Duck Hollows

Tracks Duck Hollows 202308

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abrimaal submitted a new resource:

Duck Hollows - offroad track

Offroad track based on the real layout of wreck racing track in Veschova / Wschowa, Poland.
The track has been resized from about 1.5 to 5 km.

Duck Hollows (Kacze Doły) is a recreational terrain at the suburb of Veschova. There are 6 ponds made during the world war 2 as protection from tanks. Today people go there by bikes, sunbathing, fishing, to walk and run through forests and meadows.
In the mid 1980s a motocross track has been built, in 2017 a wreck racing track. It is also a place...

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This will be animated water. Now it doesn't look good. I will make it hide below the road.
Special FX. I am learning what the numbers mean and I'm trying to add more sounds. It is not easy. What I hear, that all sound files should be mono. But everything depends on the track materials. If I add a sound for crashing a metal object and the material name will be 01234, there will be no reaction. It must begin with MET
 
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abrimaal updated Duck Hollows with a new update entry:

major update

Added water ponds, added animated flag marshalls and spectators.
Added trees, cars, video and banners, rearranged objects.
AIW corrected, cars do not sink in corners. If you liked the previous AIW, it is here too.
Garage way out corrected to left.

There is still a problem, that some AI cars cannot start, they flip at start and stay there until the end.

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abrimaal updated Duck Hollows with a new update entry:

Collision fences and movable objects

Added collision fences not to fall out of the track.
Added background. Not perfect, because this is a winter landscape. I have to go there in late summer.
Added buildings, cars, people and other objects.
Adjusted sharpness of close and distant objects.

These electric poles are the only difference in the R07 / Evo version.
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Can anyone help me with the garage positions?
Everything...

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Hi abrimaal.
CTD for me. Bellow result from trace files:

steward.cpp 1414 - 48.614s: Could not find light "STLITE"
steward.cpp 1414 - 48.614s: Could not find light "PTLIT02"
steward.cpp 1414 - 48.614s: Could not find light "PTLIT01"
hwinput.cpp 6256 - 48.710s: Entered HWInput::Init()
specialfx.cp 4180 - 48.711s: Entered SpecialFX::Init()
specialfx.cp 654 - 48.798s: Unrecognized reaction "DSRACELINE"

Another question:
I suggest change this lines in ,gdb file:

RaceLaps = 4 (for 60)
QualifyLaps = 2 (for 60)

GTR2 version is OK, for me. But must use specialfx.tec updated.

Thanks for share this tracks. It's very fun and cool !
 
Oh, it seems the textures for startlight and pitlight were not exported. I have to take a look.

Is there any difference to set more laps in .gdb?
 
Oh, it seems the textures for startlight and pitlight were not exported. I have to take a look.

Is there any difference to set more laps in .gdb?

Both in GTR2 and in Race 07, when we configure the number of laps in the .gdb file and then when we are in the game menu to determine the number of laps we want, if you put, for example, as it was, 2 laps or 4 laps , the player can only choose up to the limit of 2 or 4 turns. That's why I suggested raising it, so the player would have the option to play more rounds. I usually play 7, 15, 25 or 35 lap races.
 
abrimaal updated Duck Hollows with a new update entry:

Merged GTR2 and GTREvo in one zip

Added crowd and objects.
Trackside color adjustments.
Increased number of laps
Changed race hours, the qualifying session is at night (Evo).
AIW corrected for racing (not for practice and warmup).
There is still a problem with garage positions.

Installation
GTR 2 and GTR Evo:
Copy the folder DuckHollows to Locations folder.

GTR2:
Copy files from GTR2 folder to the DuckHollows folder. Overwrite if files exist.


GTR 2 and GTR Evo:

If anything is not working in the game - the track...

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abrimaal updated Duck Hollows with a new update entry:

Short variant added

The short variant is harder, there are more various types of roads.

I experimented a little with gravel and dirt surfaces, the result is that it is hard sometimes to drive.

There are still many hollows and "kicks" in the terrain, where cars can get stuck.
They will be eliminated gradually. In both variants.

No GTR2 version yet. The folder "Short" contains new and modified files only, while the main folder "Scenery" contains files common for both tracks. It didn't work for me in GTR2...

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abrimaal updated Duck Hollows with a new update entry:

fixes, rearrangements

I already know how to adjust garage positions for tracks made with Bobs Track Builder and converted from RFactor,
but it failed with THIS TRACK.
And now (while uploading I see where is the bug) - garages are undefined for team 0.
I will fix it as soon as possible (next month or next year).

Garage positions in RFactor tracks are defined for 2 cars in a team (team 0 and 1). GTR games use 3 cars in a team (team 2).
The simplest way is to copy garage positions from...

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