Pineview Run

Tracks Pineview Run .97

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Compared with AdamLZ's video, the road shouldn't be flat? I noticed yours is actually very cambered: the tarmac seams to be layed on the scenary where IRL, it is a bit lower than the outside like the landscape has been planed to lay the track.
There's a big gap of elevation between the center of the road and the outsides, every corners feel like the second long right hander of Nikko Circuit (where you can lift a front wheel). It's very bumpy
The road surface is way too dark (it's just pitch black @8am or 6pm), very difficult to appraciate details and have a clean line.
Surrounding is very poor, feels an early 2000's game except for the trees.
The layout is fun and has great potential, hope you can make it look and feel better for the 1.0
 
Compared with AdamLZ's video, the road shouldn't be flat? I noticed yours is actually very cambered: the tarmac seams to be layed on the scenary where IRL, it is a bit lower than the outside like the landscape has been planed to lay the track.
There's a big gap of elevation between the center of the road and the outsides, every corners feel like the second long right hander of Nikko Circuit (where you can lift a front wheel). It's very bumpy
The road surface is way too dark (it's just pitch black @8am or 6pm), very difficult to appraciate details and have a clean line.
Surrounding is very poor, feels an early 2000's game except for the trees.
The layout is fun and has great potential, hope you can make it look and feel better for the 1.0
I agree it's very bumpy to a point where I have to really think which car should run well on it. Most of them don't run very realistically.
 
CrazTheKing updated Pineview Run with a new update entry:

Pineview Run 0.96

Wow guys (and girls) this update was supposed to drop yesterday! However I missed clicking the next button.. Yeah yeah, Laugh at me I see you! :D Good Luck Racers!


Adjusted Track Concave
Adjusted Track width to better represent Real Life
Swapped multiple buildings near pit
Added some bushes
More Grass
Enabled Shadows
Added more object collisions
Remade Ai Lines (Pit works now)
Removed Off-Tracks (For now?)
Adjusted Sky/Sun (Much better lighting, Except Rise/Sunset is inverted)

Known bug...

Read the rest of this update entry...
 
The track is really dark. Try brighten it up a bit to match Kunos tracks.
The 3D grass is really bright. Adjust the ambient value on the material to match the ground tone while in shadow (adjust the sun position inside the ksEditor for that), then view it in sunlight and tweak the diffuse value. The colours of the texture aren't matching very well either.
The trackmap is an overhead photo; try to do it Kunos style.
The track outline is missing.
Capitals in the trackname are better to be avoided.
Rock smoothing.
Missing polygon on the road edge in T4?
Some trees near the map edge are scaled tenfold in width.
Your road surfaces are all called ROAD, so there is no distinction between road, runoff area, pitlane, etc.
The laptime doesn't get registered when driving through the pitlane.
You're using CM probably so it doesn't affect you, but the sun heading angle is 45 degrees inside the lighting.ini. This rotates the map with respect to true north. Not sure if that's intended.

Suggestions for now (to put inside /tracks/trackname/extension/ext_config.ini):
Code:
[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = Tarmac?
KEY_0 = ksAmbient
VALUE_0 = 0.6
KEY_1 = ksDiffuse
VALUE_1 = 1
KEY_2 = ksSpecularEXP
VALUE_2 = 25
KEY_3 = ksSpecular
VALUE_3 = 0.6

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = ?Grass
KEY_0 = ksAmbient
VALUE_0 = 0.1
KEY_1 = ksDiffuse
VALUE_1 = 0.12

[GRASS_FX]
ACTIVE = 1
GRASS_MATERIALS = Background
SHAPE_SIZE = 2.5
MASK_MAIN_THRESHOLD = 0


The layout is nice and it definately has potential :)
 
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Suggestions

Thanks for the suggestions, nice to hear from someone who seems experienced. Still learning a lot myself, come from UE4. (Which is obviously quite diffrent.)
Missing polys are due in next update.
Lighting definitely needs work, sunrise/set is completely inverted.
The rock is definitely placeholder af, far too low poly.
Other suggestions are not being avoided yet expect changes.
 
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Hey thank you for the work! A bunch of us local Pineview people are very happy to have it in the sim. The track owner has offered to provide CAD data (in DWG) of track layout and elevation to improve the accuracy if you'd be willing to modify it per the real data! I will PM you.

The most standout things to me are there is a lot more elevation change in real life, and the uphill section after the first hairpin is shaped differently/a good bit steeper. The grass is also always kept well mowed & that placeholder rock doesn't exist, it's just kind of a grassy berm. Here is some reference video of me drifting it and setting time trial laps in real life.


 
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