Forum Postings 2001 January

http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked

collected and (very little) formatted by addie walti


Threads

The start of a thread is on top right below the title

Loc Codes Type F
Bleeding Fences
Banked curves
Scaling Underlay Bitmaps
CC Line not saving correctly woes

editing cc-car setup not possible yet?
GP3 editing questions
lap time control
scenery
Switching Scenery Ribbons

track hangs gp3, or not?
how many jams can be added to tracks
Objects Ex/Import
new reason for gp3 to crash when loading a track
Transparant flag in HW jams

Unusable TextureID's
Object Texture Rotation
HW ID Changer
How can you change the pit lane
Add circuit

Camera Unknowns
visibility problem before pit exit
Street circuits

end of file


Index

Loc Codes Type F

Posted by Woody from 212.137.211.80:

Here's the full list as I see it
It maybe counter-intuitive but its been heavily tested:

1 = ribbon R3
2 = ribbon R4
4 = ribbon R5
8 = missing due to ovelap?
16 = right fence
32 = left fence and right fence extension (!)
64 = left fence extension
128 = right verge
256 = left verge
512 = missing due to ovelap?
1024 = missing due to ovelap?
2048 = ribbon L5 and ribbon L1 (!)
4096 = ribbon L4 and ribbon R1 (!)
8192 = ribbon L3
16384 = ribbon L2
---------------------------
32768 = ribbon R2

The order of the ribbons is very strange. But i guess if we imagine the top & bottom of the list joining together to make a circle then there is some symmetry about the dashed line.

Also cmd 0xd0 was not properly updated from gp2. So we have three bit-values which each call 2 different locations! (e.g. 4096 was ribbon R1 from gp2 and remains so, and also fixes the new ribbon L4 in gp3). The same occurs for the other bank (ribbon L1) and one of the fences - its weird but not an error on my part.

Since there are three overlapping values it looks like there are three corresponding unused values.

NB. the TE only allows integer values for args 2&3 in 0xd0, so rather than entering 32768 we must enter -32767 for ribbon R2.
NB2. if you have 2 layers of trees close to each other, both shifting and you only correct say the first layer then the second layer could move forwards & bleed through the first, making it look worse than if there were no 0xd0 cmds - could be confusing when checking these values
NB3. there are other nice problems e.g. if you have a vertical wall each 1/3 in the z-axis built w/ separate ribbons e.g. R1, R2 & R3 then what happens if the whole wall moves / is bugged, and you correct only the middle 1/3 w/ 0xd0?

happy editing & New Year
woody

Posted by addie from 194.191.82.27:

great job!
addie

Posted by John Verheijen from 213.17.86.115:

Could it be that 8 = right fence extension and that
512 + 1024 are for the outerside verges?

John

Posted by Woody from 195.44.142.233:

hi John

I often thought that too
But I checked and that appears not to be so :(
It looks like the verges are treated as one section w/ loc code F

And if you build a massive fence extension on the brow of a hill, it still bleeds through the track w/ 0xd0 loc code 8, but is definitely fixed w/ loc code 32
That bit im sure about

However the 512 / 1024 values are used some places in mps monza i think
Maybe if the outer verges are fixed to the walls and the inner verges one couldn't see them moving, but they could still be flashing?

So of course you could be right

Then again think of the 0xc7 cmd that is everywhere in the original tracks but Rene Smit says calls no function.....

thanx
Woody

Posted by John Verheijen from 213.17.86.115:

As far as I see the 0xc7 Cmd is not in every track.
But I think it's used in some way.
I don't what it does, I didn't check out this Cmd at this moment.
Maybe in the short future.

John

Posted by Woody from 62.125.136.139:

I'd be very interesed to see what you find

Its in the cmd pass of Rene in the cmd lib that he states 0xc7 calls no function

And i would not think him to be wrong

You're right the cmd's not in every track - i meant "its everywhere" as in its used very many times, for a cmd that apparently does absolutely nothing...

Maybe its waiting for GP4 along w/ the missing loc F codes

woody


Index

Bleeding Fences

Posted by Speedee from 203.43.238.134:

Hi all,
I have a problem with fences drawing before the track on the crests of hills (instead of them being hidden by the road.
Could someone please tell me what is wrong.
The crests are fairly sharp, and the fences are close to the road.

HAPPY NEW YEAR ALL !!!

Posted by woody from 212.137.202.188:

hello speedy

you need to use 0xd0 cmds to fix this

the loc codes type F needed for args 2&3 on bleeding fences are

16 = right fence
32 = left fence
(therefore 48 = both)

we use 0xd0 also to remove unwanted banked verges on hills, and shifting or flickering ribbon textures

but since there will be other side effects on steep hills e.g. the detached verges it may be best to use values of -1 for a2 & a3 (until the full list of loc F is published) which fixes bugs in all the locations

BTW it may help to look @ 0xd0 cmds in the original tracks (e.g. there are 75 in f1ct04.dat)

woody


Index

Banked curves

Posted by Mike from 193.164.172.222:

Hello everyone

I'm in the process of making an oval track for GP3. The only problem is I can't find a way to the banking in the turns, and a flat oval doesn't look too convincing. Any help would be appreciated, cheers, Mike

Posted by Speedee from 203.43.238.134:

You need to insert track banking command 0xad to turn banking on, then off again.
Arg1= offset into sector, Arg2= distance to introduce new banking height, Arg3= new height.
Insert one to go from flat road to banked. Then another to go from banked back to flat road or a different height banking.

Posted by Speedee from 203.43.238.134:

Sorry, forgot to mention that + values in Arg3 for left banking & - values for right.



Index

Scaling Underlay Bitmaps

Posted by Simon from 213.122.246.227:

How do you scale an Underlay Bitmap with version 2.0.16.623 of GP3 Track Editor so if fits underneath the track exactly?

Posted by Bob P from 206.47.244.60:

Follow the steps Addie has written in http://www.grandprix3.ch/TEIC/tutus/files/ACCU.ZIP

That is the best thing to read on this.


Index

CC Line not saving correctly woes

Posted by Dragoll from 203.40.58.30:

I'm really frustrated with 2.0.16, I've never really used GP3 Track Ed much before, but I decided to make an oval as my first major track design, however after I saved the much deliberated 2 hours work on the CC Line itself I went to test it in GP3 only to find it wouldn't run, i reopen the original file to discover the CC Line out of all proportions, its 30 degrees celcius at 9:30pm I'm just really frustrated. *sigh*

Posted by addie from 194.191.82.27:

dragoll

you mean, you made a cc-line, saved the track, loaded the track again, and the cc-line looked different ?
i doupt it has something to do with the cc-line itsself. its known that cc-lines do look different in the game than in the trackview of the TE. but its not known they look different in the TE after saving and re-loading. the rest of the track looked ok in the TE ?

addie

but to be honest at the moment i'd really like to swap the weather conditions, as its cold (a few degrees above zero) and rainy overhere :)


Index

editing cc-car setup not possible yet?

Posted by Augusto Dewey from 24.232.118.167:

I want some info about that, i am editing the old argentina track, based in the original one, but the cc setup is completly diferent, can we do this at this point or not yet? Thanks for any info boys

Posted by
Dennis Grebe from 217.80.9.84:

Hi Augusto,
thanks to John, we can. You can use GP3 Master (http://www.grand-prix3.de/gp3master/) for it.

Dennis

Posted by
Marc from 194.134.212.202:

i have made a utility to edit this data, as well as all the other date geoff moved from the track to gp3.exe (since gp2.exe).

i'm waiting with releasing it, as it needs gpxpatch (formerly gp3lap) to be of any effect.

basically, it puts that stuff geoff moved to the track, back in the track. original gp3.exe won't notice it and won't be bothered, but with gpxpatch you will have the custom (your!) data in the trackfile so everything would be cool.

(if you want to have a peek at this editor, point your browser to http://home.wanadoo.nl/locutus/cmagic110.zip)

Posted by
Augusto Dewey from 24.232.1.222:

Thanks Marc and Dennis for the info, i will take a look


Index

GP3 editing questions

Posted by alfa from 203.12.210.18:

So here I am, making the GP3 version of my Bathurst (Mount Panorama) track, and a few questions have sprung up along the way.
First - it appears that the verges do not accept a texture (with an E9 command) if the width of the 'bank' (in the Track Change Dialog box) is less than 10. That is, the texture simply does not appear in the game. Resizing the bank width to 10 (or more) units, and the texture does appear.
This is with using both the Fence side and the Road side texture locations. Has anyone else noticed this, and is there a workaround?

Second - in GP2, there was a command (0xba) to switch the scenery mode between curving around a corner or shortcutting it. Is there an equivalent in GP3, or do I have to fake it with multiple swivel arms?

Third - am I to understand that Mr Crammond in his infinite wisdom has chosen to shift the CC car parameters such as fuel usage and wing settings to the exe file?

cheers...

Posted by Dennis Grebe from 62.155.188.201:

Hi alfa,
first: same happened at my indianapolis, i haven't tried to fix it with 0xd0 command untill now, maybe that command can fix it.

Second: I always fake it with multiple swifel arms... :-)

Third: Yep.

Dennis

Posted by SDI from 194.109.164.74:

Good to see Bathurst is being made!
As for the CC car parameters: these can be edited and inserted into the track file with Marc's CMagic editor. The upcoming GPxPatch then patches gp3 at run-time with this data (and also with some #gp3info data).

Posted by addie from 194.191.82.27:

hello alfa

nice to see you’re back in business :)

1st - if you have small verges use the former loc codes 8 and 9 instead of the new ones (thanks woody for this one!).

2nd - cmd 0xba is and was all the same in gp2 and gp3. its just, woody founds its REAL meaning finally. please have a look at the cmdlib. 0xba, 0xc2, 0xc3 and 0xc4, they are all brothers in spirit (or in technical term: are based on the same procedure in gp2/3; thanks to rene smit for this info)

3rd - nothing to add to renes post

addie


Index

lap time control

Posted by laurie henwood from 203.87.44.203:

I've been running easy 1:38 laps on my track, (that should be taking around 1:50). Lengthening the track doesn't work as a timing fix because the straights become unrealistically long, and my search for unk's that might do the job in t0 has turned up nothing... any suggestions?

Posted by Marc from 213.196.15.111:

the 'track timing' is one of the values that used to be in the trackfile (gp2), but has been moved to the exefile in gp3.

it's a dword value, which is in the 'magic data' or tracktable data. my cmagic program allows for editing that, but needs gpxpatch to be useful.

Posted by SDI from 194.109.164.74:

GPxPatch is almost being released. Only need to finish a GUI front-end and a help file. It will include a track manager that can patch most track related things in the exe, including this magic data that Marc's util can insert into the track file. The track manager also patches gp3 to use the custom tracks you want, without need to rename them to f1ctxx.dat. Maybe track editors can start releasing their tracks with normal names, like "bern-grauholz.dat"?

Posted by addie from 194.191.82.27:

oh, i’m getting hit by a telephone-pole :)
that reminds me, i will have to include some of them in the next version of “bern-bremgarten.dat”.

serious now, “track-timing” was in the trackfile in gp2 ? i guess i missed that one, thought it was in the exe all the time, and not even found ?! however i’m glad to read it finally is identified and editable. great use for making real life tracks ! btw distorting a track-layout to match real-time laptimes never is an alternative IMHO.

as for the suggestion of rene, i’d say it could be a good idea to name the track whatever you want, and just leave it in its, or one of its, jams-directories. if you use a track-manager-program, the track can be located anywhere in the gpX-installation, or even beyond. at least thats how i pretty successfully managed to keep my installation of grandprix2 in a certain order with gp2lap at the end.

Posted by laurie henwood from 203.87.44.125:

thanks marc and thanks sdi... i appreciate your comments and will await the gpxpatch


Index

scenery

Posted by F1Boy from 212.126.143.123:

Hi

Is it possible to replicate the GP2 scenery to Gp3 because I had a look but there seemed to be quite a few things that were different in the Track Editors.

I heard it was virtually the same. It is rather confusing, does this mean i have to build the scenery from scratch??

thanks
F1Boy

http://www.geocities.com/barnygp3/estoril.htm

Posted by addie from 194.191.82.27:

f1boy

it basically IS the same. in gp2 you had 2 banks and 4 ribbons. the ribbons you could distribute on what side you wanted, 2 left 2 right or 1 left and 3 right, etc. (according to “ribbons to the right”-argument in 0xb8).

in gp3 you have 0xee instead of 0xb8, and you have 2 banks and 8 ribbons, 4 on each side, not moveable anymore. the cmdlib refer to all of them as ribbons now. so we have five ribbons L1 to L5 on the left side and five ribbons R1 to R5 on the right side, where L1 and R1 are the former banks.

if you convert a track from gp2 to gp3 you can port the values of the cmd 0xb8 args to the new cmd 0xee args, no problem.

addie


Index

Switching Scenery Ribbons

Posted by James Whitmore from 212.159.1.4:

HI,
I was just wondering how you enable scenery ribbons to display in the GP3 game, as on our Brands Hatch track I can't get them to appear.
Thanks,
James.
P.S. Please tell me which commands I need to insert to do this, and what variables if any, are needed.

Posted by addie from 194.191.82.27:

james

look out for cmds 0xea to 0xed in the command library @ http://www.grandprix3.ch/TEIC/index.html

Posted by James Whitmore from 194.238.50.11:

Hi Addie,
Thanks for the help, I have now got the scenery displaying in the game.
James.


Index

you’ve never seen it all; track hangs gp3, or not?

Posted by addie from 194.191.82.27:

yesterday i had a track that was said to not load. so i took it in my r&d-system in a virtualPC-environement on the macintosh, and it loaded ! i was a bit surprised, and took the track to the race-system on a regular pc, and here gp3 hanged when trying to load the track ! oh no i thought !

after some checks i found this: the track loaded as soon as i had switched to software-mode AND 640x480 resolution (thats what i have in the r&d-system) ! at “all” other modes the track hanged gp3. “all” means hardware-mode 1024x768 and 640x480 and software-mode 1024x768. no further tests.

so, if your track hangs gp3.exe you could give it a try with software-mode and 640x480. of course this will not solve the basic problem of the track, but chances are higher you recognize the source of it when driving the track.

i hope its useful info
addie


Index

how many jams can be added to tracks

Posted by Matt "zanardi" Burge from 198.142.200.241:

Is there a limmit.I'm makeing Donnington ( monaco base ) and to start with there's about 72 jams but I have imported a few objects from Melbourne and inserted their jams into the editor as well. After placing the objects somwhere on the track I save and drive the track and the objects are there ( very happy ) but can I add a heap more objects and jams from other tracks or is there a limmit.

Posted by addie from 194.191.82.27:

i'm pretty sure there is a limit (as was in gp2) but its not yet known.

on the other hand the trackfilesize seem to be limited somewhere between 131000 and 140000 bytes.

matt
you could try to just insert all jams you can get your hands on until the track bangs ...
maybe its the number of jams, but more probable it will be the summed size of all textures ...

Posted by alfa from 202.139.131.146:

Funny you should ask because the reason I came here just now was to ask that exact same question. I'm up to 77 jams and the track still works ok.


Index

Objects Ex/Import

Posted by David Schneider from 195.186.178.23:

Hello GuyZZ

Can someone tell me how to export Object (Maybe a House) from Track a (Maybe Imola) and import in my own Track (Based on Melbourne)??????

THX David

Posted by addie from 194.191.82.27:

thats how i did it successfully so far

export
-go to track tree; internal object definitions
-rightclick the object-shape to export; in the popup menu select “Export 3D Objekt”; make your choice

import
-in menu “Object/Jams” select “Insert New Internal Object”; make your choice
-press F5 to refresh the track-tree

dont expect its working in any case. be sure to have a safe backup of your track before using this functionality.

i hope its useful
addie

Posted by addie from 194.191.82.27:

i meant:
“dont expect it to work in every case.” i successfully ported a few flyovers, simple houses and simple stands. after every import you may want to check the new object-shape on the track before going on.

the format of the object-shapes is not yet fully decovered, so its nor sure whether the export/import will work with all object-shapes, as its not simply export and import of a heap of bytes. at import time there are some internal figures to adapt everytime and thats the delicate part of the procedure. and maybe there exist more yet unknown internal interconnections between the object-shapes and gp3.exe.

please all post your specific experiences.

i hope its useful information
addie

Posted by John Verheijen from 213.17.86.227:

At this moment I imported objects from other tracks without any problems.
I also change their shapes and textures.
This all without any trouble.
But that can change.
In gp2 we also did have problems with import/export of some objects, I think this will be the same in GP3.

John

Posted by David Schneider from 195.186.186.130:

Yes... Thanx Addie

Now i imported my House, but it shows like gras or Something. I mean the Shape is correct but the Textures (Is this a Jam file?) is wrong. How can i change that.

If you would you can give me the answer also in German and in a E-Mail

Thanx & Greezzz David

Posted by John Verheijen from 213.17.86.227:

That is because that imported object use TextureID's from a different jam.
Check out which TextureID's the object is using,
and if the track use this TextureID's.
If you want other textures on the object, you must change the TextureID's in the object
to the one you want to use.

John

Posted by David Schneider from 195.186.191.75:

Yes....

And my next Question:

How to add a new Jam to my Track???
I can Import it, but then it don`t have an ID.
How to make a Jam ID

Posted by Andrew from 205.188.195.49:

Sorry you can't make a jam Id at thge moment. It will have an ID if you import it but it is likly that it will be the same as somthing else which is a problem. Also any news on solving the problem about inserting new 0xe9 commands?

Posted by John Verheijen from 213.17.86.137:

I did insert many new 0xe9 Cmd's without any problem.
I did this with the latest TE, and I'm working with Win ME and Win 2K.
And I have no problems at all with inserting 0xe9 Cmd's.

John

Posted by addie from 194.191.82.27:

andrew, you once tried copy/pasting the 0xe9-cmd from within the track or from another track ? this works fine for me.

as for the jam-id, its true, the modification of the jam-ids in hardware-mode-jams is not possible in the jam-tool of garrenT. you had to do it with a hexeditor afterwards. just give it a try. if you know the old id, you find it in the jamfile and then you can replace it by the new one (overwrite!). the jam-id is a two-byte number.

remember the two bytes are saved in the file in reverse order. so if your number is 456 which is 0x01c8 in hex, you will have to look for 0xc801 in the first few 100 bytes of the file. and if you want a new jam-id of say 1234 which is 0x04d2 in hex you will have to insert 0xd204, just reverse the two bytes 0x04 and 0xd2 ...
(i hope there is no typo)

may sound confusing, but thats hexediting for a PC-cpu ...


Index

new reason for gp3 to crash when loading a track

Posted by addie from 194.191.82.27:

all

i discovered a new reason for gp3 to crash to the desktop when loading a track.

(from the "trouble shooters FAQ" @http://www.grandprix3.ch/TEIC/index.html):

11 - "untextured kerb colors" in track config sections. if you changed them, you may want to change them back for a try. in pauls TE the implementation of these parameters is not complete, so you may want to better not touch them without explicite testing afterwards. in vaino iso-hannulas TE its more complete.
(but i wonder whether its worth to bother the untextured colors anyway)

i hope its useful
addie

Posted by alfa from 203.12.210.18:

Well as it turns out, I have a bit of a pointer towards your number 3 on the list of 'crash to desktop' reasons, and that is of a problem with bridged fences.
While bridging fences on the outside of a turn, I found that the track crashed. After lots of trial and error going back over what I'd done, I've now got an absolutely repeatable failure, in that if sector 11 of my track is bridged then it crashes, but if it isnt bridged the track is fine.
Finding out why is something more difficult. There are no textures mapped to that fence - nor to the sectors before or after. Neither are there any other commands that I can find which make a difference.

Wish to take this further by inspecting the file?

cheers...

Posted by addie from 194.191.82.27:

alfa

you confirm a suspicion of mine. could we say "bridging fences" makes problems as soon as the bridged fence will “cross the track” (which could become the case if the bridging is in the outside of a turn) ?

addie

-------
btw this is the phrase alfa refered to:

(reasons for crashing gp3 to desktop)

3 - i also could resolve this problems once by "removing all roadsigns", though i dont know yet what was the specific problem. maybe more than one roadsign at the same place ? more probable: some problem with "bridged fences" ...
-------

notes
in every tracksector you see two bytes that contain bitwise information about kerbsetting, fences on/off, bridging of fences, roadsigns, pit lane checkings. in the tracksector-dialogwindow you can see those bytes in the “alternative input box”. watch how they change if you select a roadsign or kerb etc.

one of those bytes (RS) contains a.o. roadsign- and bridge-fences information. when calling the function remove/remove roadsigns simply this byte gets reset to 0, which means roadsigns are removed AND fences are unbridged and more.

“bridging fences” means if you have a fence that goes straight from the last tracksector with unbridged fences to the first tracksector with unbridged fences after several tracksectors with bridged fences.
e.g. say t1 is unbridged t2 .. t5 are bridged and t6 is unbridged again, then the fence goes from t1 in a straight line to t6, about ignoring the verge-widths of t2 .. t5. this can be useful in chicanes mainly.
however i’m not that much experienced with fence-bridging, so you may want to doublecheck if you intend to use them in your track.

Posted by Andrew Daley from 203.109.250.95:

Hey

I had the same problem with bridging wall on the Phoenix track. Turn 4, the 315 degree right hander, if i used brided fences on the outside, then the track crashes, but no bridges it was fine.
It was based on Monaco if it helps

Cheers
Andrew D

Posted by alfa from 203.12.210.18:

In my example the bridged section does not come close to crossing the track.
Its a section that opens out towards the outside of a large runoff area.

Posted by John Verheijen from 213.17.86.48:

Alfa,

maybe in the TE the fences doesn't cross the road,
But this could be possible in the game.
I notice the the drawning scale in the TE is not the way it should be.
You can see it with the pitlane and track.
Or the pitlane must be more narrow,
or the track must be wider.
At this moment the track and pitlane have the same width most of the time.

John

Posted by Matt "zanardi" Burge from 198.142.200.246:

My Donington track crashes when I change the offset of the fence ext in the last track sector. Last track sector has a length of 8 but if I put in anything above 0 in the offset box it crashes. You end up with a gap between when the fench ext stops and starts again. This hasn't happened on my other tracks


Index

Transparant flag in HW jams

Posted by John Verheijen from 213.17.86.101:

The transparant flag in the HW jams is right behind the TextureID.
the value 0x08 makes the texture transparent,
value 0x00 makes the texture no transparency.

John

Posted by addie from 194.191.82.27:

john, well done !


Index

Unusable TextureID's

Posted by John Verheijen from 213.17.86.185:

Hi All,

I just made a list of the unusable TextureID's.
The highest TextureID i found was 1571, I don't know for know if we can use
TextureID's above this.
I didn't test that, maybe one of you know more on this issue.

I'm not at home this weekend, so I can't respond on any of this.
Maybe after the weekend.

Unusable TextureID's

20, 32,256-321, 386-401, 403, 426, 427, 431, 545-566, 667-670, 672-684,
747-767, 769-786, 802-804, 819-823, 828, 830-833, 835, 837, 843, 845, 848,
849, 960-965, 976-981, 983, 984, 1016-1021, 1085-1088, 1100-1102, 1108-1130,
1280-1571

John Verheijen

Posted by Sandro (Eddie99) from 195.24.91.5:

Hi John,
You mean "unused", may be?
If not, why unusable?
Thanks,
Sandro

Posted by John Verheijen from 213.17.86.86:

These TextureID's are all used by GP3.exe by default.
You can say that GP3.exe use these textures for cars, pitcrew etc., etc.
So if you want to change TextureID's you can't use the mentioned TextureId's.

John

Posted by David Schneider from 195.186.181.150:

Hey all

Thanx John it will help a lot!!!!!!!

I see that GP3 crash back to Desktop if we use a too high ID num.

Bye David





Index

Object Texture Rotation

Posted by Speedee from 203.43.238.134:

Does anyone have an explanation of how to rotate textures on object polygons without rotating the polygon itself.
Thanks




Index

HW ID Changer

Posted by Speedee from 202.22.162.80:

After using the Hardware Jam ID Changer to renumber a jam file that I had allready changed with success by hand. I found that it had reversed a pair of data bits near the end of the header info which promptly proceeded to crash the track upon loading.
After recreating the jam files, graphics & renumbering with a hex editor, everything came good.
Also Re Used Jam ID's:- Is the list of numbers given the 1. Numbers that have been used by GP3, or 2. The numbers that are available to be used. I am using ID's 770-779 without any problems (which are in the list as being used), could someoine please clarify.

Regards....
Speedee

Posted by John Verheijen from 213.17.86.98:

I didn't test out the Jam ID changer, it could have some bugs.
I think you must report this on the GP3Master site.

The used jams ID list in the TE is wrong, they are still for GP2.
The list on this forum is correct.
You say you are using Id's 770-779, you can't use them.
Blow up your engine, and then you see what I mean.
Then you get all the new textures behind your car.
Id's 770-779 are use for the smoke behind your car, when you blow up your engine.
You can use them, but then I hope you or someone else don't blow up the engine.
These Id's are used in Spgrid3.jam

John


Index

How can you change the pit lane

Posted by Smart from 195.92.168.166:

at the moment i have grass on the pit lane. How can i change it so that it is tarmac. Cheers

Posted by Maurice van den Hoogen from 213.51.12.188:

You can chane the grass texture to tarmac as follows:

Place 3 0xe9 commands in the pitline, just before the parking area. Argument 4 needs to bet set to the gras texture and argument 2 needs to be set to resp. 8,37 and 39.

Hope this helps.



Index

Add circuit

Posted by age from 213.93.74.126:

How can you add a circuit, so yoe get a 'race 17' or a 'race 18'. If there is an editor for this, please tel me where I can find it.
Thanks!!!

Posted by addie from 194.191.82.27:

as far as i know its not possible. (SDI ?)


Index

Camera Unknowns

Posted by Marek Michalak from 194.8.205.213:

Hello everybody,

some (long) time ago I posted on this froum that I had a strange camera problem. After changing the camera positions in Interlagos the camera view showed in GP3 did not show the horizon but instead a dark green plain.

Having some time now I had a closer look on my probelm from that time and I found a few things which I'd like to share with yoo :-)

1.) The probelm was caused by importing a cameraset file with the TE.
In the camera dialog there are three unknows (GP3?1, GP3?2 and GP3?3, at the bottom of the unknown list) which are by default -1. When you export a cameraset with TE and import it later these values are set to 52685 (in my case at least). That's how the probelm occurs. When I set these values back to -1 (or 65535) for all cameras everything is ok again.

2.) The three unknowns mentioned above somehow define how much of the scenery behind the wall (grass textures, horizon, sky.....) is visible for the camera. -1 or 65535 seems to be the maximum of visibility while lower values seem to "hide" some areas from the camera. The hidden areas are then repleaced by dark green planes.

The problem and its solution I have also encountered on other tracks by now, so it wasn't at Interlagos only.

That's all I found out so far. Hope there were some news for you :-)

Regards,
Marek

Posted by addie from 194.191.82.27:

hello marek

i appreciate your posting ! you mentioned the figures seem to set how much of things is visible. you also noticed some connection with “display-size” of the things, horizon in particular ? i mean, i noticed, sometimes the horizon in tv-cam view is “blown up at its extreme, like zoomed” and sometimes it looks “normal”. sure, there is the “zoom-figure”, but ...

thanks again
addie


Posted by Marek Michalak from 213.168.73.110:

Hi,

well addie, I didn't find any relation of these unknowns with the horizon zoom effect you mentioned.

Today I had a look on the three values seperatley as so far I always changed all three of them at the same time.
GP3?1 is responsible for hiding the sky and the "upper" part of the horizon. In Brazil I found out that in camera view the horizon was divided into two parts, a lower and an upper part. I didn't find a limit value for this unknown yet but I noticed that not all values let the sky disappear.

GP3?2 seems to have no effect. No matter how I changed its values the camera view remained unchanged.

GP3?3 hides the lower part of Brazil's horizon and the ribbons which are behind the walls and any objects behind the walls. So when you have a grandstand behind a wall the grass texture between wall and grandstand will be shown, but the grass behind the grandstand will be hidden.
For this unknown I did not yet find a "logical" system to say which values cause which parts of the ribbons to disappear.

That's all for now.
Regards,
Marek



visibility problem before pit exit

Posted by Slick from 195.121.116.98:

In my Bristoltrack I have some visibility problems,
It's the part of the track which comes just before pit-exit which is not visible at all,about 20 length...

The oval is 175 length and pit-in and pit-out is on the backstraight,which means that the pitlane is almost as long as the track itself.
I had to watch the space between in and exit because when it's too small,cc-cars in qualifying would go out and then immediately back in again because of the pitsignal in the car,which doesn't go out for a short time after you leave the pit!!!

:)

I'll go fiddling in a moment!!! :)

Marcel

Posted by Jo from 213.17.87.252:

I had the same problem with Zandvoort.
I did change the values in the 0xc9 Cmd in TS0 (New GP3 Unknown)
I think if you change the values it will work.
Did you use Suzuka as base?

I did for Zandvoort, and now I use the 0xc9 values from Melbourne.
And that works fine.

John Verheijen

Posted by Slick from 195.121.116.210:

Thanks,I'll try that and oh,I used Canada as a base.

Btw funny,if I use the rear car view,the gap occurs after pit entry and not before pit exit...

Marcel


Index

Street circuits

Posted by Dennis Grebe from 62.155.188.216:

searchf or the textrue definitions for left and righ verges and insert the jam ID's of the tarmac textures in turnroofd.jam and rodsign.jam. As far as i see, only these IDs are handled as they were tarmac...

I'd like to see someone else telling me that i'm wrong... :-)

Dennis

Posted by Mike from 193.123.213.9:

I'm in the middle of making a street circuit, and alreadyhave aworking track. However, I want to change all the areas where there is grass to tarmac. Is there a quick and easy way of doing this? Cheers

Posted by Speedee from 203.43.238.134:

Not wrong at all...

Texture ID 1229 in Tunroofd.jam behaves like tarmac, ie. gives the car the same amount of grip as if on the track proper.

Works extremely well as braking overshoot areas to a far set fence, like street tracks.

Speedee






Index

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