1. #1

    Extreme track Car Park Club

    So I spent 3 weeks making Rising's extreme track in Fusion and because of muscle memory I accidently overwrote the save when I was building 1 last animation on a seperate blank track to save to favorites, import it and I'd be finished. Luckily I had saved a bunch of custom objects I had made and 1 month later I have rebuilt the entire track again from scratch. The first part of this video is the only thing remaining from the first time I built it. The middle is some of the many objects i made for it trying to make it look like the rising track. The last part is the 2nd and currently uploaded track. I think it came out better the 2nd time.

    https://youtu.be/h605MjfMFyU

    If you want to give it a try it's named Rising - CAR PARK CLUB.

    If anyone could let me know what the current fastest times are on Ps3/4 and PC I'd really appreciate it. Current fastest on Xb1 is my time at 47.730. I think sub 46 is possible.
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  2. #2
    Nice work. Lots of great detail, although the frame rate struggles on a base PS4. I got a 54.905.

    Current fastest on PS4 is IRudi96 with 49.208. On PC it's JettY_ with 56.252.
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  3. #3
    good track EH EH, next time you make a big track turn on and off all
    >>>> to avoid slowdowns
    I Like your track, , my friend
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  4. #4
    Thank you both! After I posted this last night someone got 44.841 on Xb1 and I've yet to beat it cause that time is insane, although in trying I got down to 45.890. I think there's lag because I was close to max complexity and at certain parts there's 200+ objects in a meter wide area. Everything not on the drivingline is set to decoration only, even many of the objects on the drivingline that are directly under solid objects. I tried deleting lighting, effects such as fire and deleting a bunch of objects that the rider couldn't see unless they looked closely. None of it fixed the lag issues so I just left it as is.
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  5. #5
    I just caught today's livestream, whomever asked the devs to play my track, much appreciated. I'd like to clear a few things up about their comments whilst playing it. I built this track both times by using 1 youtube video from E3 a game journo, venturebeat's video. So mostly I had to measure by eye and see the way the bike was reacting, plus the angles to figure out how the obstacles would feel and I noticed whilst building some parts had more distance than the real thing. In the mall section I used the the flooring you see under the water fountain to measure distance by counting the square tiles. I counted them but still the distances ended up being farther apart. Fixing it would mean moving literally thousands of objects so I didn't. You can see in my above video I was actually closer to the right distances the first time I built it.

    The objects in the bike are all set with world gravity off, no contact response, etc... They're purely visual and don't add any weight to the bike nor interact with the bike at all. They're activated to change color by pressing the gas or brake and after a delay revert back to black. I was trying to mimic the overheating enigine/brake pads I saw in the Rising demo but couldn't quite figure out the right delay timing.

    Lastly the teeter totter obstacles at checkpoint 8. I tried to find a guide on how to build them but couldn't so I had to figure them out myself, which took nearly an entire day. I ended up using pyhsics joints set to rotational hinges and it took me hours to figure out that I had to mess around with spring angular stiffness to get them to hold the rider and bike weight without immediately dropping you, but at the same time allow you to teeter totter jump when hitting them with your weight correctly.

    So basically this was a huge learning experience for me that gave me a new respect for the dev builders and especially the custom track creators that make amazing tracks on a daily basis. Before building this track I didn't even know how to make an animation like the ones where the checkpoint flags pop up. If you play any of my other tracks you'll quickly notice none of them are anywhere near this level. Most of them were built in a few hours, car park club took a month. (3 weeks) the first time.

    The most complicated thing in the entire track was an afterthought, background animation. The wings of the angel water fountain. It's in total 60 trigger, events, filters and data sources all timed separately to move in unison 12 glued objects consisting of 71 individual rotated triangles.
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  6. #6
    if you think that the complexity of your track is at maximum ....
    I speak from experience:

    - everything must be ACTIVATED / DEACTIVATED / nothing grouped and limit things

    this track is about 450 meters on the editor, and there are more than 300 effects / lights .... and does not suffer from any delay on XB1

    only it required a day to remove the Lag
    a day to activate / deactivate + unbundle / unclutter

    this will be your next step: learning to reduce delays

    in any case GG, beautiful successful experience

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  7. #7
    I don't think it, it is almost maxed. The bar is red at about 97%. Once I started getting the nearing max complexity warning anything I placed afterwards caused more lag. I really wanted to add more detail to the cityscape but couldn't. The cars are about 30 - 60 objects each, the dumpsters 40+ etc... I think the lag is prevalent because of having too many objects per square meter at the two spots where it lags. Last night I deleted a bunch objects in the effected areas and it fixed the lag but removed most of the background. While I was building I noticed if I unglued cars the complexity meter would climb faster so I left them glued. I figured the game treats a glued object as one object instead of unglued being many objects. I'm going to try ungluing things though and see if it fixes the lag per your suggestion.

    After finishing this build I watched some more recent videos of Car park club and noticed they had deleted most of the flames from barrels. I'm guessing they were trying to fix lag issues aswell.

    Your track is amazing. Obviously you know how to prevent lag problems, but I'm an amatuer builder still learning. Just try one of my other tracks and you'll likely wonder how I managed to build this being such a noob builder. I think the difference between your track and mine is object clusters. Yours are more spread out and farther in the background away from the drivingline. Idk though you're right I'm sure, but trust me when I say I tried everything I could think of to fix the lag. I didn't just spend hours, I spent a few days tweaking the drivingline and background to try and find the source of the lag.

    I would hope your inferno would be the Inferno 5 for Rising, cause that track is bananas, but Inferno is a recurring thing in trials deeply personal to the devs and their franchise. I'm sure they have built something amazing, hopefully on the scale that you built yours. Seriously that is probably the sickest track I've ever seen. I plan to 0-f it as soon as I get over this hangover.
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