Open source & uncompleted projects

After some requests, this thread is to house and discuss unfinished projects that others would like to pass on and open up for others to complete or view their methodology.

Ground Rules


Posters

  • Do not upload uncompleted projects to RaceDepartment. Use a fileshare site, preferably MegaUpload, MediaFire or FileFront.
  • When posting, link to the files and also to the WIP thread if applicable. If you do not have an active WIP thread, please create one.
  • State a rough percentage completion according to your opinion.
  • Make sure to include any important details, such as required XPacks etc. Give as much detail, succintly, as possible, to help the following person to pick up your project easily, such as the direction you felt your track was taking.
  • Projects may not go in the direction imagined, once finalised, however this is the risk you take when posting uncompleted ideas.

Downloaders

  • This is not a thread to discuss in detail methodology and problems, please use the WIP forum threads for this.
  • Most importantly, if you do end up releasing a track after completing, make sure you include all credits of the persons involved. Respect others work!
 
Zephyria Tholus Plateau - ALPHA -R.I.P

Ive learnt so much in the last week, i simply cant continue with this.
its oh i dunno, 70% ..
no much terrain texture
terrain in parts needs alot of cosmetic surgery
not much variation to road texturing
no surface deformations
large central cavern at very early stage
generally sparse track.. the only areas that are in some way complete is the public road (highway) section, and tunnels.

Project now extremely sluggish to work with, giving btb errors often. (having to cycle though a 4 save file system) ... load at your own peril :)

anyway heres a bad quality vid for you all to squint at
its 17k, please forgive the sunday driving.

rbr playable link:
www.fractalscapes.net/designs/btb/Zephyria/Zephyria.rar

btb project link:
waiting for simtrackpedia to come back online so i can grab rsouls Project backup batch file tool.

WIP/Discussion link:
http://www.racedepartment.com/bobs-track-builder-wip-tracks/47622-zephyria-tholus-plateau.html

thanks to racedept, and all its help
thanks to zaxxon for the skybox and help
thanks to martinez for the tons of help specificity related to this track
thanks to everyone else that helped me along the way with this track and the things im learning now

ukroad xapck for fences, bushes
default pack - misc things

most of the rest made in either photoshop or 3dsmax


Zephyria Tholus, its been fun, rest in peace
 
Eds Parramatta Park 1952 GP. Dry and Wet Circuits. 95% there...

Hey guys...

some of you might remember my BETA release of parramatta park. it went viral for a little while when i first let the BETA go, and got downloaded a couple of thousand times off my server! LOL.

imho, this track had/has the potential to be the next 'Longford', both in terms of depth of texture, and immersion and play environment. the track is difficult and dangerous (yay for 1950's racing!) and a true pleasure to push a car around.

I really just dont have the time to spend on this to get it finished! Id really really love to, but it just doesnt seem to get off the ground again. Based on feedback from some of the threads i read with people playing the BETA release, it really does deserve a good finish, and a formal release, so PLEASE HELP ME!!

I can certainly give a hand in getting this finished, i have heaps of onsite images to help with any further textures, theres 2 building models that need to go in, and a general tidy up. or you can really get carried away with it! thats up to the inspirartion of those who pick up the torch!

It really would be a shame not to see this get a final release, so here she is!

Eds Parramatta Park, 1952 GP. with wet and dry circuits included.

25911d1276007826-parramatta-park-1952-gp-2-mile-circuit-parramattapark1952thmb.jpg


Original WIP thread here:
http://www.racedepartment.com/bobs-...5-parramatta-park-1952-gp-2-mile-circuit.html

heres some 3dsimed aerial views as it stands:
25959d1276098841-parramatta-park-1952-gp-2-mile-circuit-3dsimed2.jpg


25962d1276098972-parramatta-park-1952-gp-2-mile-circuit-3dsimed1.jpg


25961d1276098945-parramatta-park-1952-gp-2-mile-circuit-3dsimed3.jpg


and heres some in play screen shots...

25556d1274893475-parramatta-park-1952-gp-2-mile-circuit-parramatta_scr_0001.jpg


25561d1274911691-parramatta-park-1952-gp-2-mile-circuit-parramatta_scr_0002.jpg




heres the latest playable Game BETA Release download location for rFactor:
http://www.v-eight.com/multimedia/ParramattaPark1952.zip
80Mb
Unzip directly into rFactor 'Locations' folder


and finally.... the BTB Project Folder... in its entirety
http://www.v-eight.com/multimedia/Parramatta%20Park%201952%20GP%202%20Mile%20Race%20Dept%20Release%202.rar
122Mb
Unzip directly into rFactor 'Locations' folder

and heres the Textures folder:
http://www.v-eight.com/multimedia/Parramatta_Park_Texture_XPack.zip
5Mb
Unzip wherever you like

and finally some vids...




cheers
ed
 
The 2nd and 3rd links require a password. Now I don't want to get your hopes up so I'll say right now that I'm in no position to finish other people's tracks (not yet anyway), but I often look at other tracks to see how they were made. 3Dsimed is good but a BTB project is like seeing source code.
 
fixed, sorry, i had linked the ftp addresses. ive now changed them to http adddresses. right click, save as.

and i doubt youll see true technical inspiration in there! ive used almost exclusively with BTB and photoshop. so everything you see is simply what BTB can do. if there was a problem, i fudged it in BTB, as long as it looked right in the game. the magic comes from using good textures, and designing the surfaces right to put those textures on. i only ever used 3dsimed to change the shader values on some textures as the BTB shaders gave **** results in game

cheers
ed
 
If anybody has a (fictional) track that at least the terrain and road has been finished on, but do not feel they have the time or desire to finish it, feel free to pass it along to me. However, do not pass me the BTB project as I do not use BTB, provide it in rFactor GMT files, as I use 3DSimEd mainly.

I have lots of objects and textures I would like to use in a creative way :)
 
If anybody has a (fictional) track that at least the terrain and road has been finished on, but do not feel they have the time or desire to finish it, feel free to pass it along to me. However, do not pass me the BTB project as I do not use BTB, provide it in rFactor GMT files, as I use 3DSimEd mainly.

I have lots of objects and textures I would like to use in a creative way :)

Hi Ryan. Any particular reason why it must be fictional?
 
You can have this if you like Ryan, http://3rdgearmotorsports.com/wordpress/?file_id=12 It's a replica of California Raceway from Project Torque, completely scratch built. Feel free to do as you wish.



I have a few more of these, England and Circuit, I only have them in BTB format but my license expired and I can't be bugged renewing it. Cali is the only one I have in gmt. I did have the others in gmt at one stage but during a HDD clean out I deleted them. If your interested I will find a way to export them.

Here is England
http://i214.photobucket.com/albums/cc234/mianiak/s3d/eng.jpg
and Circuit
http://i214.photobucket.com/albums/cc234/mianiak/s3d/circuit.jpg
http://3rdgearmotorsports.com/movies/ct01.wmv

The videos show the tracks in game ^^
 
I'm putting the canyon project in here, if someones interested of fiddling with it.. Maybe a bridge so there can be "national" layout.. Anyway it has a good example on how to do cliffaces easily using track and copy track tools. I really really like the twisty section, pretty have to slide thru corners with that drop on the right side not far from mind.. So unless someone likes to add more details, AIW etc i'll release this someday and it will then be very simple..

Copy from original post:

Kennett Ylitalo said:
Just a proof of concept and i think it fits here: (more pictures, click the pic)



In this project there are only two pieces of terrain, the base level and pits. Everything else is made with the track tool and heavy use of "Copy Track", 5 to be exact.. Specially the cliff-faces were are breeze to do this way, using the Randomize function in crossection editor and one big texture.(2048x2048). Tunnels were extremely easy to do with little manual editing of crossections to get exact coordinates. Using track copy, all points are perfectly aligned to the drivable track. And since there is limited possibilities to position terrain textures, the track tool is my favourite tool at the moment. Took a little planning but results are satisfying. I can give you the project if you like, i learned a lot from this..

EDIT: I uploaded my tool pack in Download section, which has become a must in every project.

http://Cream.Galleria.fi/Temp/Tummel
 
Kennet, I DLed your file, very interesting stuff, sir. I like the technique you've used for the cliff "track", where it's made from one track, as opposed to it being formed by left and right track copies to make the left and right terrains. I also use track copies alot, I find it very useful and quick to knock up a decent(ish) looking circuit (especially as I am not able to go up a level to 3ds max). Great! :D


EDIT: how is the FPS / performance of this technique for landscapes?
 
I haven't noticed any changes but the canyon track is very simple anyway so it could be masking te problem. All thou i don't believe that there is any change what so ever, the game doesn't think in terms of "track" or ""terrain", it's all just polygons.
 

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