The Michele Alboreto Challenge - a 1987 mod

Posted by ricomaster 
Re: The Michele Alboreto Challenge - a 1987 mod
Date: April 24, 2026 06:16PM
Posted by: ricomaster
Maybe at Suzuka haha
Italian pasta needs italian spice ;)
Re: The Michele Alboreto Challenge - a 1987 mod
Date: April 25, 2026 01:09AM
Posted by: kyle24427
Would you potentially do Suzuka along with Monza
Re: The Michele Alboreto Challenge - a 1987 mod
Date: April 27, 2026 05:25AM
Posted by: ricomaster
kyle24427 Wrote:
-------------------------------------------------------
> Would you potentially do Suzuka along with Monza

I believe Suzuka is good enough already, I liked the Casio Chicane better than GP4's original one... not in my plans.
However, the Triple Crown (for me) are the default physics'calculations circuits:
Monaco / Suzuka / Monza.

As for now, the goal is to have a Grand Gala Monza Circuit to release the Michele Alboreto Challenge 87 mod.

WIP:
I worked hard all weekend to create proper grass & gravel textures
Now it is all true to scale: from the small grass leaves and asphalt grain, passing by the verge asphalt/grass transitions, the guardrails and tunnels, to the big 18mt trees, all sizes match - either 3D or portrayed in textures.
Soon some grid girls will appear, like beautiful flowers in the Monza Garden. I had an idea this moment! wow - haha - wait for the next post

Posted pics of the grass and stuff

New ideas on the scenery, more complex lets see (posted x files)



Edited 2 time(s). Last edit at 05/01/2026 11:09PM by ricomaster.
Re: The Michele Alboreto Challenge - a 1987 mod
Date: April 27, 2026 04:06PM
Posted by: jcgrj
I like the flowers part :-) hope to see it soon
Re: The Michele Alboreto Challenge - a 1987 mod
Date: April 28, 2026 03:22PM
Posted by: Turbo Lover
The grass looks lush.



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: May 04, 2026 04:35AM
Posted by: ricomaster
WIP
Solving the tree distribution and ground texturing dilemmas - how to have proper grass/leaves/dirtground areas?
Worked on new ideas and it worked nicely.
I dug really deep and thanks to GeoData from Lombardia Region I managed to set a technique to recreate Parco di Monza.
Now it is just a matter of editing the ground texture to resemble 1987 instead of 2012 (easy).

You can check the 3D Monza region + tree distribution tests at the Y-named files.

I am happy with the wip-going
Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 04, 2026 02:15PM
Posted by: vesuvius
Amazing progress!:)
Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 04, 2026 02:16PM
Posted by: fongu
wow, that's awesome


That's next-level track editing!



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: May 05, 2026 01:54AM
Posted by: ricomaster
WIP - Posted some tree population tests
Only Lombardia Regio native trees
All true to scale (human figure has same size for both image collections
small-mid 1024, large-xl 2048 px
Still to decide the implementation, resolution, container objects, distribution

see Z-files
Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 05, 2026 07:11AM
Posted by: vesuvius
ricomaster Wrote:
-------------------------------------------------------
> WIP - Posted some tree population tests
> Only Lombardia Regio native trees
> All true to scale (human figure has same size for
> both image collections
> small-mid 1024, large-xl 2048 px
> Still to decide the implementation, resolution, co
> ntainer objects, distribution
>
> see Z-files

Looks fantastic!
Hoping this mod does not require the Grand Pro Circuit specs to run. ;)

BTW Rico, have you been inspired by him (GPC author) to make this MOD?
Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 06, 2026 01:57AM
Posted by: ricomaster
Thank you all for the support and interest!

Today I worked on tree population textures
Perhaps you have an idea:
Which would be best, in terms of performance:
To have individual tree textures or 4-5 main textures with a tree collection in each? (I took the 2nd option).
The problem is, all textures are in scale - a big tree has a bigger texture, so when a big tree is shown, it won't be pixelated.

Lets say each main texture is 2048px.
The problematic is this:
For 5 main textures, with 5 trees in each = 25 different trees.
So, let's say 10,000 trees will be distributed on 25 groups of 400 trees.
Each group will have its own UV map, referencing some region of the main texture.

My question is about the memory usage:
1) GP4 will store only 5 x 2048 px textures. being referenced by the trees as needed for the screen rendering?
Or
2) it will store 10,000 copies of each texture, which is having only part of its pixels used from each UV map? In this case it would be better to have small individual textures being fully used, instead of a big texture being partially used by a small UV map.

Anyway, any comment will be much appreciated on this subject.

And.. ah , I am starting testing the tree populi variation - as for now, the tests have 3 different trees (small:"Hazelnut", wide:"Oak", tall:"Birch";).
Each one has its one random seed, separation and density, so they have a "naturally" chaotic distribution.
I will do this for all trees gathered - 70 different trees of : [ Acer Griseum, Maple, Sycamore, Beech, Oleander, Nettle, Hazel, Black Locust, Ficus, Oak, Chestnut, Ash, Pine, Lemon, Birch ] and some other strange names.
I have the patience and this gives me great satisfaction, so I carry on.

You can check the 3 tree populi variation on the A-files.
See ya

PS no inspiration from that cartoonish racing sim whatsoever.



Edited 1 time(s). Last edit at 05/06/2026 05:00PM by ricomaster.
ricomaster Wrote:
-------------------------------------------------------

> PS no inspiration from that cartoonish racing sim
> whatsoever.


Ok. Thx.(H)
Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 07, 2026 04:14AM
Posted by: Öggo
Rico, mate, first of all let me say how absolutely impressive your work on this and other projects is! The quality and attention to details is seriously impressive.

As far as your question:

My question is about the memory usage:
1) GP4 will store only 5 x 2048 px textures. being referenced by the trees as needed for the screen rendering?
Or
2) it will store 10,000 copies of each texture, which is having only part of its pixels used from each UV map? In this case it would be better to have small individual textures being fully used, instead of a big texture being partially used by a small UV map.

I have not done extensive research on this but, as far as I know, when it comes to texture loading, GP4 does not load a texture multiple times. One of GP4's main classes, CGP4Manager, contains an array of all loaded textures, whether static or dynamic. Each time a texture is referenced, the index of that texture is retrieved and the texture array referenced, with the code in the retrieving function(s) guaranteeing single loading. So, technically, given the same number of pixels (e.g. 1 2048x2048 texture vs 4 1024x1024 textures), you are marginally better off with a single large one, due to the ancillary data that is stored for each texture entry. That being said, the bulk of your memory is really taken by the texture data itself and the difference described above is, in my opinion, neglectable for game performance.

Re: The Michele Alboreto Challenge - a 1987 mod
Date: May 07, 2026 07:29PM
Posted by: ricomaster
Hi Öggo,
Thanks for you kind words and taking time to help clarify the matter, I look up to experts like yourself in search of advices and knowledge.

I have this concern of too high a requirement boggin'down the sim.
I found it much more fluid when CPU is low (10-20%) than at 70%, maybe I am wrong, but the experience is different and the car feels somewhat more responsive
Specially in the wet - It couldnt be enjoyed prior to the d3d9 upgrade - lowered CPU from 120 to 30 or so.
Anyway...

(writing down the following helps me set goals and tasks, and I dont mind sharing it as an insight for anyone who might be interested)

WIP - Tree Scenery
Work continues, in order to have the following setup ready:
1- Tree-class: 3D lowpoly object with its unique image assigned, one object per individual tree
2- Distribution-object: a 3D representation of the modeled area, with a tree_distribution_map texture applied on it
3- Distributed-trees: a set of multiple instances of (1) created from a modifier applied on (2) referencing (1) , spacially distributed over an area equivalent of (2)'s surface

I happen to have extracted a 5m-resolution elevation map for Regione Lombardia
The project is organized into two different files
a) 3d track for GP4
b) tree scenery

That said, next steps are:

A) Finish 3D work on the track - refined 3d kerbs, verges, armcos, tyre barriers, grandstands, pits, non-crew pitlane attendants, etc.
Lotsa work ahead. I divided the track into sections - so I finish one and move onto another.

B)
1- Merge the 5m-resolution with the 3d track created for GP4
2- Craft the transition of verges/banks <|> 5m-elevation map terrain
3- Finetune elevation map, smoothing the "wide" 5m-resolution in-between points
4- Edit the ground textures, removing trees (satellite imagery) so there are no trees painted on the ground
5- Create the "tree-free" ground with details like grass, weed, branches, pine seeds, sun/shadow areas
6- Distribute some bunny around the woodland
7- Bring in the Distributed-Trees objects to populate the area
8- Edit tree-distribution maps as needed, to remove tree instances from wherever they shouldn't be

C) Check everything (quality control)
E) Check CC line
F) Match TV cams to 1987 Italian GP broadcast (try to, I mean)
G) Finish the darn lower grid cars missing
H) (dies)
You have finished the dat file to match the 3d track?



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: May 08, 2026 04:45AM
Posted by: ricomaster
Turbo Lover Wrote:
-------------------------------------------------------
> You have finished the dat file to match the 3d tra
> ck?


That would be a pain wouldnt it?
I first created the simple tarmac 3d object in Blender, then exported to GP4Builder.
From it, I generated the .dat file and CC line. Then in .dat I created the verges, banks and walls.
I then test drived it even though the 3d track was like Gaza strip, but the physics and cc line were approved

From the .dat I exported to Blender the verges/banks as .3ds objects
In Blender I tweaked them to conform to the 5m-resolution elevation mapped terrain.
In Blender I too can tweak the UV maps easily and test new techniques and ideas.

So the .dat is all-ready from the beginning, I found this way to be easier.
The verges are also ready at .dat, exported it too to have the 3d replaced.

I can do whatever in Blender, but I cannot in GP4Builder (my fault).

But yes some .dat tweaking might be needed, not the track tarmac itself nor the guardrail limits, maybe a bit of the banks.
Not a time consuming task because of the way I created it.

WIP 09/05/26 - Happy Victory Day, URRAAAAAAH
- The merge has been done! ( GP4 tarmac object et al. with the 5m-terrain! )
- Worked hard till matched GP4tarmac + 5m resolution 3D elevation object + tree distribution map + satellite terrain map >>>>> not as easy as it seemed, having a 3D object, two textures all aligned with matching scales to the 5m-res elevation map!! (see C-files).
- Worked on conforming objects (fences, verges, banks) to the 3d terrain ... still going.
- Next, will work on track by sectors (e.g. della Roggia) having stands, fences, armcos, kerbs, all ready, sect-by-sect
- Then the ground/forest ground (leaves, branches, grass, etc)
- Light/shadow over the ground
- Trees
- Tree shadows on ground and track
- Have a beer


- this is a very demanding project but I got to finish it right



Edited 6 time(s). Last edit at 05/11/2026 04:12AM by ricomaster.
Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Forum Rules | Policy