Seattle Circuit RETEXTURE

Skins Seattle Circuit RETEXTURE 1.0

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Mascot

Card-carrying mod whore
Jul 13, 2014
2,518
1,580
Thanks for these enhancements to a great track.
The road surface texture 'tiles' or repeats in a grid pattern quite noticeably - it'd be excellent if you could address this at some point. Also, the building on the left as you turn right at the top of the main hill could really do with a high-resolution makeover, as this is probably the most 'in your face' building facade on the track, and it's currently very pixellated and blurry.
Don't want much, do I..?
;)
 

Fred Basset

50RPM
Jul 10, 2017
69
272
Might have been nice to give my billboards some credit mate.

"now we only need one guy to put in some night-lights in this city."
Nope the ai in pit lane need reworking , non collisions in pit fix, this is just a hot lap track otherwise.
 

MJaY_8

50RPM
May 26, 2018
60
109
37
Might have been nice to give my billboards some credit mate.

"now we only need one guy to put in some night-lights in this city."
Nope the ai in pit lane need reworking , non collisions in pit fix, this is just a hot lap track otherwise.
I am so sorry man! Please forgive me.
I had problems for 2 hours yesterday to even upload my file here. I just wanted to finish all the stuff, and release it to this great community. Credits for the track and your billboards always have been on my list.

Perhaps we can now search for a person who can fix the AI !
 

MJaY_8

50RPM
May 26, 2018
60
109
37
Thanks for these enhancements to a great track.
The road surface texture 'tiles' or repeats in a grid pattern quite noticeably - it'd be excellent if you could address this at some point. Also, the building on the left as you turn right at the top of the main hill could really do with a high-resolution makeover, as this is probably the most 'in your face' building facade on the track, and it's currently very pixellated and blurry.
Don't want much, do I..?
;)
..yes. That building, i have seen it on my last test run, so for me it was not "in your face" ..perhaps because of different sun angle. ;)
I will fix that, and the road surface if i can. Because i cannot change the pattern. But i could fit the texture to it.
 

alekabul

250RPM
Jul 3, 2017
382
402
42
person who can fix the AI
AI lines are ok. The pits need to be defined as surface in every layout`s "\data\surfaces.ini"

[SURFACE_1]
KEY=PIT

FRICTION=0.97
DAMPING=0
WAV=
WAV_PITCH=0
FF_EFFECT=NULL
DIRT_ADDITIVE=0
IS_VALID_TRACK=1
BLACK_FLAG_TIME=0
SIN_HEIGHT=0
SIN_LENGTH=0
IS_PITLANE=1
VIBRATION_GAIN=0
VIBRATION_LENGTH=0

In each track`s model the bit of road for the pits needs to bear the name "1PIT**", not "1ROAD_33" as found in "_reverse" for example. Then it starts to impose the 80 kph limit and the cars are not solid and collidable.

On the other surface-related things it would be nice if you rename "1ROAD_10" to "1COBBLES_***" and define the surface "KEY=COBBLES" to give the feel similar to the "Highlands". Other different surfaces that are readily available in your track can be defined by renaming the patches of "TarmacLight" and "TarmacDarkPit" from "1ROAD_**" to "1TARMAC_**" and "1TARMACD_**" and giving them a different slight vibration in [SURFACE_2] "KEY=TARMAC" and [SURFACE_3] "KEY=TARMACD".

On the wet layout you might want to set the friction of all surfaces to ~0.85 to better emulate the wet road. That would decrease the excessive tire squeal too.
 
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MJaY_8

50RPM
May 26, 2018
60
109
37
Thanks for these enhancements to a great track.
The road surface texture 'tiles' or repeats in a grid pattern quite noticeably - it'd be excellent if you could address this at some point. Also, the building on the left as you turn right at the top of the main hill could really do with a high-resolution makeover, as this is probably the most 'in your face' building facade on the track, and it's currently very pixellated and blurry.
Don't want much, do I..?
;)
I fixed your mentioned stuff. ;)

... and more content will be coming in the future for AC from me. :confused:
 

MJaY_8

50RPM
May 26, 2018
60
109
37
I had to edit the track.kn5 files to change the shader and alpha blending values, will have to get in touch with author
to see if he will adjust the files himself
i did not get answer from the author, about working together with a new version.

did you?
 

RowanZa

75RPM
Oct 27, 2015
92
141
55
The skid marks problem seems to have resolved itself.
I reinstalled the track and the re-texture pack along with the latest custom shader patch 0.1.35 and the skid marks are now blending correctly ?
 
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