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Race Sim Central Forums : Powered by vBulletin version 2.3.0 Race Sim Central Forums > EA Games Simulation Discussion > The EA F1 Series Mods > Detroit Muscle Mod Group > The "Classic Trans Am" Mod > Alpha Version of Laguna67 released for testing!
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Charile
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Click here to view the LFS profile of Charile GeneRally Rank: 35.58 GeneRally tracks of UID 3770 Click here to view the GPLRank profile of Driver 14402
Alpha Version of Laguna67 released for testing! [forum post: 1195700]

The Alpha Version of Laguna67 from GPL has been converted for our mod. I must warn you, this track is drivable, but just barely. It doesn't give you much more than a layout, but it drives. Remember, this is only an alpha version. Tracks section of RNO.

Thanks:

Our new member, cyruscloud, for a super-fast conversion.

Eric Bourgouin for generously giving us permission to use his beautiful track in CTA.

Have fun! Expect updates!

_ _ _ _ _ _ _ _ _ _
http://www.RacingNationOnline.com/transam

Being able to go in that direction, I somehow can get in a level where I am ahead of the next corner. Ahead of its braking, of changing down, of applying the power. So it lets me predict what is ahead, what I'm going to face and to correct it before it actually occurs. It's a high sensitivity of mind and body, a combination of the two that gives you the performance.
-Ayrton Senna

Kimi R?ikk?nen is #1! Go West McLaren Mercedes!

Last edited by Charile on 04-09-2003 at 03:32

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 Old Post 04-09-2003 03:32
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BigBen
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[forum post: 1195734]

Woah, rockin' good show! Thanks cyrus!

_ _ _ _ _ _ _ _ _ _

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 Old Post 04-09-2003 04:08
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cyruscloud
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[forum post: 1195808]

I have gotten the grass and such drivable now so no worries there. I got more outside objects in and I started smoothing out the carousel. You won't see another version till its beta which will be basically the entire track converted and cleaned up, the final will have extras like on car shadows and such. Few questions for charlie if you can answer them. Is the waypoints convertable and is there any easier way to do the scn file. The tutorial shows making the scn file for oyu for scgt but I have no idea about the differences between them. So far I have been doing it all by hand.

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 Old Post 04-09-2003 05:33
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Docmhz
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[forum post: 1196492]



Way cool!

Doc

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 Old Post 04-09-2003 14:08
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MIKE CHINO
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[forum post: 1196802]

way cool,, i cant wate to get home to give it a spin,, great job

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 Old Post 04-09-2003 16:26
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jreitmeier
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[forum post: 1197529]

Weeee...another new track for car tsting. Great work cyrus.

_ _ _ _ _ _ _ _ _ _
Here lies the grave of MCO. It wasn't just a game, it was an experience.

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 Old Post 04-09-2003 21:37
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cyruscloud
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[forum post: 1198189]

I am hitting the rough point, some things about this are just insane. Like each of those tires in the ground on the inside of the turns are made of 24 polygons, too many to start with but to make it worse this thing converts them into 24 different objects per tire. Not too bad, but considering there are 50 tires in areas on this track it makes for 1200 or so objects just to them, that is not happening, sorry. So my only guess to remodel the tire and place them around by hand. Same goes for cones. Sprites won't convert so alot of things are missing, mostly alot of trees won't convert. Every trackside object is just a plain out hassle to convert, the track was easy. If it were just the track it would be done now but to make it look complete it needs the other stuff and its insane, no wonder you haven't seen many gpl tracks converted, no one is hardly crazy enough to do it. I feel for whoever did the ring. After this one, any more conversions I do are going to be imported into max first and then combined and remapped probably before exporting them, it will probably save a ton of time in the long run and shorten the scn file a ton. o.. well, I will have a new version sometime tomarrow so you guys can enjoy it over the weekend. Its alot better than the first version but still lacks alot but maybe I can get that done sometime tomarrow evening. I am going to do some research and see if I can find some better ways, anyone who has some maxscripts or anything that have done this before pm me, i'd like to know any shortcuts you have found out. Converting is easy but a huge way over nessasary process in the long run.

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 Old Post 05-09-2003 04:42
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BigBen
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[forum post: 1198239]

We certainly appreciate the effort cryus! I doesn't look like anything to do with tracks is ever easy. Solitear is trying to convert tracks from MCO, and he's having to write his own filter for zmodeler in the process...

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 Old Post 05-09-2003 05:38
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cyruscloud
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[forum post: 1198266]

yea, having the track in the end is what counts huh. I can truly say this will be a fun course to run. I have tested it with several transam and weekender cars, you guys are really going to enjoy it. I figure the original gpl tracks convert better than the ones individuals made but all in all it works, we could not even be able to convert them and never be able to run these tracks with f1. Since I am more use to modeling tracks from scratch and since not everything is converting well I am probably going to clean the track surface itself up then add all the other objects in myself using the same bmps, should provide the same look but in a more compact and fps friendly manner.

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 Old Post 05-09-2003 06:08
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cyruscloud
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Beta Version Available [forum post: 1200549]

I put up the beta, everything on it is drivable except for the small gullies found through two of the turns so watch for those, I will get those later. I worked on the corkscrew some but there is still a major bump in it, its hard to see the surface well in max but I should get that cleaned up soon. After importing several outside hills and stuff in I still see tons of stuff missing on the track that I am guessing are things that either gave an error during the conversion or were just not in the gpl version because the gpl engine wouldn't show it anyway. Overall the track looks good if you are going in the right direction but if you turn around you will see a very messed up world. So now that I have basically all I could convert now its down to pure modeling and updating which is the more fun part. I will probably remove several things like the banner that didn't map correctly and such and remake those in max to get rid of all those pieces. Next version will be alot better I hope and almost done, you should see or hear something from me again by the end of the weekend. Still need help with the aiw, and here are some pics you can look at while you download or before you download. Notice some of the errors I was talking about.

grab_002.bmp Attachment: grab_002.bmp
This has been downloaded 59 time(s).

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 Old Post 06-09-2003 03:25
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cyruscloud
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[forum post: 1200554]

The corkscrew, you can see some of the bumps here

cyruscloud has attached this image:

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 Old Post 06-09-2003 03:28
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cyruscloud
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[forum post: 1200555]

Second to last turn, I haven't made the people's map transparent yet.

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 Old Post 06-09-2003 03:29
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cyruscloud
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[forum post: 1200557]

I'll work on this, you won't notice this going forward but from any other angle, eh, welcome to mario world complete with floating islands.

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 Old Post 06-09-2003 03:31
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BigBen
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[forum post: 1201082]

Wow, nice work! I can't wait to have a chance to drive on it.

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 Old Post 06-09-2003 11:34
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meatcookie
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[forum post: 1217250]

Hey Cyrus... and I guess Handjob and Solitear... would it be helpful if I/we were to make stock objects, such as cones, etc?

_ _ _ _ _ _ _ _ _ _
"A cat will almost always blink when hit on the head with a hammer."

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 Old Post 12-09-2003 08:30
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cyruscloud
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[forum post: 1217826]

Couldn't hurt I don't guess, I haven't remade the cones for laguna yet. THere is also the speakers around alot of the areas too which could be made stock. The tires around laguna have been giving me trouble if I try to remap or make a new tire and map it correcly the export fails it only works with certain textures, yet the originals convert fine just their mapping is really messed up during the conversion so I had to redo it. Besides that I am probably going to make the tires unable to be hit and put a rumble texture below them instead. I found hitting one of those tires in this game will send you flying, really high too I might add.

Last edited by cyruscloud on 12-09-2003 at 14:34

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 Old Post 12-09-2003 14:34
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BigBen
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[forum post: 1217891]

Makes sense. In real life hitting the tires would slow you down and bounce you around, but they wouldn't send you up in the air....

Assumng you are talking about the half burried tires on the insides of corners.

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 Old Post 12-09-2003 15:00
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SoliTear
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[forum post: 1218051]

yea... standard object would be nice.....

.... now how did i get drafted for track duty....

LOL

ok i am BIGBEN's official favorite person...

now i gotta buy F1C LOL

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Last edited by SoliTear on 12-09-2003 at 16:13

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 Old Post 12-09-2003 16:12
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cyruscloud
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[forum post: 1219072]

Yea, for some reason when you hit them in f1c its like dead stopping your car as you hit it but considering energy doesn't just vanish your cars basically flips up in the air. Only other way would be to bury them even more so they only stick up a little but it wouldn't look the same then so I am probably going to go with the first option.

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 Old Post 13-09-2003 00:26
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roadatlanta4
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[forum post: 1219117]

what is the layout of it. is it todays layout or the old layout

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 Old Post 13-09-2003 00:46
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jreitmeier
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[forum post: 1219175]

Since the thread title is Alpha version of Laguna67, it would be pretty safe to bet that this is the layout of Laguna as it was in 1967.

_ _ _ _ _ _ _ _ _ _
Here lies the grave of MCO. It wasn't just a game, it was an experience.

Last edited by jreitmeier on 13-09-2003 at 01:35

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 Old Post 13-09-2003 01:34
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cyruscloud
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[forum post: 1223931]

Just wanted to let everyone know since I have been out of contact for a while that I am still working on the track. I am working on 3 other tracks and my own mod outside of this so I have been very busy but I have learned a few things in the last week that should let me finish up laguna before too much longer, still no timeline on finishing it though.

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 Old Post 15-09-2003 00:14
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BigBen
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[forum post: 1223978]

Thanks for touching base! No pressure, we appreciate the fact that you're helping at all.

_ _ _ _ _ _ _ _ _ _

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 Old Post 15-09-2003 00:38
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JETninja
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[forum post: 1225655]

Having been to Laguna many times since '79 (was there just last week for ALMS) a few comments....

Your Track looks way too wide, specially the Corkscrew. Look at Vince's pictures from last weeks race in this thread:

Laguna Seca ALMS '03

Note that the Corkscrew has never changed except maybe runoff at the top. (to meet FIA reg's in the early 90's they made some safety changes) All track changes were in first couple corners when they brought the track into the infield to increase it's length to FIA minimun requirents.

Also...it is like never green there, except for the current infield by the lake, which was nothing back then. The track is dirty dusty with gold hills all around, big Olive and Oak Tree's, and lots of scrub brush....very little green on it...but no grass surrounding the track, it's all dirt. (typical California track, Riverside and Sears look the same.)

I took some laps on it in '85 on a Ninja Sport bike I had then....it's fast and narrow and fun....

Look forward to taking some heavy metal on it! The Boss 302 is mine!

_ _ _ _ _ _ _ _ _ _
JET

I'm schizophrenic....and so am I....

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Last edited by JETninja on 15-09-2003 at 17:32

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 Old Post 15-09-2003 17:32
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cyruscloud
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[forum post: 1233039]

WEll this track is a direct conversion of the gpl track, no additions as of now, so don't gripe me, gripe the author I guess. THis is the 1967 version, I don't know what has happened to it since then, I am just getting a steady version of the gpl track converted and putting some minor graphical updates. Other updates may come later.

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 Old Post 18-09-2003 00:36
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