buildatrackquick Archive

Autodromo Floripa for Formula Truck 2013

Autodromo Floripa for Formula Truck 2013

I have finally got around to updating Autodromo Floripa to the 2013 standards found in Game Stock Car 2013 and Formula Truck 2013. Below you can find the release for Formula Truck 2013.

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Autodromo Floripa – Formula Truck

Autodromo Floripa – Formula Truck

Here you can find a conversion of my Game Stock Car addon track Autodromo Floripa, updated for Formula Truck

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Autodromo Floripa v2.0 – Game Stock Car 2012

Autodromo Floripa v2.0 – Game Stock Car 2012

With the release of Game Stock Car 2012 I’ve taken the time to update Autodromo Floripa so that it matches the standards of the tracks provided in the update. Please note this update will not work with the original Game Stock Car. You can find the update below.

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Autodromo Floripa – Game Stock Car

Autodromo Floripa – Game Stock Car

Autodromo Floripa is the result of the ‘buildatrackquick‘ project that I worked on this past week. The aim was to build a fantasy race track real quick. A ‘long’ weekend was the initial time frame, in the end it took pretty much a full week to complete. In order to complete it in the time frame TSOs were reused from the existing standard Game Stock Car tracks with a few tweaks to make them suit the set.

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Build a Track Quick: Update #6

Build a Track Quick: Update #6

Well I just spent the past few hours cobbling together some AI and cameras so that you can actually see some in game screenshots! Everything I’ve shown you so far is from the track viewer and not the game, they’re pretty similar but there are some subtle differences.

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Build a Track Quick: Update #5

Build a Track Quick: Update #5

So here is this fine evenings update. I finished off the trees and added a few extra fences around the perimeter of the circuit today. Then I worked on bringing in some TSOs (Track side objects) from other tracks to stock the place out a bit. I’ve imported a bridge, some pit buildings, some grandstands as well as the usual trucks, pit stands and tents. See if you can figure out which tracks they came from…

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Build a Track Quick: Update #4

Build a Track Quick: Update #4

I’ve fallen a little bit behind my scheduled plan, and only spent half a day working on the track today to try and catch upto where I wanted to be. The important thing is I’ve done the most boring part of the entire of creating a track – adding the tyre walls! This is the most tedious of many tedious tasks that need doing, but it takes 3 or 4 minutes to add one tyre wall, and then you have like 20 of them, and quickly boredom sets in. It’s similar for fences, walls and armco, but I’ve come up with ways to make these a little less painful, and even with tyres they’re heavily scripted but still take quite a while.

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Build a Track Quick: Update #3

Build a Track Quick: Update #3

So Day 2 of this little project and I’ve finally finished off the terrain. It took a little while longer than I wanted, but issues with regular 3ds Max crashes and adding a little extra detail like support roads took quite a bit of extra time up. So gravel traps have been cut into the terrain as well as the outer terrain now all added. There are provisions for a bridge at the start of the s/f straight and banking has been added on the left hand side of the S/F straight so that grandstands are more elevated.

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Build a Track Quick: Update #2

Build a Track Quick: Update #2

This is my end of day 1 update. Unfortunately I haven’t managed to get quite as far as I’d have liked today. I’ve only managed to complete all of the terrain inside the circuit, and not all of it complete like I initially wished too. Mind you put it into context, I hadn’t even sketched a layout 14 hours ago…

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Build a Track Quick: Update #1

Build a Track Quick: Update #1

So here’s my first update! I tweaked out a few corners, and adjusted the tightness and opened a few up. I’ve since added elevation and then camber and I’m quite happy with it. There are lots of blind corners and a good amount of elevation change. In particular the complex around T10, 11 and 12 features upto 7 degrees of banking at one point and a total elevation change of 20m, taking it from the highest part of the circuit to the lowest.

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