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查看完整 README ↗Turn any real road into an Assetto Corsa track, in your browser. Search for a road, drop a start and a finish pin, press Build, and download a zip that installs straight into Content Manager.
It is a from-scratch take on what Street2Sim does (see docs/how-street2sim-works.md), but everything runs client-side: no server, no account, no queue.
width / lanes / road class, or a width you choose.lanes tag, or a ring wider than 9.5 m) a wider ring with a lane line
round it.fast_lane.ai).ui_track.json with name, length, geotags and
country, an outline, a preview render, and the in-game map.npm install
npm run dev # http://localhost:5173
npm test # format round-trips + a full synthetic build
npm run build # static site in dist/, host it anywhere
The page keeps your road in its address: the pins, no-trace zones, track name and any settings you changed. Reloading brings it back, and Copy link gives a link that reproduces the build (your Mapillary token is never in it).
Drag the downloaded zip onto Content Manager and click Install, or unzip
it into steamapps/common/assettocorsa/content/tracks/. The zip contains one
folder (<track>/ with ui/, data/, ai/ and the .kn5), so nothing ends
up nested too deep.
The track works in plain Assetto Corsa. The ground is the aerial photo, which is a blur up close (30 cm a pixel at best), so with Detail shaders on (the default) it carries tiling grass, dirt and paving detail as well, picked per spot from the photo's colour: the photo gives the colour, the detail the close-up texture, as on hand-made tracks.
With
Custom Shaders Patch (CSP) it also reads the
track's extension/ext_config.ini, so turn these on in CSP's settings:
Ambient occlusion makes the biggest single difference to how solid a scene
looks (soft shadow where walls meet the ground, under eaves, along kerbs),
and CSP expects tracks to have it. It is baked per track on your PC with
CSP's vertex AO bakery
(runs on any hardware: on the CPU, or the GPU on recent cards): put the
track in content/tracks and run the bakery on its .kn5.
If the road or the ground looks wrong up close (too dark or bright, shiny or black), untick Detail shaders and build again: that goes back to plain textures.
pins ──OSRM──▶ route polyline ──▶ local metres (scaled Web Mercator)
│
Overpass (widths, rails, buildings) ─┤
▼
smoothed centreline, sampled every 2 m
width · banking · crown
│
Terrarium elevation tiles ─┤──▶ smoothed height profile
▼
road ribbon · verges · terrain grid (blended into the road) · walls
horizon terrain · spawn/timing dummies · AI line
│
Esri aerial tiles ──────┤──▶ one DXT1 .dds per 200 m chunk
▼
.kn5 + fast_lane.ai + data/ + ui/ + map.png ──▶ zip
| Path | What it does |
|---|---|
src/core/kn5.ts | .kn5 writer and reader (textures, materials, node tree) |
src/core/aiSpline.ts | fast_lane.ai v7 writer and reader |
src/core/dds.ts, png.ts | DXT1 DDS and PNG encoders |
src/core/geo.ts | Local projection that lines up exactly with web map tiles |
src/core/road.ts, polyline.ts | Centreline smoothing, widths, banking, nearest-point index |
src/core/roadMesh.ts | Road, verge and wall meshes |
src/core/terrain.ts, backdrop.ts | Drivable terrain corridor and horizon scenery |
src/core/scenery.ts | Trees from imagery, guard rails, guide posts |
src/core/buildings.ts | OSM footprints and roofs detected in imagery; walls, roofs (hip, gable, skillion, flat behind a parapet), verandahs, awnings, doors |
src/core/buildingStyles.ts | Building types, facades (walls and window layouts) and roof finishes, and the textures painted from them |
src/core/frontage.ts | Houses read off the photo along each street frontage |
src/core/markings.ts | Edge and dividing lines from sight distance, pavement markers |
src/core/sideStreets.ts | Other streets near the route and their junctions |
src/core/furniture.ts, art.ts | Street name signs, landmarks, bus stops, Mapillary objects; the sign artwork atlas |
src/core/trace.ts | Road line and width traced from the aerial photo |
src/core/paintLines.ts | Line markings read off the aerial photo |
src/core/photoSurface.ts | Photo road surface textures |
src/core/kerbs.ts | Where kerbs are (photo evidence and how built-up it is), kerb, gutter and nature strip meshes |
src/core/roundabout.ts |
src/core has no DOM or network code, so the whole pipeline runs under
Node in the tests with synthetic terrain.
The public OSRM, Nominatim and Overpass servers are free community services with fair-use policies. They're fine for personal use. If this ever gets real traffic, run your own instances or use a paid provider.
Assetto Corsa is a trademark of Kunos Simulazioni. This project is not affiliated with or endorsed by Kunos.
Every file format is cross-checked against Content Manager's and AssettoServer's readers and round-trip tested, but nothing has been loaded in the game yet. docs/verification.md is the checklist for the first in-game test, and docs/roadmap.md lists what comes next.
| Roundabout circles, ring carriageway, island, connectors |
src/core/aiLine.ts | AI line with a grip-limited speed profile |
src/core/acFiles.ts | ui_track.json, surfaces.ini, map.ini/map.png, outline, preview |
src/core/cameras.ts | Replay cameras (cameras_1.ini) |
src/core/utilities.ts | Power poles, overhead wires and street lights (Mapillary, OSM, or default lights in town) |
src/core/footpaths.ts | Footpaths, driveway crossovers, kerb laybacks and letterboxes read off the aerial photo |
src/core/fences.ts | Fences, garden walls and hedges from OSM, kept off the road |
src/core/raceDress.ts | Race-day dressing: barriers, debris fence, banners, tyre walls, gantries, grandstand, crowds, marshal posts |
src/core/sponsors.ts | The sponsor list and brand colours |
src/core/cspConfig.ts | Custom Shaders Patch config (extension/ext_config.ini): night lighting, lit windows, light pollution, Grass FX, Rain FX, shadow fixes |
src/core/cull.ts | Splits wide meshes into tiles and sets draw distances, so the game can skip what's out of sight |
src/core/track.ts | The whole pipeline; network access is injected |
src/services/ | OSRM, Photon/Nominatim, Overpass, OpenFreeMap vector tiles, tile fetching (browser only) |
src/services/pipeline.ts | One build: fetch the map data, then buildTrack with the real data sources |
src/ui/buildWorker.ts | Runs the build in a Web Worker so the page stays responsive (the page builds itself where a worker can't draw) |
src/ui/ | Map UI and three.js preview |