Veschova

Veschova 202303

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Trying to destroy BMW 7 in heavy rain (in GTR2)
External download only (nearly 700 MB file):
https://www.mediafire.com/file/fu3h2z6pxbqzj3i/ATGT_Veschova.7z/file

This file contains the track both for GTR Evo and GTR 2 - all files are the same, only .trk file is different.

Major problems:
GTR Evo: crashes at end, before going to results.
GTR 2: AI cars drive too slowly, pit not working.
Both: No mirrors, safety car invisible.

What's New:
+ added a lot of architecture
+ added all corner markers
+ added parked cars
+ added more vegetation and traffic signs
+ added shadows to objects
+ added animated objects (fountains and banners with ads - credits to the used software)
+ added roads that connect parts (yes, you can cheat ;) ) - but some roads are without "exit" - 20 cm of difference in height is not to pass for the most of cars.

Car Credits:
Audi A8 (R07 version by me, by Aijiyizhihua, Assetto Corsa)
Ford Focus 3 sedan (by lusso)
Skoda Octavia 2 (by RaceX Team - Octavia Cup 2008)
Ford Fiesta 6 (by ? - Fiesta Cup)
Renault Clio 3 (by ? - Clio Cup 2008)
VW Passat B5 (R07 version by me, model by Joshua archibase.net)
Mini mk2 (by SimBin, Mini Challenge)
Peugeot 307 (by ? - BTCC 2003)
Citroen C4 (by ?)
Dodge Challenger (by SimBin)
simple cars from Bobs Track Builder X-packs by various artists


2022 is over, but the track name remains 2022, as the layout.
Maybe in future I will make a new variant through other streets. Then it will be Veschova 2023 or 2024 short or 2025 reverse :)
The construction becomes more and more degeometrized. Because of adding objects and roads, manual arbitrary scaling and rotating, what cannot be done in one editor.
First I need to have a whole model of the town in one piece, then I may cut it into streets and single objects. It may take years.

I think I am close to the game limit, the maximal RAM usage was about 3400 MB and still going smooth, but... It's time to downsize some textures, clean up models...

But... probably this is the end of this project.

Not because of 3 GB used. Because of no software for this work.
Because of lack of data exchange between Bobs Track Builder and 3DsimED.
> I import a new road from GPS to BTB - the position is completely ignored, the road is added at the middle of the track. I have to move it to the correct position in 3DsimED
> if any object was edited in 3DsimED, I open the BTB project and I cannot replace the existing object.
> I want to adjust position of an object already on track - 3DsimEd rotates it around track midpoint, not around the object midpoint.
> I want to update AIW in BTB - I cannot import the adjusted road again to BTB and I cannot import the building, to draw the AIW precisely. I can only imagine where they are.
> I want to split a road where the cursor is. I can only split a road into half or thirds in BTB.
> AIW edited in 3DsimED - it is exported as GMT
> An AIW editor exists, but it does not display the track at all, even as a top view image, saved as a screenshot. How can I edit pitline and garages when I don't see where the road is and where the buildings are.
> I name roads and materials in BTB - they are exported as numbers. Guess what road it t12, when it is in wrong position, with a wrong name.
> I want to play in GTR Evo, I have to export to rFactor, then to GTR2, then to GTR Evo.
What could be done in a few days, extends to years.

This is totally insane. Pause or Quit.
These Xpacks are the most idiotic thing, that a human could invent.
Using folders instead of Xpacks could be so simple.
>Import all roads from GPS
>Add all buildings to project from folders
>Scale and rotate buildings
>Draw AIW, define garages and pit position.
>Export and PLAY

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Download Link
+ added .trk file for GTR2
+ moved a few misplaced objects
+ adding corner markers

20221121_0028s53_screenshot.jpg


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Download Link

+ The most of AIW errors are corrected (GTR2 still too slow, no new release)
+ Various road surfaces
+ Added some bumps on the road (they became jumps, should be downscaled, but I like these jumps :) )
+ A few new buildings (the slowest process)
+ Added collision to some objects
+ Added more traffic signs and movable objects
+ Mixing real objects with standard 3D models (trees and bushes to mask the lowpoly ends of models)
+- Photogrammetric roads will be completely removed, they are not drivable.
-- Garages not done. I really don't know how.
The downgraded paid version of Bobs Track Builder is so malicious, when trying to set 3 cars per team, it reverts to 2.
I need a converter of RFactor garage positions (2 cars) to GTR garages (3 cars).

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Shifting method

  • I use whatever the car has in real life*

  • I always use paddleshift

  • I always use sequential

  • I always use H-shifter

  • Something else, please explain


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