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New Track Build - Sydney Motorsport Park Gardner GP


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#1 Eggbomb

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Posted 29 January 2020 - 12:22 AM

Hi All,

So I decided to try and build my 1st track. The Gardner GP layout of Sydney Motorsport Park. Hopefully if successful I will also do the other 3 layouts.

So far I have done the basic layout (3 attempts) and fiddled with the altitudes for hours.
I'm reasonably happy with what I have done so far. But there is so much more to do.

I will attach my files, please comment and assist if possible
I have included a satellite pic, and a track map with corner numbers.
All other required files are from the default mytrack

There are some problems I know about, but don't know how to fix yet.
1. Car is driving subsurface between T3 and T4.
2. Car is driving subsurface between T15 and T16. (T8 and T9 of this layout)
Although the 3do and trk files were both created within a minute of each other with no edits. And the gaps are fine. (the trk seems more accurate to the actual track)

Regards
Eggbomb

#2 Eggbomb

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Posted 29 January 2020 - 12:29 AM

Here is a video of me racing on the actual track to compare with

https://www.youtube....h?v=nvPBf06ZDsU

#3 Royale

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Posted 29 January 2020 - 04:58 AM

Cheers to all Track Builders !

#4 ginetto

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Posted 29 January 2020 - 07:30 AM

Bravo Eggbomb! :thumbup:

For the sinking car issue, change the values in the [trackname].SET file
3rd, 4th and 5th lines determines the lenght of the subsections in the 3DO file.
smaller subsections will follow better the TRK when there is a big change in elevations. :)

Done these tracks and working on others.


#5 Eggbomb

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Posted 30 January 2020 - 12:55 AM

Thanks ginetto :bowing:
With those changes the track is fun to drive already :drive1:
Now to make it look a bit more like the real thing

#6 Michkov

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Posted 01 February 2020 - 09:13 AM

Yeahy, I've been missing Eastern Creek for GPL for a while now.

#7 pioujd428

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Posted 02 February 2020 - 04:57 AM

Good luck with your project Eggbomb. I am always happy to read news on a new Australian or New Zealand track for GPL. :thumbup:

#8 Eggbomb

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Posted 09 February 2020 - 10:48 PM

I put the Beta version up

http://srmz.net/inde...showtopic=13301

#9 gliebzeit

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Posted 10 February 2020 - 08:55 AM

Congrats, Jason!!

Great work for your first track.  Sydney Motorsport Park is a fun drive.

Thank you.
Greg

... What's who's name?

#10 stefano

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Posted 13 February 2020 - 01:33 PM

View PostEggbomb, on 29 January 2020 - 12:29 AM, said:

Here is a video of me racing on the actual track to compare with

https://www.youtube....h?v=nvPBf06ZDsU


#11 ginetto

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Posted 13 February 2020 - 04:55 PM

Pretty close to your video, bravo! :rolleyes:

Your next step now is to put UNK 4 values especially to 20xx walls (for example; 131072 saves so many polys drawn if you have thin vertical walls)
Use this to create the correct number for each wall and to understand what they do :thumbup:
Attached File  GPLunk4ver22.zip   25.14K   0 downloads

Do you know what to write in the TEX file for the various sides of the vertical walls?
see example below:
2053 0 0 10.0 1.0 hay_t
2053 0 1 10.0 1.0 hay_s
2053 0 2 1 1 hay_t
2053 0 4 1 1 hay_e
2053 0 5 1 1 hay_e

2054 0 0 15.0 10.0 grass
2054 0 1 15.0 10.0 grass
2054 0 2 1 1 grass
2054 0 4 1 0.2 a_wall2
2054 0 5 1 1.5 a_wall2

2054 1 0 15.0 10.0 grass
2054 1 1 30.0 1.0 verge1
2054 1 2 1 1 wal2_t

2054 2 1 20.0 1.0 s56h4

2054 4 1 20.0 1.0 biverge

Done these tracks and working on others.


#12 Eggbomb

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Posted 15 February 2020 - 01:26 PM

Thanks Ginetto,

I will have a look later. I am currently doing the other layouts, so far 3 out of 4, so I can show the link roads instead of walls.

I had a problem with the pit wall not putting texture on the end or top. Which I had fixed in the TEX file, but it came back and I have not found a solution yet.

I also had a problem with another layout, where the program would crash whenever I drove close to the pit wall. Even though everything was positioned exactly where it was on the 1st track, FB values the same as well.

Regards
Eggbomb

#13 ginetto

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Posted 15 February 2020 - 05:08 PM

View PostEggbomb, on 15 February 2020 - 01:26 PM, said:

...
I had a problem with the pit wall not putting texture on the end or top. Which I had fixed in the TEX file, but it came back and I have not found a solution yet.
Other that having the proper lines in the TEX file, you need to give the wall in the GTK the proper unk 4 values to show front wall (32), end wall (64), top wall textured once left right (2). You summ alll the unk4 values and assing them to the wall for that section.
If you use the little tool I posted above it is very easy because does the sum and copy the value in the clipboard so you just paste in the GTK.

View PostEggbomb, on 15 February 2020 - 01:26 PM, said:

I also had a problem with another layout, where the program would crash whenever I drove close to the pit wall. Even though everything was positioned exactly where it was on the 1st track, FB values the same as well.
..
Cannot help you here without actually seeing the build files, sorry; too many possible causes...

Done these tracks and working on others.


#14 Eggbomb

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Posted 23 February 2020 - 11:27 PM

I've been busily trying to defeat polygons on all 4 tracks.

Brabham Circuit - 4.5km lots of undulation - 12 polys/mtr
Gardner GP Circuit - 3.9km not much undulation - 12 polys/mtr
South (Amaroo) Circuit - 1.8km  lots of undulation - 9.5 polys/mtr
North (Druitt) Circuit - not very complex, not much undulation - 5.5 polys/mtr

I have to keep going. I hardly have any TSOs yet.

#15 Eggbomb

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Posted 24 February 2020 - 11:36 AM

Managed to make some progress now:
7.8
8.6
9.5
6.7

#16 sky

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Posted 27 February 2020 - 05:08 AM

Hey Eggbomb,

fwiw in the current Grid (2019) game the Sydney racetrack is included in several versions. I assume it is not a laserscanned version, but then again it might help with some general elevation things etc. :)

#17 Eggbomb

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Posted 16 March 2020 - 05:31 PM

I am having some trouble with the control tower.
It displays fine while I drive around the track in practice mode, but if I drive close to the pit wall or into the pits the game crashes.

If I comment it out of the tso, the problem disappears

I have already reduced the amount polys on the roof to about 1/4.
The only thing I can think of, is to reduce the polys in the hook shape, but worried it will look bad.

Does it look too complicated ?
Does anybody have any other idea to fix it ?

https://drive.google...iew?usp=sharing

Edited by Eggbomb, 16 March 2020 - 05:32 PM.