This is my local racetrack, it is a short track with excellent elevation changes that I would liken to a short version of Brands Hatch. I am building the mesh and objects from scratch with the idea that I will try to create an authentic version of the circuit, while keeping the system performance optimised and utilising as many graphical elements as I can from the AC SDK tools.
I started this project on 27/08/2014 and it is still in the early stages of development despite myself having spent hundreds of hours on it already. If you like the track and would like to see me complete this project then feel free to send me a small donation through PayPal using the Donate link found in my project thread on the Assetto Corsa forums (tracks modding section).
v0.8 Beta Release (22/06/2015)
- Complete graphical overhaul
- New road textures
- New skidmark textures
- New grass textures
- New sand textures
- New terrain textures
- Horizon scenery
- Refined shaders to improve visuals during all times of day
- New 3D grass
- Mesh improvements
- More efficient texture usage (less texture memory, better performance)
- Many duplicated vertices welded (optimisation)
- New TV camera set by Todd Norbury
v0.6 Beta Release (11/11/2014)
- Now supports 24 competitors (20 pits)
- Surrounding terrain elevations
- Tree normals fixed and better placed
- More tree groups and shadowcasting fixes
- Darker track textures
- Surface skidmarks added (alpha textures)
- Surface patches added (mesh and textures)
- Blue curbs with curbstones
- Brake markers added
- Cones added (blue timing cones, red trackday cones)
- Billboards and signs added
- 3D grass added and LOD'ed (maximum world detail only)
- Buildings added (sheds, toilets, starter box)
- Some wire fences added
- Some 3D tyre barriers added and LOD'ed
- Static vehicles added
- Many mesh fixes!
- Most thin tyre barriers have now added tyre tops
- Most of the infield holes now closed
- Textures optimised for all times of day
- Optimised and retextured existing objects
- Added spectators
- Added marshalls
- Sunlight direction optimised
- TV cameras now added (Thanks Norbs)
- Working track map.png
v0.3 Beta Release (27/09/2014)
- Supports up to 20 competitors
- 2 sectors for timing
- Includes AI file (without pit lane)
- No trackside cameras (just 1 floating cam)
- Track and terrain with basic textures only
- Very few objects
- Basic implementation of walls
- No 3D grass
v0.2 (unreleased)
- Track mesh and immediate runoffs have been completed to a preliminary stage
- Far terrain has been implemented but not refined
- Early stages of tyre wall and fence placement
- Early stages of object/building placement
- Recorded AI fast lane/pit lane
- Placed accurate line markings and grid/start finish
To do list:
- Create all infield assetts such as buildings/sheds/support vehicles/billboards/spectators/brake markers
- Create pitlane assetts such as starter box, starting lights, signposts, fences
- Create LOD'ed high poly assetts for tyre walls and fences
- Implement more vegetation (trees/bushes/grass - both 3D and 2D)
- Join terrain mesh to track mesh
- Optimise corner camber and elevations
- Detail trackside terrain access and support roads
- Create normal maps for textures
- Add dust layer over track corners
- Create more trackside camera sets (marshall posts, TV cam, spectator views)
I started this project on 27/08/2014 and it is still in the early stages of development despite myself having spent hundreds of hours on it already. If you like the track and would like to see me complete this project then feel free to send me a small donation through PayPal using the Donate link found in my project thread on the Assetto Corsa forums (tracks modding section).
v0.8 Beta Release (22/06/2015)
- Complete graphical overhaul
- New road textures
- New skidmark textures
- New grass textures
- New sand textures
- New terrain textures
- Horizon scenery
- Refined shaders to improve visuals during all times of day
- New 3D grass
- Mesh improvements
- More efficient texture usage (less texture memory, better performance)
- Many duplicated vertices welded (optimisation)
- New TV camera set by Todd Norbury
v0.6 Beta Release (11/11/2014)
- Now supports 24 competitors (20 pits)
- Surrounding terrain elevations
- Tree normals fixed and better placed
- More tree groups and shadowcasting fixes
- Darker track textures
- Surface skidmarks added (alpha textures)
- Surface patches added (mesh and textures)
- Blue curbs with curbstones
- Brake markers added
- Cones added (blue timing cones, red trackday cones)
- Billboards and signs added
- 3D grass added and LOD'ed (maximum world detail only)
- Buildings added (sheds, toilets, starter box)
- Some wire fences added
- Some 3D tyre barriers added and LOD'ed
- Static vehicles added
- Many mesh fixes!
- Most thin tyre barriers have now added tyre tops
- Most of the infield holes now closed
- Textures optimised for all times of day
- Optimised and retextured existing objects
- Added spectators
- Added marshalls
- Sunlight direction optimised
- TV cameras now added (Thanks Norbs)
- Working track map.png
v0.3 Beta Release (27/09/2014)
- Supports up to 20 competitors
- 2 sectors for timing
- Includes AI file (without pit lane)
- No trackside cameras (just 1 floating cam)
- Track and terrain with basic textures only
- Very few objects
- Basic implementation of walls
- No 3D grass
v0.2 (unreleased)
- Track mesh and immediate runoffs have been completed to a preliminary stage
- Far terrain has been implemented but not refined
- Early stages of tyre wall and fence placement
- Early stages of object/building placement
- Recorded AI fast lane/pit lane
- Placed accurate line markings and grid/start finish
To do list:
- Create all infield assetts such as buildings/sheds/support vehicles/billboards/spectators/brake markers
- Create pitlane assetts such as starter box, starting lights, signposts, fences
- Create LOD'ed high poly assetts for tyre walls and fences
- Implement more vegetation (trees/bushes/grass - both 3D and 2D)
- Join terrain mesh to track mesh
- Optimise corner camber and elevations
- Detail trackside terrain access and support roads
- Create normal maps for textures
- Add dust layer over track corners
- Create more trackside camera sets (marshall posts, TV cam, spectator views)