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Update Build v.0.2.01

Hello hello everyone,

And welcome back to Targa Florio!

Welcome back indeed. It's been a while isn't it? It's been too long, I know. And I'm really, really sorry for that. 

Most work that we've done in the last few months are preparation and processing LIDAR and Photogrammetry files, I'm sorry we couldn't get an update build earlier.

Aside from LIDAR and photogrammetry, we're also working on replacing the 2D trees with 3D trees. I know there are some 3D trees around that we can use, but a lot of the vegetations that grows around Sicily is quite specific, so we decided to buy 2 licenses of speedtree and learning how to model trees our self :D

We're still learning and improving, so the 3D trees right now may not be the final form. When we get better, we will definitely improve those that need to be improve. 

So please let us know what you think about these 3D trees. Currently there are about 300K 3d trees in the track, so please let us know as well if you experience a significant impact on the frame rates. Then we might need to readjust the trees' polycount.

But right now, it is still a mix of 2d and 3d trees. We'll replace each type one by one progressively. And if you don't activate the 3D trees in CM, we got separate trees kn5 file for you to use.

Here is the Targa Florio update build v.0.2.01 

and here is the full 2D trees kn5 file 


As for the LIDAR data processing, I think we are at about 75% done at this moment. If only these data came as a geotiff, the process would've been much faster. But they came as a bunch of CSV files, and using a script in blender, they came out like this:


Which has to be put together to become a chunk of terrain;


and then combine them with other chunks;


Then finally, overlap them with the photogrammetry result, and making sure that they are in sync;


So it's basically like a giant 3d puzzle, really. Nothing difficult, just a time consuming one :(
We got the stretch from campofelice to floriopolis, to cerda, and to caltavuturo done. And currently I'm working on the area from caltavuturo to collesano. I really want to get this done and get on the next stage!


Next update won't be this long, I promise that. Rather than sticking to a big, long process, I will divide the time for quicker works as well.

Again, I apologize for the long delay,

as always, stay safe, stay healthy, and I will see you again soon!

Cheers!


Abulzz

Comments

The whole thing with photogrammetry was unexpected to me. Please never say sorry again! You legend :D

ToFuto

How do I activate 3D trees in CM?

Capt_Cannolo

thank you. no need to apologize. you are doing a great job already. Keep the passion.

MEVLÜT KOÇ

Can't believe all the work you are doing. Just keeps getting better and better. One question - the trees 9 file in the download for the track is 80K KB and the separately downloadable trees 9 file is over 94K KB/ I would have expected the other way round? With my i7 RTX 2070S system I am not noticing huge differences in frame rates between the 2?

Tony Bew

Hey Abulzz, don't apologize, the work you've done is already amazing! Looking forward to all those 3d trees, 330k sounds like quite a bit :D

Ztirom Winter

Same error here.

Axel Linther

Tried a second time and it crashed at the same place. A left hander with a lot of trees on the right. After Cerda and the hairpin with the direction to Caltavuturo, maybe 2 minutes after the hairpin.

Taurim

Same here : AC crashed sometime between 5 and 10 minutes on the Targa Florio : "Error : Too may trees in batched draw call" Everything is up to date : CM + CSP 0.1.80-preview346 + Pure 0.205 + C13AEGIS 1.44 with a RTX 3060. Very nice though until it crashed ;-)

Taurim

Same problem. Were trying it out on a server with 3 people, everybodies game crashed simultaniously.

Wanderkroete

I get an error that says'' too many trees in batch draw,' then crashes to desktop. I m running a RTX 4090.

James Williams

crashed same place 3 times in a row, somewhere between the first quarter and the middle of the track. Here is the error message i got: AC\camerashadowmapped.cpp (299): CameraShadowMapped::renderPass AC\cameraforwardyebis.cpp (1266): CameraForwardYebis::renderApplyEffect AC\cameraforwardyebis.cpp (1182): CameraForwardYebis::render AC\sim.cpp (2564): Sim::renderScene AC\game.cpp (275): Game::render AC\game.cpp (275): Game::render AC\game.cpp (275): Game::render AC\game.cpp (126): Game::onIdle AC\game.cpp (210): Game::run AC\acs.cpp (477): wWinMain f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup

qoaks

so many fps lost in vr, I had to install the previous version !

Chastria

Looks fantastic. I experienced a crash around the end of stage 4, with some sort of "too many trees" error message. I am going to run the 2D trees for now, but will try again later with 3D.

T2 Beatnik

Got a crash 1/4 way through practice day layout "too many trees in a batched draw call" I have CSP 0.1.80-preview346 , I will send you screen shots and crash report.

Robert Kriger

I noticed that the graphics tend to flow slightly less smooth.

Frank Perkins

You are awesome man ... cheers

InGroover

Thank you for your great work! Unfortunately I get an error: too many trees.

Dominik Baechler

I really like your track, it is a real pleasure to race on. I wish you inspiration and intelligence for the future and to optimize as best as possible I would like you to bring a few lights and attractive and realistic visual elements to the edges of the road, especially at night. Bye! Edit: same error here, too many trees. Ryzen 7 5800x+RTX 3080+64 Gb Ram

origalde

awesome news, thank you for the progress!! ; if you have not though of this, recommend to optimize fps , use 3d trees only around the vicinity of the track, the rest that are farther away keep 2d.... I cant wait to do a lap on this new update on my 1949 Ferrari 166MM!!! speaking of MM, a crazy suggestion for your next project: Mille Miglia track...LOL

Robert Kriger


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