Work In Progress Archive

Autodromo Floripa GSC 2012 Update

Autodromo Floripa GSC 2012 Update

As you maybe aware Game Stock Car is to shortly have a substantial update released which will update many things, adding the 2012 seasons with several new layouts of tracks and a few new circuits too. In addition to this I’ve prepared an update to Autodromo Floripa to update it to the new standards in GSC2012. The track will be available at the time of release of the Game Stock Car 2012 Update. You can find some previews below…

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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Vanport International Raceway is coming to Game Stock Car

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.

Jerez de la Frontera

Jerez de la Frontera

This is the release of Jerez de la Frontera for rFactor. This is based on the old VLM F1C version.

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Jerez Progress

Jerez Progress

In the past few days several objects have been added to the track.

New Fences have been created with 3d poles. Trees have been added, and although these aren’t actually all that accurate they help with the atmosphere a lot. And finally I’ve started prototyping with a few bushes to give the surrounding terrain a lot more depth and realism.

You can find a few images attached below, but all textures are still work in progress, even if the modeling has been completed.

21st November 2009
Completed the final TSOs wanted for this including a bottle of wine and the pitwall. Additionally AIW work is pretty much complete. Final tweaks are in progress. Release is expected for Monday.

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Vielsalm – Festival de l’Automobile

Vielsalm – Festival de l’Automobile

Once a year, the motor sporting world’s attention in this region of Europe switches away from Spa and the legendary Nurburgring to the festival staged at Vielsalm.

Once a great circuit of 12km which rivaled the classic race circuits in the region, now down scaled to a size of 4.38km holds one meeting a year. A mixture of public roads and purpose built race track make this a spectacular event for all involved.

The track itself consists of spectacular scenery and elevation changes as well as fast flowing turns and blind apexes. It’s a stern test for every driver that pits their wits at the venue.

About

I started development on this track 18 months ago, and this is about as far as it got with in a few months. Other projects have taken over and I can’t ever see me getting the chance to finish this. I hope you enjoy the rollercoaster ride.

If anyone is interested in finishing development on this circuit please contact me. As all it really needs is finishing up in terms of TSOs.

I don’t really want this track converting to other formats in this state. Sorry.

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Knockhill

Knockhill

Global Motorsport Technologies secured an official Knockhill license in late 2007. I visited the track November 2007 and was driven around the circuit by Gordon Sheddon before taking extensive pictures to enable recreation in the digital format, and then got to drive my own car around the circuit. At least until the heavens opened anyway. We were also provided with highly accurate CAD data used to recreate this immersive surface.

The project is presently on hold due to lack of time to complete it due to real life commitments.

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Miami Speedway

Miami Speedway

Miami Speedway modelled and created for a Global Motorsport Technologies client. This project was completed in 4 weeks in January and February of 2008. The project was roughly completed to 60% of what a full released track to the public would be.

This will not be released to the public.

Credits

  • SLN.. Textures and TSO Modelling

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