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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Scratch Tracks Archive
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
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
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
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
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
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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Build a Race Track in a long weekend!
I’m a bit bored right now with not much to do. However fairly soon I’m gonna be busy with not a lot of time spare, so long term projects are out of the question. And usually building a track is very much a long term project. So I’m setting on myself the challenge of creating a brand new track in a long weekend. This is 3 days, but I’m reserving the right to make it 4 days! Oh also this may not be 4 consecutive days, the weather is quite amazing right now and I may well wish to spend some time in a beer garden as a result!
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Vanport International Raceway is coming to Game Stock Car
Over the past week or so I’ve been working on bringing Vanport International Raceway to Game Stock Car. This is a track I initially completed way back in 2007, over 4 years ago now for rFactor. It has undergone a bit of an overhaul for Game Stock Car with updated shaders and textures for the terrain, and many TSOs also having their shaders updated as well as ambient occlusion added. In addition the overall feel has changed quite a bit. I visited the track in the summer of 2009 and I’ve gone for the dry summer feeling that it had then. I’ve also added many of the generic objects around the Game Stock Car circuits to Vanport such as the marshalls, recovery vehicles, pit stands, trucks and more.
The conversion is pretty much complete and just under going final testing and tweaking. I’d expect it to be released sometime next week.
Additionally I’m also contemplating bring two further tracks to Game Stock Car which have good road surfaces which will not degrade the physics feeling found with the standard tracks. However these two are likely to be more straightforward conversions with little adjusted from the rFactor tracks due to other things getting in the way.
Weissach
Weissach is Porsche’s private test circuit. This creation was done from one video and in 2 weeks. So I apologise for any inaccuracies.
Credits
- SLN.. Textures and some modelling
- Gringosan.. AI



