Circuit de Chenevières

Tracks Circuit de Chenevières 1.0

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Salut du super taff avec ce circuit. Petite question, serait-il possible de modéliser le circuit de Chambley (aussi dans le 54 (Circuit Françis-Maillet si jamais)), c'est le circuit le plus proche de chez moi alors l'avoir sur assetto serait énorme.
Si tu n'a pas l'envie ou le temps je comprends très bien mais je me permet de poser la question au cas ou ;)
 
Salut du super taff avec ce circuit. Petite question, serait-il possible de modéliser le circuit de Chambley (aussi dans le 54 (Circuit Françis-Maillet si jamais)), c'est le circuit le plus proche de chez moi alors l'avoir sur assetto serait énorme.
Si tu n'a pas l'envie ou le temps je comprends très bien mais je me permet de poser la question au cas ou ;)
Salut, je te remercie pour ton retour. Pour Chambley j'y ai effectivement pensé, c'est d'ailleurs un circuit sur lequel j'ai personnellement roulé. Je vais réfléchir ...il faut effectivement que je trouve le temps
 
Nice track. I added the following to an ext_config.ini to add Grass FX:

[BASIC]
IGNORE_OTHER_CONFIGS = 1
SUPPORTS_WIND=1

[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini

[LIGHTING]
SPECULAR_MULT = 1.0
LIT_MULT = 1

[DISTANT_GLOW]
THRESHOLD = 10
SHARED_THRESHOLD = 25

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1
PIECE_1 = 1, 2, 2, 1
PIECE_1_CHANCE = 0.05
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 1
PIECE_3 = 6, 1
PIECE_4 = 7, 1
PIECE_5 = 8, 1
PIECE_6 = 2, 1
PIECE_7 = 2, 2
PIECE_8 = 3, 1
PIECE_9 = 3, 2

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1
TEXTURE_GROUP_0_CHANCE = 0.25
MASK_MAIN_THRESHOLD = 0.8
MASK_RED_THRESHOLD = 0
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = -1
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 2.5, 3.1
SHAPE_TIDY = 1, 0
SHAPE_CUT = 0, 0

[GRASS_FX_ADJUSTMENT_...]
MATERIALS =Background
MAP = A

[GRASS_FX]
GRASS_MATERIALS =Background
OCCLUDING_MATERIALS_ALPHA=
OCCLUDING_MATERIALS = CEMENT_BARRIERS?, Rumble?, ConeRed, Sidewalk?, TarmacLightAC2
ORIGINAL_GRASS_MATERIALS = YorkshireGrass
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD = 0.8
MASK_RED_THRESHOLD = 0
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = -1
SHAPE_SIZE = 1.0, 2.5
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 
I extended @samdale12 version a bit with Rain FX and shadows, but could be still improved:

Code:
[BASIC]
;IGNORE_OTHER_CONFIGS = 1
SUPPORTS_WIND=1

[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini

[LIGHTING]
SPECULAR_MULT = 1.0
LIT_MULT = 1

[DISTANT_GLOW]
THRESHOLD = 10
SHARED_THRESHOLD = 25

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1
PIECE_1 = 1, 2, 2, 1
PIECE_1_CHANCE = 0.05
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 1
PIECE_3 = 6, 1
PIECE_4 = 7, 1
PIECE_5 = 8, 1
PIECE_6 = 2, 1
PIECE_7 = 2, 2
PIECE_8 = 3, 1
PIECE_9 = 3, 2

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 1
TEXTURE_GROUP_0_CHANCE = 0.25
MASK_MAIN_THRESHOLD = 0.8
MASK_RED_THRESHOLD = 0
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = -1
TRIM_PERIOD = THURSDAY
SHAPE_SIZE = 2.5, 3.1
SHAPE_TIDY = 1, 0
SHAPE_CUT = 0, 0

[GRASS_FX_ADJUSTMENT_...]
MATERIALS =Background
MAP = A

[GRASS_FX]
GRASS_MATERIALS =Background
OCCLUDING_MATERIALS_ALPHA=
OCCLUDING_MATERIALS = CEMENT_BARRIERS?, Rumble?, ConeRed, Sidewalk?, TarmacLightAC2
ORIGINAL_GRASS_MATERIALS = YorkshireGrass
TRIM_PERIOD = THURSDAY
MASK_BLUR = 1
MASK_MAIN_THRESHOLD = 0.8
MASK_RED_THRESHOLD = 0
MASK_MAX_LUMINANCE = 1
MASK_MIN_LUMINANCE = -1
SHAPE_SIZE = 1.0, 2.5
SHAPE_TIDY = 1, 0
SHAPE_CUT = 1, 0
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

---------------------------------------------------------------------------------------
; defaults
[DEFAULTS]
Building__track=
Bushes__track=
Flags__track= ?FLAGS?, shader:ksFlags,
Glass__track=
Grass__track= GRASS, ,
Grass_low__track=
Grass_high__track= ,
Grass_3D__track= ?3Dgrass?, ?grass3d?, GRASSBLADE,
Grass_Occluding__track= WALL?
Gravel__track=
Horizon__track= horizon,
Light__track=
People__track= ?PEOPLE?, ?people?, ?CROWD?, ?crowd,
Road__track= ?road?, ?ROAD?, ?PIT?, ?PATCH_WET, GASSTATION, mon_track?,
Road_Side__track= ?edge?, RMB?, roadEdge?,
Trees__track= ?tree?, TREE?, pine?, ?tree?, ?Trees?, shader:ksTree,
Treelines__track= ?Treeline?, ?treeline?,
Treewalls__track= ?Treewall?, ?treewall?
Water__track= ?water?,
One_sided__track= $Fences__track, TENT?, YELLOW_BLACK, TIRES,
Shadows__track= FENCEPOLE, METAL?, FENCE0?, TENT?, 3DPEOPLE?, CAMPER?, ?WALL?, TWAL?, STWIRE, STPLO? ,
Shadows_dis__track=
LINES__track = ?LINE?, ?line?,
PUDDLES__track = $Road__track, $Road_Side__track, $LINES_track, ROAD_?_WET,
SOAKING__track = $PUDDLES__track, shader:ksTree?, Pit0?, Barriers, Cement?, CEMENT?, Rumble?, Tent?,
SMOOTH__track = Truck?, ?truck?, ?Tent?, ?tent?, TIRES, ?Flag?, ContreteBlock?,
ROUGH__track = $Grass__track, $Grass_3D__track, $Gravel__track, $Bushes__track, $Trees__track, ?RMBL?, ?rmbl?,
;RELIEF__track= '{ dynamic:no & !Bx? }'
Lod_100__track= ?cone?, $LINES_track,
Lod_250__track= $Fences__track,
Lod_500__track= $Bushes__track, $People__track, $Road_Side__track,
Lod_750__track=
Lod_1000__track=
Lod_1500__track= $Trees__track, $Building__track
Lod_2500__track=
Lod_5000__track= $Horizon__track,

---------------------------------------------------------------------------------------
; LOD settings
[SHADER_REPLACEMENT_...]
MESHES=$Lod_100__track
MATERIALS=$Lod_100__track
LOD_OUT=100

[SHADER_REPLACEMENT_...]
MESHES=$Lod_250__track
MATERIALS=$Lod_250__track
LOD_OUT=250

[SHADER_REPLACEMENT_...]
MESHES=$Lod_500__track
MATERIALS=$Lod_500__track
LOD_OUT=500

[SHADER_REPLACEMENT_...]
MESHES=$Lod_750__track
MATERIALS=$Lod_750__track
LOD_OUT=750

[SHADER_REPLACEMENT_...]
MESHES=$Lod_1000__track
MATERIALS=$Lod_1000__track
LOD_OUT=1000

[SHADER_REPLACEMENT_...]
MESHES=$Lod_1500__track
MATERIALS=$Lod_1500__track
LOD_OUT=1500

[SHADER_REPLACEMENT_...]
MESHES=$Lod_2500__track
MATERIALS=$Lod_2500__track
LOD_OUT=2500

[SHADER_REPLACEMENT_...]
MESHES=$Lod_5000__track
MATERIALS=$Lod_5000__track
LOD_OUT=5000

---------------------------------------------------------------------------------------

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= most objects should cast shadows
MATERIALS= ?
CAST_SHADOWS= 1

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= fix unneeded shadows
MESHES= $Road__track, $Road_Side__track, $Grass__track,
CAST_SHADOWS = 0

[SHADER_REPLACEMENT_...]
ACTIVE=1
DESCRIPTION= trees & bushes corrected shader settings
MATERIALS= shader:ksTree,
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 1
PROP_... = ksEmissive, 0
PROP_... = ksAlphaRef, 0.5

---------------------------------------------------------------------------------------
; rain fx preparation
---------------------------------------------------------------------------------------
[RAIN_FX]
PUDDLES_MESHES = $PUDDLES__track, Concrete?
PUDDLES_MATERIALS = $PUDDLES__track, GravelMat,
SOAKING_MESHES = $SOAKING__track
SOAKING_MATERIALS = $SOAKING__track, shader:ksTree?, GravelMat, ?roof?, daecher?, ?dach?, Concrete?,
SMOOTH_MESHES = $SMOOTH__track
SMOOTH_MATERIALS = $SMOOTH__track, Metalle?, Solartop?,
ROUGH_MESHES = $ROUGH__track , ?GRASS?
ROUGH_MATERIALS = $ROUGH__track, Grass_to_Gravel?, roadEdge?,
LINES_MESHES = $LINES__track
LINES_MATERIALS = $LINES__track
RELIEF_MATERIALS = $RELIEF__track
 
Last edited:
Pour ceux qui sont intéressé par la piste de Chambley, sachez que je travaille dessus. J'espère la finir au plus tard fin janvier.
 

Attachments

  • Chambley stand.jpg
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  • Chambley tracé.jpg
    Chambley tracé.jpg
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La piste a bien avancé, je vais pouvoir tester tout ca sur Assetto Corsa !
 

Attachments

  • Apercu 1.jpg
    Apercu 1.jpg
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  • Apercu 2.jpg
    Apercu 2.jpg
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  • Apercu 3.jpg
    Apercu 3.jpg
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  • Apercu 4.jpg
    Apercu 4.jpg
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  • Apercu 5.jpg
    Apercu 5.jpg
    238.8 KB · Views: 81
Oh chouette dis-donc !! Yaura-t-il les deux tracés ? (circuit coupé en allant tout droit après la grande courbe gauche en gros la ou il ya des plots sur le premier screen)
 
Last edited:
Voilà, la piste est disponible, n'hésitez pas à me faire part de vos commentaires.

https://www.racedepartment.com/downloads/circuit-de-chambley.48300/
Salut super ton circuit, je débute aujourd'hui dans la modélisation de circuit et map, je voulais savoir ou je peux trouver plein d'informations pour me former comme un groupe discord ou bien une formation dans Racedépartement, j'ai pour mais de crée mon village de camagne comme Ashperstam mais en beaucoup plus grand et sans de mur invisible.
 

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