The Michele Alboreto Challenge - a 1987 mod

Posted by ricomaster 
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 12, 2025 05:07PM
Posted by: rracunis
This MOD will be a masterpiece; your work is remarkable.
Keep going!
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 12, 2025 05:57PM
Posted by: Turbo Lover
The amount of details is fantastic, keep going.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 16, 2025 11:46PM
Posted by: ricomaster
WIP
Lots of time was spent stablishing the foundations and tasks below:
- texture resolutions and layouts
- physics / tested
- %CPU adequacy
- dimensions/proportions
- texturing method
- modeling method
- average n.polygons
- 3d model detail level
- Linux settings/install guide
- LOD method

Completed tasks:

Model : LOD
- generic driver
- generic cockpit
- generic face/head
- helmets : 0 - 4
- tyres : 0- 4
- MP4/3 : 0
- F187 : 0
- A10 : 0
- BT56 : 0
- Alboreto
- Berger
- Mansell
- Piquet
- Prost
- Senna

More on the WIP later.. gtg

PS
My computer is not a gaming machine (Alder Lake with onboard graphics Intel UHD.
The last Linux install/setup and D3D8to9 are the best I ever managed to get.
1920x1080 32bit

Work is being done for it to be lightweight. Im getting 25% in rain at Monaco (start) and lower (below 20%) during race.
I found that it completely transforms the driving experience (keyboards)
With low %CPU occupancy, the fluidity and car reactions are very noticeable.
For the first time I can perceive rotation in cornering. Wet driving at 19% CPU is SO much better
to feel and control the car.
It is a driver's POV centric project. I treat it as a sim, not a game..
The cars you see in the drive are 12k polygons ( suspension included).
Textures used are 1024 tops, thanks to a method I developed for
texturing ( inspired by the Penfield Homunculus) so pixels are spent
where it matters most, giving better results allowing to use 1024px instead of 4096
(which taxes CPU and memory heavily - a 4x bigger texture uses 16x more memory)
Thats it for now



Edited 4 time(s). Last edit at 12/17/2025 12:56AM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 17, 2025 06:37AM
Posted by: ricomaster
Hi, just uploaded a test video of teammates settling their differences haha

(Traction control only)
(Ferrari nose textures are old-version)
(Cockpit-missing switches (traction & launch control only, because
Ace level has only F2 and F9 - other assists wont be modeled; traction
Control is only present because keyboard control in the rain without it is
nor competitive.

In this test are the F187 LOD1 models (no 3D nose-ports; overall lower detail surfaces)
Tyres and helmets are LOD0-4 (full range)
Faces of Alboreto and Berger are eyes'test version
(Using alpha maps for eye reflections ( several levels tested, not approved)
Eyes look fogged like a blind man's :(.

Hope you find the action fast paced and exciting!
The cars are not easy to control - rear-heavy, liftin' before a corner
assures a free ride to the gravel lol.

Too bad the lousy track control, because the engine has been
mapped to mimic the turbo lag/crazy power surge

Best regards.
Ric-o

PS1
the BT56 has been upgraded into a detailed-plus version
intended to further the challenge offering a driveable
Brabham so you can play the underdog in another
classic design!
Watched the vid, seems like you and your somebody other (dunno who - brother, a wife or a son) playing together using a LAN mode :-)

Previous acc (Soutsen) has been banned from use cos of some annoying spammer used the same @mail domain.

↑↑↑ Link to my YouTube channel with some of my STUPID music.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 17, 2025 06:23PM
Posted by: ricomaster
Huh... no it was me in the #27 against the AI Berger
nice, his moves and steering wheel movements felt quite realistic and humane somehow.

Previous acc (Soutsen) has been banned from use cos of some annoying spammer used the same @mail domain.

↑↑↑ Link to my YouTube channel with some of my STUPID music.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 18, 2025 04:03AM
Posted by: ricomaster
Huh... no its me against AI Berger.

Just finished the BT56 upgrade into a driveable car (I mean the detail level)
Some pics of it and the new cockpit.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 18, 2025 04:28AM
Posted by: ricomaster
Well idk about that because I cant control that.
The video's purpose is to showcase the current
development state:
- 3d model / how the texture&reflections look
---- @ 0'36" good to analyse Ferrari's custom reflection map effect
- fluidity / car handling
- Overall "feel" - if it looks like '87 action




WIP update:
Thanks to hd pics from the car at an auction offering,
I refined the 3D model further to F187's standard
- higher 3d details
- refined surfaces
- engine cover 3d edges
- full cockpit with gear lever modeled from BT56 cockpit pics
- proper 3d steering wheel with BMW special logo

Now comes a problem, it used analogic rpm display.
*** Anyone wants to join in and develop it? ***

Screenshots at
[drive.google.com]

Will post more showing the 3dmodel of the cockpit ..
In a week! (Small vacation)



Edited 4 time(s). Last edit at 12/25/2025 06:29PM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 21, 2025 11:48AM
Posted by: kerleyf1
Wow!

Very nice Rico! Senna's face looks great!

Nice cars too. Brabham looks very nice.

------------------------------------------------------------------------------------------------


PLEASE VISIT: Grand Prix Mods Blog
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 21, 2025 05:40PM
Posted by: ricomaster
More screenshots, one can tell having the face makes a diference
Re: The Michele Alboreto Challenge - a 1987 mod
Date: December 22, 2025 11:26AM
Posted by: Turbo Lover
Excellent progress, the Brabham is sweet.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 02, 2026 01:03AM
Posted by: ricomaster
Hi,
I am modeling each driver's face in 3D but for this, I need individual helmets/faces.
I reaaly need help to have individual helmets using GP4 memory access, because I didnt understand the syntax/logic and my trial-errors are leading nowhere - please post an example or target for GP4MemAcc. ..
Any help will be much appreciated!


Many many thanks to Fongu for his timely help (in other tread, same subject)

*****I just uploaded Senna's updated 3D face/helmet (a kinder and more spiritual expression in his eyes)*****
Screenshots at

[drive.google.com]



Edited 1 time(s). Last edit at 01/02/2026 06:48PM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 03, 2026 02:13AM
Posted by: lorak
ricomaster wrote:
-------------------------------------------------------
> Hi,
> I am modeling each driver's face in 3D but for this, I need individual helmets/faces.

For the upcoming F1 2026 season?

> *****I just uploaded Senna's updated 3D face/helmet (a kinder and more spiritual expression in his eyes)*****
Looks prety good, congratulations!



Edited 1 time(s). Last edit at 01/03/2026 02:15AM by lorak.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 05, 2026 06:33AM
Posted by: ricomaster
Workin'hard
New face/helmet texture methodology.. better quality still (texture for the puffy thing inside helmet, visor reflections, car visor colors, new UV mappings...)
Implementing LOD0-4 for all helmets.. fixing external steering positions..
tyre pos ok / helmets pos ok / lots of details in the way
New brabham suit / new driver body / new cockpit seat ; too littl time to drive :(
Physics are approved - checking tracks'grip with ric-o-mputer
*** Thinking about offering two or more physics options along with the cockpits ( Ferrari and Brabham at least) through MemAccess targets (user selects which one will be patched so he chooses the car)
Posted some scrshts
See ya



Edited 1 time(s). Last edit at 01/06/2026 04:06AM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 11, 2026 12:05AM
Posted by: ricomaster
Work was done on better details for wheel hub, brake system and true 3D wheel rim/spoke
Also better UVmap and texturing. Lets see how it looks during pitstops.

Posted screenshots.

Will develop further the approved baked-in global ilumination texture technique tested in the ferrari.
Unfortunately it requires new UV maps from scratch.
The default GP4 shading totally s*cks.



Edited 1 time(s). Last edit at 01/11/2026 06:04PM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 13, 2026 04:58PM
Posted by: Mcl9118
Hello, When is the mod expected to be released?
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 13, 2026 05:25PM
Posted by: Turbo Lover
ricomaster Schreef:
-------------------------------------------------------
> Work was done on better details for wheel hub, br
> ake system and true 3D wheel rim/spoke
> Also better UVmap and texturing. Lets see how it l
> ooks during pitstops.
>
> Posted screenshots.
>
> Will develop further the approved baked-in global
> ilumination texture technique tested in the ferrar
> i.
> Unfortunately it requires new UV maps from scratch
> .
> The default GP4 shading totally s*cks.



Everything looks splendid; I've never seen such high-detail F1 cars from the eighties for GP4.
Nice grid girl at Monza.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 13, 2026 10:57PM
Posted by: jcgrj
Im eager to have access to this :-)
Re: The Michele Alboreto Challenge - a 1987 mod
Date: January 15, 2026 05:02AM
Posted by: ricomaster
Hi,
thanks for the fueling my motivation with the feeback, I really appreciate it very much.
Idk when it will be ready but I today I lost my cool, decided to put out all stops and really get into realism - no more black_shine material for wings, they are now fully textured from pictures from parts (auctions, memorabilia sites)
I also decided to bake global illumination into all cars' textures - I really do not like to see cars with childish textures in front of me on track hahahaha
The faces are awesome, but I need to also bake the GI into the helmet's interior so it blends with the faces and do not look fake.
I am getting driver's faces from helmets instead whenever possible because the cheeks gets compressed and wrinkle the eyes, because the drivers must look like they are really wearing a helmet in GP4.
I revamped the Ferrari (wing textures) and posted some screenshots and also some reference material.
Editing the pics into usable textures is taking its time, and the re-UV mapping is taking long because I must be very precise and careful to achieve the results I want (I'll post a comparison of default textures and the special textures I am creating)
See ya

PS - grid girls haha, more will come, but in marlboro red vinyl pants
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