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Hello helloo everyone, and welcome back to Targa Florio!

I am really sorry for the update delay, so many distractions and lots of things just aren't going my way lately. 

I hope you're all in good health. Quite an interesting race at Canadian GP last night. Too bad for Mick and Checo. I don't think anyone can stop Max from getting his 2nd title this year, aside from his engine reliability lol.

Back on track, this month I've been experimenting with the additional road textures. I added variation and tyre marks at braking zone and tight corners. It's not final yet but so far i think the result was quite nice :P 

But we're planning to add more variations and differentiate between left turn, right turn, long straight, high speed corners, low speed corners, etc

Also cracks and asphalt patches need to be added as well

On other note, Beni has been working hard with the photogrammetry data. The point cloud processing need a lot of computing power so this might take a while. I'm gonna start helping with this as well, and figuring out together the best and most efficient workflow for best result.

We will keep you updated about the progress :D

Here is the Targa Florio update v.0.1.16 

and if you're having problem with loading the track, please use this config 

usually it has something to do with the train animation.

And talking about train animation, have you guys seen Ilja's post about timed animation?  I did said some time ago that we are working closely with him regarding this feature, and here we are :D 

So in the future, trains will no longer going around randomly, but on a set schedule based on real life schedule from the 70s. And it also has many possibilities that we can use on other things. Beni already got plenty of ideas on that matter haha.


Well that's it for today, have a great week, stay healthy, drink water, and do some exercise! :D

See you again soon!

Abulzz

Comments

Andre Warringa

Thanks, hopefully the tire marks will make it easier to remember those corners where I always crash my car :D I haven't been able to test this version yet, but did the buildings in the village somewhere halfway the map get textures? Personally that's probably the only part where I realize the track is still in Alpha. The other parts look so awesome since those buildings got textures.

Andre Warringa

Oh also, I race the AI a lot there which is great fun but especially in the beginning they always crash at the two very slow right hand corners. Would it help if I let you know exactly at which corners they always crash or am I the only one who has this issue and maybe there is something wrong with my AI settings?

Anonymous

Good work on another test build, though I expected after nearly 6 weeks to see more than just tread marks in some early curves. I'm sure you are very busy and have only so much time to devote to this project. But, your hard work is very much appreciated. I too hope that you will soon texture Collesano, since it is the most visual aspect of the track that remains uncompleted.

Ben Cal

A little thing Abulzz forgot to mention, we added track descriptions all the way to Caltavuturo junction. They consist of the km from the start and a name for the kilometre/section taken from a detailed map of the area. Also there are warnings for blind and sudden corners, not full on pace notes but more of a heads up for corners that didn't have signage otherwise. To activate them turn on the 'track description' app that comes with vanilla Assetto Corsa. Feedback is appreciated! (they only work on the full track forward for now)

Ben Cal

No, not just you! It's a general problem with the track limits that still needs to be sorted but is a bit fiddly!

Anonymous

In autumn and winter, there is no grass on the ground, and the ground is black.The problem still exist,please fix it.

Ben Cal

I have looked into it and I'm not sure yet what the problem is. I broke it somehow whilst creating the new grass...I'll try and work it out.

Andre Warringa

Is this reasonably easy to edit myself? I'd love to have pacenotes with only warnings before the 10 or so corners where I always crash my car ;)

Ben Cal

it's a bit finicky as you set the position of whatever note you want by the position along the AI-line where 0 is the start and 1 the finish. Just have a look, you'll find the file in the tracks directory, then \full_circuit\data\sections.ini. I calculated the approximate position by the kilometres but then had to do the fine tuning in-game. Just ask if anything is unclear!

Anonymous

WoW!!! Your additional road textures are superb! Thousand Thanks!!!

Anonymous

What a glorious project. Did my first lap in a D Type Jaguar. Wood steering wheel, squirming skinny tyres, popping and banging on the over-run. Just need to add the smell of summer grass to make it a full sensory experience!

dahil

Hi Abulzz, as a simracer and as a Sicilian who has actually traveled some of those roads, I have to thank you for this fantastic work! Please, check your PM on Patreon ;)

Matthew

Man, I don't know what algorithm, textures or magic you're using, but the grass/vegetation on Targa Florio is the best looking there is in AC right now.