbx; Blender converts it to .blend. I'm not sure, but my understanding is you can't do much modding (from this 55-page thread) into Automobilista.

Assetto Corsa 1.0 is no longer supported, too; and that leaves rFactor 2 as the best viable target for new mod tracks. I think you need to use 3dSimed to target rFactor 2 but I still need to figure it out. I figured out AC but want to move to rFactor 2 myself, since Reiza is unfortunately not open to modding AMS. Hope that helps.

Thanks for your reply, not sure how I missed it!
I've tried importing my terrain shape into RTB to build the track over it, but there are several missing options in RTB it would seem that make this approach a no-go for me. No global track scale option, is one, and another is the road and terrain always being one mesh.
I've tried building a road over my imported FBX, but it pulls all the terrain up with it as well...
 
I've tried importing my terrain shape into RTB to build the track over it, but there are several missing options in RTB it would seem that make this approach a no-go for me. No global track scale option, is one, and another is the road and terrain always being one mesh.

You should try asking your questions over in the AC modding section of rd as well. I'm sure someone over there will have the expertise to help you out.
 
Salvatore has a good point with the scale and the mesh issues. This limits what you can do with RTB, and very difficult I think to do custom run-off areas adjacent to the track, etc.. With this it's difficult to use it to do a professional job modelling a real track; I'm shifting my focus to Blender as a result since 3D Studio is cost-prohibitive.
 
The super easy method to get SCE tracks to work in AMS is to change these in the scn file:

Change this:
MASFile=CloudsMed.MAS
MASFile=SkyEuroAltHazy.MAS

To this:
MASRandomFile=CloudsRandomA
MASFile=CloudsDefault.MAS
MASFile=SkyEuro.MAS
 
Working on the Brno track, one of my favourite European tracks.
Although not present in these WIP piccies, a full working dynamic tracksurface feature will be implemented on road, roadlines and curbs.
Unfortunately no 3d grass, crowd or trees as i don't have this knowledge (yet).
AIW file will be optimised to have fun when racing offline.

Real life:

Grtz

1.jpg 2.jpg 3.jpg 4.jpg
 
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