This is my first publication of any resource. I have been working on revamping the original KS_Spa ported by @kirbyguy22 while optimizing the map for BeamNG. This project has been a work in progress since June 14th. A lot of time has been spent on splitting the original into many different assets so I could optimize each mesh to not leave the whole map a single mesh. Credits: Kunos Simulazioni - Original assets (Assetto Corsa) @kirbyguy22 - Original Port pyyer - Dedication to the AC community This updated port has support for: Night time racing with track lighting that is automatic based on Time of Day. (239 hand placed lights) PBR Materials Proper Race Surface Custom Remodeled Assets Proper use of Culling and LODs Illuminated Banners Animated Banners Pit Sounds Lua Triggers for camera flashes Many hours of racing has taken place on this project to assure tire popping isn't an issue. I am still actively adding to this map, its still missing the new grandstands and things alike. Gallery: Changelog: 2024-08-01 WIP Beta Release Due to the .zip file size, I am not able to attach it directly to the forum (550MB). Download: https://drive.google.com/file/d/1VNaZGOlY4DQqfLAgyH-TMwfkb-jEuecx/view?usp=sharing
Awesome map so far. Only thing ive noticed is the white illuminated signs (e.g. the Toyota Gazoo sign) are a little too bright to where you struggle to see the graphic on the sign. Other than that its great!
Will be fixing this, the overall PBR quality, a few holes, and the missing sausage curb just after Bruxelles as soon as I can.
The track used scanned information that I optimized down to allow for no tire popping and still maintain as much accuracy as possible while using BeamNG's proper ground models.
So you took a laser scanned mesh and reduced the complexity a little and then just added the asphalt ground model? Makes sense, I'd flex that too