WIP Beta released Circuitpark Zandvoort 2017

Discussion in 'Terrains, Levels, Maps' started by MitchellKnb, Oct 7, 2022.

  1. MitchellKnb

    MitchellKnb
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    Dec 19, 2016
    Messages:
    207
    This is a port from Assetto Corsa. It is the 2017 version of the circuit Zandvoort, Netherlands.

    Zandvoort2017.png

    Work in progress getting the track to be a nice map to play on in BeamNG.

    To do
    • Make sure the tirewalls cannot be driven through out the backside by adding some extra collision mesh there, because the lack of this causes them to be sticky when hit hard and driven through. DONE
    • Add colision mesh to some fences which are prone to be hit (they are originally sticky, but I find it unnecessary to fix all of them as some are not likely to ever be hit). DONE,

    • Get the layout preview for quickrace working.
    • Get the track to show up on BeamNavigation.
    • Make Dutch numberplates the default for the map (Original Dutch plates by Toddolius). DONE

    • Get the AI to behave in a better way.

    • Get AI Traffic to spawn correctly when prompted. DONE

    • fix a broken curb texture. DONE

    • Maybe tweak some more textures

    • Other things I'm not memorizing right now.
    Screenshots:

    screenshot_2022-10-13_22-45-12.png screenshot_2022-10-13_22-44-14.png Zandvoort2017Entrance.png Zandvoort2017Grid.png Zandvoort2017PitArea.png

    Do your own trackday!
    screenshot_2022-10-26_18-12-20.png screenshot_2022-10-26_18-19-36.png screenshot_2022-10-26_18-20-52.png screenshot_2022-10-26_18-21-17.png screenshot_2022-10-26_18-17-48.png screenshot_2022-10-26_18-15-57.png
    Download below, please let me know in the comments what you think!
     

    Attached Files:

    #1 MitchellKnb, Oct 7, 2022
    Last edited: Oct 26, 2022
    • Like Like x 9
  2. kakert

    kakert
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    nice!!
     
  3. MitchellKnb

    MitchellKnb
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    Fixed the missing textures, so now whats left to do is tweak them and make the map have proper collision, AI support etc.
     

    Attached Files:

    • Zandvoort2017Dixi.png
    • Like Like x 1
  4. Daviotje

    Daviotje
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    Lets gooooo
     
  5. Phaien

    Phaien
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    Thats sick!!
    Cant wait to drive on it :D
     
  6. MitchellKnb

    MitchellKnb
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    Joined:
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    Made some progress:

    • All guardrails now have collsion and none are sticky.
    • Added spawnpoints
      Zandvoort2017Spawnpoints.png

    • Added AI roads, so AI can now drive the circuit, pitlane, paddock, parkinglot and entrance. However the AI drives way too fast off circuit and often crashes into things. Also I have so far not been able to get the AI roads to show up in BeamNav. Anyone got any clue as to why it would not show up there?

    • Added quickrace for the track with 3 segments according to the 2017 track layout.
    To do
    • Make sure the tirewalls cannot be driven through out the backside by adding some extra collision mesh there, because the lack of this causes them to be sticky when hit hard and driven through.
    • Add colision mesh to some fences which are prone to be hit (they are sticky, but I find it unnecessary to fix all of them as some are not likely to ever be hit).

    • Get the layout preview for quickrace working.

    • Get the track to show up on BeamNavigation

    • Get the AI to behave in a better way

    • Get AI Traffic to spawn correctly when prompted.

    • fix a broken curb texture

    • Maybe tweak some more textures

    • Other things I'm not memorizing right now.
    Here are some screenshots to get an impression what it looks like in game right now:
     

    Attached Files:

    • screenshot_2022-10-13_22-45-12.png
    • screenshot_2022-10-13_22-44-14.png
    • Zandvoort2017Entrance.png
    • Zandvoort2017Grid.png
    • Like Like x 2
  7. MitchellKnb

    MitchellKnb
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    Joined:
    Dec 19, 2016
    Messages:
    207
    26-10-2022: V0.7 Released!

    Dutch Numberplates by Toddolius and slightly modified by me.

    screenshot_2022-10-26_18-12-20.png
     
    • Like Like x 2
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