Released Cadwell Park v1.2

Discussion in 'Terrains, Levels, Maps' started by brungo, Mar 12, 2026.

  1. brungo

    brungo
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    Converted from the Assetto Corsa version

    New features for 1.2:
    PBR material overhaul
    Performance optimization
    More time trials and AI races
    Road mesh elevation update (the mountain)







    That makes it 4 time trials and 6 AI races. Opponent car choice was balanced for challenge and consistency.

    I intend for this to be a fully realized quality port, so if you have any suggestions or issues do let me know.

    I'll be leaving the full changelog in the replies bellow, for now I hope you enjoy this update.

    -Fixed all the important collisions, around the racetrack and in the autocross path. The rest I felt meant a potential performance impact to improve playability of areas of the map that are not visually up to par anyway.
    -Simplified tires collision, makes them less dense in a crash at speed.
    -Added soft collision to all the poles (let me know if you hate that).
    -Also believe to have fixed time of day, and autocross spawn thanks to Rubadub54321.
    -Fixed the pit wall, parts of it were still grabby before.

    Assetto conversion by Terra21 and Jim Lloyd
    Original map by DIGGA.
     

    Attached Files:

    #1 brungo, Mar 12, 2026
    Last edited: Apr 26, 2026
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  2. brungo

    brungo
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    Here
     
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  3. Rubadub54321

    Rubadub54321
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    To fix your Autocross spawn bug you need to go into the prefab for that mission, find the "clone" object and rename it to "clone02" or anything else really. The reason I believe it does this is because the provided vehicle also counts as a "clone" and prioritizes the name "clone" so it conflicts with the pre-spawned vehicle object in your prefab. It's a simple fix though luckily.
     
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  4. brungo

    brungo
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    thank you, that does seem to fix it and I would have never thought of that. however changes to the race.json seem to bring the bug back so I don't assume it to be gone 100%
     
  5. Rubadub54321

    Rubadub54321
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    Hmm, that's strange. I personally have never had any issues after making that fix on my own missions, and I edit my race.json files quite a bit. Maybe when I have time I'll see about looking into it further to try to find a better solution for you. Unless of course you figure it out yourself before I do :)
     
  6. brungo

    brungo
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    1.2 Changelog

    added decal roads to detail the road surface
    added decal roads to multiple event prefabs
    added more reasonable soft collision to the curb poles
    added satellite imagery texture to the map surroundings, courtesy of mapng
    changed placement of event spawn locations to be less distracting
    added missing normal maps to several nonPBR materials
    simplified road mesh to achieve equal collision and driving feel at much lower performance cost
    overhaul of fences and tires colmesh, improving accuracy while drastically reducing poly count
    smoothed the bump heavy mesh on most of the non-circuit road surface
    smoothed grass hills mesh
    gravel visual update
    PBR materials for most of the road and roadside textures, using materialize
    modeled the back side of several buildings
    overall color correction
    removed parked car models
    rearranged tree placement to match reference photos and videos
    added some new models here and there to detail areas
    severely reduced file size thanks to alexkidd71's mapping tools
    redid the "mountain" elevation, carefully matching photos, videos, and other game versions of the map
    split map models into several parts to improve the engine's ability to cull more geometry. still isn't perfect but it runs much better
    small touches to previous missions
    more small little texture and model improvements and changes throughout the whole map, really more than I can count or even recall
    new baja style jump course time trial
    new rally-style tight challenging time trial
    overhauled autocross mission, fixed checkpoint order, reduced dynamic props to improve performance, redid the prefab
    2 new FPS friendly AI races using simplified traffic vehicles. one is a figure "eight" banger race
     
    #6 brungo, Apr 26, 2026
    Last edited: May 2, 2026
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  7. Spec Racer Z

    Spec Racer Z
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    This track is really nice to drive and looks great, but a friend and I were racing around here and thought the course had genuinely broken collision near some of the curbs until I read the change log about the pole soft collisions. It doesn't feel like you're grazing cones or trackside markers, more like small gremlins are grabbing parts of your car and destroying your alignment, popping tires, or throwing you. I think the map would be better off without the soft collisions on the cones/poles unless it can be lowered enough that it would never throw or destroy the cars.

    The only other minor drivability issue I noticed was grass terrain on certain paved surfaces, like some of the rumble strips around the curbs and at the connection between the road and the big curb at Park corner. The rest of the map feels fantastic for racing. I made a gallery of the paved grass areas so they're easier to find. https://imgur.com/a/3WKgOqO
     
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  8. brungo

    brungo
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    Hey, thanks a lot for the feedback! I played around with the feel of the poles a lot, most I ever noticed it doing was breaking windows. Maybe it gets worse at faster speeds. Though gremlins grabbing the car sounds more like I missed inverted normals somewhere, I will need to have a look.

    The terrain is actually the miniscule strip of dirt between the track and the curbs. Or at least thats what I think it is. Beam terrain collision is weird, all the curb textures are set to their specific material, you can listen for the rumble on some of them. Im pretty sure the actual grip levels the car feels are correct, its not like sliding on grass. But the grass and dirt particles still activate sometimes, and Ive felt the car lower down to grass level sometimes. I believe the small strip of dirt is causing the engine to default to the closest near material which is grass, despite the wheel touching nothing with grass terrain. I played around with making that strip of dirt have asphalt terrain and that seemed to fix it, but I did not enjoy the feeling of free grip on the edge of the track.

    The green squares of compacted grass just dont have collisions at all it seems, despite all being set. The way I am approaching terrain types, and the way people usually do it in these assetto ports, is different to how it is done in official beam maps. The system is really not meant for these types of solutions and it shows. I just accepted them as par for the course but maybe I can figure something out. If you see a v1.3 youll know.
     
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  9. Spec Racer Z

    Spec Racer Z
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    For the pole cones, more speed probably does make it easier to get thrown or take damage, but I think it's more that grazing impacts directly torque on the wheels and suspension, or maybe the inverted normals you mentioned cause it. If you completely miss your apex and hit them dead center, that's usually fine, but just barely clipping them with your inside front wheel can completely total race cars. I'll send a little compilation, it's hilariously violent sometimes.


    The curb runoffs make more sense and may be accurate already if they're a metal grate style over compacted grass. I figured they were more like a type of cobblestone, which is what they look like in F1000 and MotoGP onboard footage. Maybe it's both if the track was renovated at some point. From the same onboards, the curb in Park corner does look directly connected to the asphalt of the track and is used in their racing lines sometimes. That's the only curb where I felt like I was excessively slipping the left tires on the transition between the road and curb, the rest all seemed to behave as I'd expect. I know Beam handles some stuff weird and makes it hard to get the intended behaviors sometimes however. Either way, I appreciate the work already put into it, and I'd be excited to try a v1.3 if you do release one.
     
  10. brungo

    brungo
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    Yeah it does look a bit silly in your video. Ill just leave collisions off for the future. If you look in the material editor the material type is actually cobblestone for those curbs. The rumble and grip matched what I imagined they felt like.

    I can just remove that little section of strip of dirt completely so the park corner curb is connected. Actually the hardest part about all this is figuring out the spaghetti of blender files I left myself haha.

    Those changes alone seem a bit small for a whole new version though. While Im looking at this, anything else you figure warrants a fix?
     
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