Home Creators Posts Import Register Favorites Logout

Content

Good evening, everyone!First of all, there's a few new people that have joined up recently, maybe due to my recent appearances on various internet places talking about the future of modding, so if you're new welcome! If you're a seasoned subscriber thank you so much for sticking around. Today (Sunday, which I usually try to take off) I've spent upgrading the Toronto Indy track. Of the many that I have made, It is one of my favourite circuits, so I've decided to dedicate a day with no other plans to do some improvements it.

I'll get back to my normal development schedule tomorrow, so think of this as an unplanned bonus! :) Fairly substantial list of changes, a few of which I have been sitting on for a while, but had not got around to adding to any released version, so here it is!

Download Linkhttps://drive.google.com/file/d/136p3d9Qr1cEwm2nLrqO9T89HSIoqXNca/view?usp=sharing Change list:

· 2D trees removed, 3D trees added.· Floating tyre marks, racing groove texture completely remade· Normal on walls fixed, so they no longer have that ‘RTB’ roundness to them, and instead actually have squared off edges· Texture improvements to: Walls, Road, Windows, Ocean, Lakes, Tyre Walls.· Shader improvements: on the Honda bridge, road surface, tyre walls, all lamps and street lights· Re done night lights from the ground up for better performance· Additions to the RainFX, fixing the back straight not working with rain for example.· 3d glass shaders used on way more of the windows / glass buildings· Pit lane AI fixed· Massive improvements to the collision walls, they match the visual walls a lot more now. So, there should be less clipping through the visual walls.· Removal of the 2D tyre marbles, replaced with 3D ones.

Overall, I’d say performance is about the same, the 3D trees so slow things down a bit, but optimising the lights, removing the millions od 2D tyre marbles that relied on alpha transparency to work, better groove line methods should balance it out. One thing I have done, is change the name of the track to remove the date from the name. As it stands now the track was replicating the 2022 version of the track, despite having 2021 in the track name. 

If reception is good I'll post it for the public release on Race Department shortly. Going forwards I intent to create a 2023 skin for the circuit, this will be to match the adverts shown trackside next month during the race. So yeah, this one wasn’t really planned for today, or for a while – but I was happy to have it in a place where it is ready to share again.

One final, technical, note. IF you prefer the 2D trees. They are still included in the package, there’s the file ‘toronto-OLDTREES.kn5’

You can add the following code to the ‘models.ini’ file to bring them back

[MODEL_5]FILE= toronto-OLDTREES.kn5POSITION=0,0,0ROTATION=0,0,0

Then to remove the 3D trees, just delete the folder called ‘trees’ in assettocorsa\content\tracks\toronto\extension

Files

Comments

Quikslvr

Nice update! I have no performance issues with the 3D trees (which look great, IMO) or the night lighting (which is excessively bright for me on the main straight and at T1, T5, and T6, but otherwise looks good). You must have nailed the optimization, because I don't even have a performance hit in heavy rain under night lighting.

Tyrone - Racetracks & Models

Hi Shane, which PPfilter do you use? I use Pure and the lights seem about right. Sometime different ones can really up the exposure on the night lights, so it's hard ot find a good balance. Especially when people are all using different setups.

Quikslvr

Hi Tyrone -- that's true; the ppfilter really can make a massive difference. I use Ilja's default weather implementation with my own personal ppfilter that suits my tastes. With that setup, though, I get consistently good levels of night lighting elsewhere. And it looks great here for most of the lap. Now, that said, just the other day I made a pretty significant adjustment to my filter -- I turned off auto-exposure (which I should have done a long time ago). I haven't really done any night racing since, so I should probably check and see if that's made any difference at other circuits... EDIT: No difference. My filter's not inordinately bright anywhere else, so I'm not sure why I'm having this issue. No worries, though -- if it looks good to you and to others, stick with it!

Maciej Magnuszewski

Please add the option for bumps. Right now its like racing on glass. Groove and 3D trees are very good on this track

Mike M

Great update, right on time for this weekend's race! However, there are some small inaccuracies here and there, and some skidmarks appear to be "floating" above the track for me at the apex of T2. I'll be at the race this weekend, I can try to grab reference pictures for you if that can help. Cheers!

Niftifious

What's the best version of this mod? The one here, or the one on RaceDepartment (Overtake)?