Hello to the community. As a long time player and lurker of this forum, I decided to try modding for the first time by importing and customizing a mod from assetto corsa in order to add the Pau grand Prix in BeamNG. The Pau Grand Prix is an old school street circuit held in Pau, in the southwestern france. It was the first event/track in the world to be called "Grand Prix", as the first race/event occured here in 1901 and is often compared and called the "Tiny monaco". (Good luck with the walls, nothing is straight here) Added Features : - I try to incorporate AI by doing the layout of the main road. It's working but the AI is going to brain fart on turn 1 with full speed. (add a waypoints manually for the moment to avoid some crash) - I add a custom groundmodel in order to add a "bit" of physics on the tire walls. - Wrap all the fence and guardrail in order to avoid the famous sticky collision. - Work on kerbs to set them to a more or less 45° angle (in order to be closer to the reality and to avoid easy flat tire) - Work on global perfs (collision meshs for big dae) - Make tweaks and add parts for some existing dae with Blender. - Redo all the vegetation by using existing ones from official maps to gain perfs. - Add lights management for the whole track and a script to set them on/off depending of the time. - Change some textures use pbr materials (grass, road and gravel for the moment, update existing one is not an easy task) - Add scenarios accessible in the map : - Test your skill on a race vs 3 AI (can be up to 9 AI) : - Gt4 race (etk-k and bastion) - Gt4 race, night session (etk-k and bastion) - Main race (Vivace sunbird, etk-k and Covet) - Main race, but in reverse ! - Piccolina cup - Classic grand prix - bolide - Stadium super trucks ! Add prefabs to get the famous jumps on the layout ! - Gt4 qualfication format : Two lap to set the best time and beat 1:27.5, no error permitted. - Drift sessions, be careful with the wall - Add two buttons near the pits (just ram them with your bumper to enable/disable) : - Enable/disable jumps on freeroam (the ones you can find on stadium super truck race) - Enable/disable night Of course, as a first time modder, all recommendations and comments will be greatly appreciated. I suppose I can improve performance with a huge margin with proper settings. Ps : thanks to the Ginot Team for it's work on the assetto corsa mod you can find on racedepartment (not sure if I have the right to put external link)
Love this track, but is there a reason virtually the whole track in under a mountain? You exit the mountain just after turn 1, and then you end up driving onto the solid mountain after turn 2. Definitely has plenty of potential, but currently it isn't drivable.
Damn, something is wrong with my zip I guess, A friend of mine had the same bug, I need to investigate further. You can try to hide/remove the terrain with the f11 menu for the moment. --- Post updated --- Ok , So I fucked up big time. I followed a tutorial in order to create a map by copying the template map in the f11 editor, then I modify th terrain, but I just realized I modify the terrain of the template map in local and don't put it on the levels folder. Anyone now if and how I could fix that ? --- Post updated --- Edit2 : I update a new version who fix the terrain error, I just forget to change the link between my custom terrain and the template one...
Good work, maybe some railings are still stick, I try to avoid them. But there seems to be the known bug that the framerate drops when wheels lock up (for instance when braking for T1). I have seen in the mysteriously disappeared Union Island track thread that disabling the collisions for the road meshes might help in that case. Does this say something to you?
Thanks for your feedback. Yep the railings fix are wip (need to do the last sector and I could post a new version). For the second point I am not sure about it. The road are directly import from the solid Dae exported from blender. I use roadMesh only for invisible wall to fix the rail. Maybe the decalMesh (layout for AI) is a problem too ? Need to do some further tests
Well if I disable collision on my dae I will just pass trough the ground And I made just two dae from blender -> base for all solid thing and NcTree for no solid vegetation.
If I remember correctly it was said to open F11 world editor and to disable collisions from road.dae (or something similar) because this will create insane calculation needs and causes low frame rates. --- Post updated --- I found the original citation: "You can fix the lag on the roads by turning your collada decal meshes to None instead of Visible Mesh Final, thats all you need to update"
Great to know ! I will try this tonight, I hope it could improve the perfs. I should have to try splitting my decal mesh in part too as my decal is huge (one for the whole track) and laggy when I manipulate it.
Hello. I think this mod is great, but for some reason it freezes at the stage of loading the map. The game stops at "Loading Meshes 25%". I have re-downloaded the mod several times, but it did not solve the problem. Please let me know if there is anything I should do.
A friend of mine have the same problem so I tried to clear the cache and reimported from scratch and my game freeze for a while at 25% before finally loading everything, and after that every load is quick. Can you try to wait for a while ? Maybe my dae are too big for medium computers, I am not sure about how I can improve this. I could try to split my dae in blender instead of doing only one big but I would have to redo a lot of things.
Quick upload of the v0.3 (wip) : - Sticky rail bug fix until the last chicane - Fix AI on tight turns - Add an AI race vs 3 race cars I go on vacation on saturday for 2 weeks so I rushed it a little bit in order to have at least a sitcky rail fixed map. I will work on updating/splitting the dae laters, (hoping that it will fix issues with low/med config ?)
Quick update of the day : Pau grand prix v0.5 : - Wrap all the fence and guardrail in order to avoid the famous sticky collision bug. - Add a scenario accessible on the map : Test your skill on a race vs 3 AI - redo all the import from blender in order to split dae in tinier ones and move more assets on "no collision" to improve performances (or at least trying) - Add some groundmodels on materials I'm not gonna lie : I don't even test the last version, the materials management was a nightmare to understand (that and blender to discover) and I am out of time after finally fixing all the "no material" bugs just now. Time to sleep, I'm going on holidays in 6 hours edit : change the v0.5 to fix once and for all the No material...
Back in business after a good and long break to offer you the Pau grand prix v0.7 : I work on kerbs to set all of them to a more or less 45° angle (in order to be closer to the reality and to avoid easy flat tire). I also try to work on global perfs by merging some close vertices and lower the global poly for some dae. I manage to properly export and use a collision mesh with track's daes. I still have some strange lag spikes when I lock the brakes but it's a bit better than before (and not a problem at all with recent vehicles coming with proper anti-lock braking system). All idea to help me on that would be greatly appreciated. I add green lights on pit entrance and exit. (I tried to understand how to create a custom "traffic light" moving from red to green, but not cigar...). I also tried to watch how to manage streetLights but I don't now how to set lights working only on night, so no streetlights for the moment. If you still have perf problems : Open the f11 editor in game, locate the scene tree and hide "public.dae" and "public2.dae". I still wonder how to manage them the best way...
Thank you! Don´t know why, but this is one of my best-liked tracks. Maybe because it offers all kind of curves and chicanes. I will try it when I get home.
I did a bunch of laps and testing, this is already a really high quality mod in v0.7. Didn't notice any issues with sticky walls or tire eating curbs even with aggressive racing lines, and performance seemed good. Some feedback on small details: The tire walls don't really cushion collisions, it'd be cool to see them behaving more like the soft collision tire walls on the official maps. The 3 grass patches within the track walls also have asphalt GroundModels, which is noticeable in widebody touring cars that can reach the grass even with two wheels inside track boundaries. Excellent work, this track looks and feels great.
Thanks for the feedback ! I tried to do my own groundmodel for tirewall collision, I used the collisiontype SOFT_COLLISION_GENERAL that I twicked a bit but I'm not totally satisfied with it (you can find it called "PNEU" on pneu.json in groundmodels folder). Any idea how I can find a better collision type ? Also, you can try the v0.8 now , It's really better with lags for me ! - Fix a lot of dae with bad normals (fucked up the light) after I tried to unpoly them a bit. - Add a collision mesh to a lot of big dae to reduce computation time. - Fix the AI race. You can now race up to 6 (Maybe I could up t the max) and all racer have it's own race start. Edit : I just found the bug with grass material, my dds called "grass.dds" have the same name of an already grass one I guess or something like that. Long story short : it work now after I changed the name of this dds before recreated the dae on blender. Coming in v0.8+ I guess (still working on tireWall, it will be not easy to compute a better collision mesh as some tirewall are concave)
Looking forward to it! Something else I found trying out v0.8, wheels can fall through the left gutter braking for turn 9 (Buisson). I drove against the sidewalks for the entire length of the circuit on both sides just to test afterwards, and didn't find the issue anywhere else.
Version 0.8 now really is good! I get + 85 frames throughout, even under braking/locking up. Very good work, thank you!