AMS Modding - Tracks (Work in progress)

Discussion in 'Automobilista Mods' started by Patrick Giranthon, Feb 22, 2016.

  1. Gringo

    Gringo
    Premium

    Messages:
    823
    Ratings:
    +491
    Hi,

    It is a one man team these days. Patrick has no plan to start up again that I know of.

    Unfortunately there will be no new tracks coming. I am just polishing a few of the tracks we have as I experiment with my 3ds Max skills.

    In a week or two I will release the final Mega pack and then that will be the end for me too.

    Cheers
     
    • Beer Beer x 4
    • Like Like x 2
    • Love Love x 1
  2. alexSchmurtz

    alexSchmurtz
    SpeedyMite Racing Staff Premium

    Messages:
    3,052
    Ratings:
    +1,706
    We will never thank you enough, both of you, for all the work you have done. These tracks are top notch and extend so much the choice of tracks for this game! :thumbsup:
     
    • Agree Agree x 8
    • Like Like x 1
  3. Pudu

    Pudu

    Messages:
    207
    Ratings:
    +82
    Yes, agreed! The work you guys put into this game is massively appreciated, and for me it is as important as the base content for my enjoyment of Automobilista (which is considerable).

    Thank you very much. :thumbsup:
     
    • Agree Agree x 2
    • Like Like x 1
  4. Gringo

    Gringo
    Premium

    Messages:
    823
    Ratings:
    +491
    My wife trapped some clothes in the door of our front loading washing machine and damaged the door boot seal today. Thanks honey! But, I managed to replace the door seal, and still find time to remodel the pit exit a bit more. Still not true to life, but the sim racing should benefit. I have the basic AIW's for the 4 layouts complete and will paint the grooves tomorrow.

    The new curbs look great and the physics in game is very nice.

    Untitled-1.jpg
     
    • Like Like x 5
    • Love Love x 2
    • Beer Beer x 1
  5. Marc Collins

    Marc Collins

    Messages:
    709
    Ratings:
    +204
    Wonderful news that the layouts are coming for Queensland and the other tweaks! You and Patrick have done such an amazing job for the benefit of the AMS community.
     
    Last edited: Jun 19, 2018
    • Agree Agree x 3
    • Love Love x 1
  6. Gringo

    Gringo
    Premium

    Messages:
    823
    Ratings:
    +491
    I just finished all the remodeling. More stuff added with improved tire stacks, new cement walls and perimeter fencing that are more accurate, new track side and infield adverts as close to real as I could do. The track curbs, cement walls and tires stacks are painted in 2017 colors. I just need to make the AI fast lines final for each layout and that should be a job done.

    Oh yes not to forget, I have rebuilt modified the track side buildings and the pit engineer boxes to fix 95% of the z fighting issues.

    National Layout in Summer colors.

    Win32Viewer_2018_06_19_11_03_12_236.jpg Win32Viewer_2018_06_19_11_01_30_378.jpg Win32Viewer_2018_06_19_11_00_41_132.jpg Win32Viewer_2018_06_19_11_00_08_417.jpg

    Sprint Layout in Spring colors

    Win32Viewer_2018_06_19_11_40_42_139.jpg Win32Viewer_2018_06_19_11_41_21_168.jpg



    Sportsman Layout in Dry Summer colors

    Win32Viewer_2018_06_19_11_46_23_983.jpg Win32Viewer_2018_06_19_11_47_33_592.jpg
     
    Last edited: Jun 19, 2018
    • Like Like x 10
    • Love Love x 6
    • Beer Beer x 1
  7. Marc Collins

    Marc Collins

    Messages:
    709
    Ratings:
    +204
    You are my hero!!! ;)
     
    • Haha Haha x 1
  8. Salvatore Sirignano

    Salvatore Sirignano

    Messages:
    47
    Ratings:
    +17
    Hi chaps :)
    Quick question, is there a quick and easy way to change the road surface brightness? I've converted some rfactor tracks to AMS, and in some of them in 3D Simed the texture looks fine, but in game it's a blinding white colour.
    Is there a quick track brightness fix somewhere in .scn . gdb files etc?

    Thanks! :)
     
  9. Gringo

    Gringo
    Premium

    Messages:
    823
    Ratings:
    +491
    Its not an easy explanation.

    It depends on the shaders and the textures you are using.
    Reiza shaders use "alpha specular" textures... that is the alpha channel of the T1 texture is the specular texture. You need to study some Reiza textures and compare with older rFactor textures. If your old T1 texture has a white alpha channel you will likely get an overblown specular response.

    rFactor shaders don't work quite right in AMS. You can try and darken the specular textures for the older rF shaders to help with blown out spec issues.

    Or make new textures by adding the old spec texture to the T1 alpha channel and use an AMS shader.

    Cheers
     
    • Beer Beer x 1
  10. Salvatore Sirignano

    Salvatore Sirignano

    Messages:
    47
    Ratings:
    +17
    Thanks for the explanation Gringo, much appreciated! :)
     
  11. Dann Murillo

    Dann Murillo

    Messages:
    554
    Ratings:
    +300
    @Salvatore Sirignano
    There is a quick tweak you can do in the scn file, for the lesser experienced modder (like myself).

    This line is an example:
    Type=Directional Dir=(0.338743,-0.883505,-0.323532) Color=(255, 255,255) Intensity=(0.90)

    Adding the Intensity= and playing with the values anywhere from maybe 0.80 to 0.95 or so can dramatically change the darkness/lightness of the entire track.
     
    • Beer Beer x 3
    • Like Like x 1
    • Agree Agree x 1
  12. Salvatore Sirignano

    Salvatore Sirignano

    Messages:
    47
    Ratings:
    +17
    I've finally had chance to experiment with that, and changing the value to 0.8 worked perfectly! :)
    Thanks very much! :thumbsup:
     
    • Like Like x 2