Forum Postings 2001 September

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

ccc-car coaching (0x94 and 0x95)
Track Sector Commands
jip files
Verge Textures
bump table and history

Underlay Bitmap doesn't show up in game
GP3 tracks in GP3 2000?
Fenceside and Roadside verge split problem
Track Too Long :(
about kerbs & Spa Busstop

textures on the back of fences
0xec and 0xed?
Drive upside down
Rant about Track Length Limits :(
Track too small?

Oxc5 and Oxc6 destroy my track!
Location code F
cc-cars too slow
Shadows of ribbons
How (to spot a particular object) ?

bridgeing fences
Kerb question
update me please (track conversion)

end of file


Index

ccc-car coaching (0x94 and 0x95)

Posted by Schubert from 203.199.169.107:

a1=Offset (as in the TE)

And I guess a2 is the distance after the offset uptill where the cc-cars should be careful negotiating that corner. i.e

a2=Distance into sector

Really hard to say because it is nearly impossible to make tests on such corners.

Posted by Augusto Dewey from 24.232.1.205:

Yes i think like flo that it helps the cc-cars in dangerous corners..., but not idea how the values afect them... anyone?

Posted by Flo from 62.157.53.214:

I think this command let's the cc-cars remain on the cc-line.
Because this command is always placed in dangerous corners, like the first chicane in Monza (9).

Posted by Schubert from 203.199.170.249:

Thats what even i was wondering.

However, I think it defines the parking scope for the cc cars when they retire.

If you've noticed in gp3 when a car is out of the race sometimes they are carried away by Mr Nobody.

sometimes the cars are just left there on the verge.

so if there is a cc-car coaching cmd in that sector and a car retires in the same sector the car is left on the left\right verge depending upon the cmd left\right (94\95)

I don't know if this is true but it might be. But then why was it named cc-car coaching cmd?

Posted by Augusto Dewey from 24.232.1.205:

Anyone discover something new with this commands? The description in the command library is very short, i was playing a little with this commands, but still is very confuse for me..

Posted by Aubrey from 63.21.232.16:

I think it affects the way the CC cars race with other cars.

For example, in that little high speed kink before the first chicane at Monza, the fastest part of the track. The cc's used to crash into me there all the time. If you go through there with a cc on your left, you're dead meat every time. It's like they don't realize it's a corner, since they can take it flat out, so they don't check to see if there's a car next to them.

So I put a coach left command in there, and now they give me a little more room. Or maybe it's just my imagination. :)

Maybe they put it in slow chicanes as well, because it's just hard to fit 2 cars in such a small space.




Index

Track Sector Commands

Posted by Scott from 62.7.28.198:

I'm currently having a play around with the dat file andusing the gp2 file format that's floating around, and I'd like to know if any one can do this for me.

At the beginning of the track sector commands there is a short value that contains the command number (eg 0xc9) and the first argument. Does any one know how to split this short up into two byte values so that the command value equals 201(0xc9) and the first argument( what ever that may be).

Cheers.
Scott.

Posted by Marc from 212.129.227.159:

isn't the command the low part of the short, and the first argument the high part?

there must be functions to get the low and high part of a two-byte value in the programming language you are using.

Posted by Scott from 195.149.34.194:

There are a few commands that I can use to get it, being LOBYTE, HIBYTE, there's also HIWORD and LOWORD. The short I read after this is correct, but I just can seem to get 201 from either hi or lo byte, unless 0xc9 doesn't = 201.

Cheers.
Scott.


Index

jip files

Posted by Gabeboy from 195.8.38.116:

Can I someway add new jip file to track, or just jams?

Posted by Andrew from 195.93.50.161:

you cant add jips as they dont add for some reason but if you use a hex editor you can




Index

Verge Textures

Posted by Schubert from 203.199.169.107:

Am i the only one to notice this?
When driving on the edge of the road just near the verge, suddenly turn a little bit towards the verge and get a wheel onto it. Some times you'll lose control, somtimes you don't
Because some verges are higher above the surface and some are flat or just a little high (you don't lose control).
This has something to do with the texture! The edge of the grass texture (908 mostly)
If 908 has more of an emboss at the edge, the higher the texture is and we lost control and vice versa.
Make a test and see for yourself

Posted by Schubert from 203.199.169.107:

That means, does Gpx read the texture color and decide the bumpiness, level, etc??????

Posted by addie from 194.191.82.27:

so you should be able to generate a specific custom texture to particularely provocate "loosing control" ? or you even could generate a texture (with a certain color) that kind of acts like tarmac, where you dont loose control ?
so far we have "tarmac", "gravel trap" and "the rest of it", where the latter all act like gras, whatever colors you have ...

however there is still the question, whether the bumpiness of the "grasverge" is adjustable ?! (or did i miss the answer?)

Posted by Schubert from 203.199.170.140:

Yes! it is adjustable. Depends upon what the texutre looks like (i am very sure it works that way)

See for yourself by changing spagrass1.jam 's 908 texture to this one - http://www.brinkster.com/shubert/s.bmp



and then drive onto the verge slowly to see the bump on entering the grass

Posted by addie from 194.191.82.27:

but this means, if you take this s.bmp and replace all gras by some tarmac, its not bumpy at all ?
(sorry i dont have time to test by myself at the moment)

Posted by Marc from 194.134.219.82:

the behaviour of special textures is hardcoded in the gp3 executable. certain jam id's behave like tarmac when applied to verges, others behave like gravel.

this behaviour has nothing at all to do with the picture of the jam, nor the jamflags. it's just the id.

Posted by Schubert from 203.199.170.175:

Nope!!

I tried it i replaced a jam with id 908 with another grass jam. The behaviour of the verge did actually change. I could notice it.

At least the edge was clearly
changed. Why don't u try the example i posted below.

Posted by addie from 194.191.82.27:

marc, you (or rene) checked the mentioned code in detail ? i mean, sure we know about the hardcoded ids, but what exactly happens if we have a "gras"-textures (read: a non-tarmac, non-gravel-texture) ?
are there more parameters involved in this part of the code ? i mean to have noticed several different overal bumpiness on several occasions (tracks) when driving in the gras for example. i'm not sure, this could have been illusion ... but maybe not.
schubert, if you make a special 908 texture, where the tarmac-part is half of the size of the texture instead of the border only, what happens ?

Posted by Schubert from 203.199.170.175:

To addie:
Sorry i didn't see yur post.

If you replace by a tarmac or a plain color, a sort of default bumpiness persists on the verge, but if u replace it by another grass texture (say you applied a filter from photoshop on the grass texture) then the behaviour changes slightly. BUT SURELY CHANGING THE EDGE OF THE TEXTURE DOES AFFECT THE EdGE BUMPINESS CLEARLY

Posted by Marc from 212.129.225.226:

This is the list of hardcoded ID's in GP3_2000.EXE (GP3.EXE is very much the same). The behaviour is most likely determined by the second value (0 = tarmac, 4 = gravel). My assumption is that everything else mapped to the track or verge is considered grass.

55 - 4 - ?not found in relation to track/verge (often used for adverts)?
60 - 4 - red gravel, melbourne
61 - 4 - blue gravel, melbourne/sepang
62 - 4 - yellow gravel, melbourne
848 - 4 - green gravel, melbourne
866 - 4 - tag heuer advert, monza / gravel edge on many tracks
951 - 4 - gravel, barcelona (bargravl)
952 - 4 - gravel, barcelona (bargravl)
978 - 4 - normal gravel (darksand, magsandb)

33 - 0 - ?used in gp2 for road?
134 - 0 - edge of road with yellow line, melbourne (used for adverts on other tracks)
837 - 0 - light asphalt (like in the pitlane)
866 - 0 - tag heuer advert, monza / gravel edge on many tracks
1229 - 0 - dark asphalt (tunroofd)
1230 - 0 - edge of road with with line (roadsign)

I have found nothing at all that indicates the actual picture on the JAM canvas has anything to do with the behaviour. Personally, I would think it would be really, really, really (REALLY!) strange if GP3 would do something based on the picture. Doesn't make sense at all from a programmer's point of view either.

Posted by Marc from 212.129.225.226:

Addendum : I do think that it might be possible that the bumpiness of the grass might be related to the bumpvalue (set by the bumptable) at a certain point in the track.

Example: grass will always be bumpy, but if you have set the bumptable to bump a lot, it might feel bumpier compared to when you put the bumptable to zero.

Posted by Schubert from 203.197.54.97:

Well may be i'm WRONG.
Your right that its nearly impossible for gp3 to read color values or gp3 is programmed to do so.
I didn't know about the hardcoded id's in gp3.exe .
Thanks for sharing the info.

Then it really becomes impossible for us to change bumpiness unless the bumptable does the trick. Hope they do dome'n bout it in gp4, 5...

BTW i'll have a real good look at textures when working with my track and see what i can find

Posted by Schubert from 203.199.170.15:

addie i tried extending the white line over the grass (1/2 the witdh of 908) but the bumpiness was still there even over te line.

So since the behaviour stuff is written in gp3.exe the edge bumpiness is also different for diff id's.
Thats the conclusion.

Posted by addie from 194.191.82.27:

thanks for your work with this schubert.
for me there still remains the question about the “overall bumpiness on the grass”, whether this one is adjustable. as mentioned i mean to have driven over several “kind” of gras in different tracks, but as also mentioned, this could have been illusion. but anyway, maybe a parameter in the magic data, or an unknown track command or another yet unknown piece of e.g. track config ...
we’ll find out some day :)

Posted by Schubert from 203.199.169.252:

Yup!
Someday we will find out :)


Index

bump table and history

Posted by PSVwally from 212.187.76.115:

from which hight should you feel the difference in the bumps...
in the bumptable info i read this..
[quote] The format of these lines is 'DFS, bumpvalue'. DFS is 'Distance From
Start', which is the common term used in GPx Track Editing. By setting
the bumps to a certain value in a certain place, that bumpvalue will be
used until the next place on the track where you change it.[/quote]

I have created a cm file (notepad) and edited a new bump at sector 24 in spa.. DFS = 240 (i dunno now, no importance for this try) and hight of bump 5

but i don't see a change in the track...

what am i doing wrong?

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

second.... how do i view the history of this forum??
A lot of my questions are perhaps (i think) already answered in the past

Posted by Marc from 194.134.214.206:

the history of this forum can be seen at addie's www.grandprix3.ch under 'forum posts collection'.

i don't understand your question about bumps. you can NOT create a bump in a specific sector (you say 24). you have to count the length of the track up to where you want to put your bumps (=DFS: the 'distance from the start of the track to a certain point on the track, aka the length of the track to the point where you want to do something).

the DFS value is ALWAYS and VERY important, as it defines where on the track the bumpy section starts.

you only feel the bumps from the bumptable, you can not see them.

Posted by AD from 62.30.192.1:

Try Addie's tutorial site for the history, http://www.grandprix3.ch/TEIC/index.html.

Try a bigger bump (such as 100!) to see if that helps. If you can't solve the problem, add a couple of short track sectors where you want the bump, and increase and decrease the height. This also works well for street circuits (speedbumps etc!)

Posted by addie from 194.191.82.27:

you also should be able to notice the bumps in the telemetry-data. actually thats how the meaning of the table in question got discovered by marcel borsboom some years ago ...

btw dont have the DFS value bigger than the length of your track !

Posted by Wally from 212.187.76.115:

Marc...i know some people in this forum try everything out, that's why i also mentioned the TS.. i know it has nothing to do with the bumptable.

I am trying to create a bit real life bumps in eau rouge.., because now you only see that the plank under the car is touching the ground from half of the race..

thanks for the help mates

Posted by AD from 62.30.192.1:

Try a bigger bump (such as 100!) to see if that helps. If you can't solve the problem, add a couple of short track sectors where you want the bump, and increase and decrease the height. This also works well for street circuits (speedbumps etc!)


Index

Underlay Bitmap doesn't show up in game

Posted by James Lucarz from 195.93.33.172:

Im trying to use an underlay Bitmap - which shows up in the track editor but not in the actual game. I've made sure its in the correct part of the circuir, but it isn't there when Ilook in external TV camera mode. Any idea why?

Posted by Starchild from 213.122.217.193:

The Underlay Bitmap function is there so that you can trace a map when creating a new track James...It's not supposed to show up in the game ;)

Posted by Marc from 194.134.214.206:

Combined with James Lucarz' previous statement ('if you want proof of how good a track editor I am ...') from a while ago, I find this question very, very amusing.

Thanks for a good start of my day.

Posted by Schubert from 203.199.170.175:

Hah! Me 2

Posted by addie from 194.191.82.27:

oh, thats a good one !
sure its not too obvious, but anyway ...
:)

(btw please help ! i'm missing the pink fences of the pit lane attachement sections in the game. is it my video-card ?)


Index

GP3 tracks in GP3 2000?

Posted by Aubrey from 63.21.232.16:

Just wondering if you can use the custom tracks for GP3 in GP3 2000? I know GPxPatch doesn't work, but can you just change the filenames to get the tracks to work?

I'm not really planning on buying the add-on, but maybe I will consider it if the old tracks still work.

Posted by JackieMatra from 66.44.3.241:

They work, but only in certain slots. Just like in GP3 without GPxPatch.


Index

Fenceside and Roadside verge split problem

Posted by Simon from 195.92.194.12:

On my Portland track I'm building between the fence and roadside section of the verge, there is a think probably with the width of one pixel between the two sections. So far I have only found it around the inside and outside of the tight first corner complex of the Festival curves. Has anyone else seen this problem and does anyone know a cure for this?

Posted by PSVwally from 212.187.76.115:

i have problems to get 2 roads togehter..

if i change the trackwidth the verge goes like this |\
instead of this | /

Posted by PSVwally from 212.187.76.115:

Simon...are u placing objects or a cmd oxe9 ?

Posted by Simon from 195.92.168.170:

An oxe9 cmd. I'll post a picture link tomorrow to see if you can help me.


Index

Track Too Long :(

Posted by starchild from 213.1.60.200:

Im trying to make a track (scaled down Old Spa) and in the track statistics it says
"total length 1641" , i read here that the maximum is 1648, but when i try to run it o get this message

0x0048ac3f - (number of track segments / 32) 50: Track too long (excluding pitlane).
0x0048ad70 - Segment buffer overrun: Track too long (including pitlane).

The track doesnt go out of the "WOrld Extent" on the TE either, so what have I done wrong?! :(

Posted by Marc from 194.134.217.128:

The GPxPatch messages seem to give the answer. The total length of your track+pitlane is too long. Perhaps you can get away with such a long track, but only with a very short pitlane. Shortening either or both will probably help.

Posted by SDI from 213.84.65.29:

The track has already too many segments without the pitlane, says the first message. You need to shorten or remove some track sectors.

Posted by SDI from 213.84.65.29:

To be more specific, the first message says the maximum length for the track is 1600, so you to shorten it by 41 or 42.


Index

about kerbs & Spa Busstop

Posted by Gabeboy from 193.6.238.130:

I've got two questions about kerbs.

1. Can I edit the kerbs form only in the track sector 0?
2. What the hell is the "0x4 Kerb Sector (0xcb) (2-3)" in the Track Change Dialog menu, and when should I use it? Somewhere if I check it, the kerbs clear out of road (Eau-Rouge).

Spa:

Can anybody insert left fence extension in Busstop in Spa? I inserted the right command, I'm sure, but I can not see it in the game.

Posted by Schubert from 203.199.170.233:

This must be mentioned in the tutorials but anyway here it is......
There are two types of kerbs you can use for each track Type A (l and r) and Type B (l and r)
Look at the original tracks and you'll see 4 Kerb Profile cmds having side 0,1,2,3 side vals are as ..

side=0:Left Kerb Type A
side=1:Right Kerb Type A
side=2:Left Kerb Type B
side=3:Right Kerb Type B

I assume you know the args of the Kerb Profile cmd.
To insert a type B kerb you'll have to check the 0x4 kerb SELECTOR checkbox else its kerb type A
BTW kerb profiles are mostly in t0
'Set fence extension on' cmd also needs to be used for left fence ext (see cmnd lib)

Posted by Gabeboy from 195.8.38.124:

Thanx Schubert, the kerbs are OK now, but the bus stop...
I tried to use the fence extension on cmnd, but nothing changed.

Posted by alfa from 130.194.13.179:

Ha! Good to see that someone else was obviously having the same problem as myself - in that the busstop kerbs are way too high compared with reality (and the ability for me to drive over them).
I also went into the editor to lower them with 0x4 command.
Now they're much more like reality - you can actually drive over them at greater than 10mph without spinning out.

cheers...
Now if only blanchimont wouldnt 'pull' to the left through the corner...

Posted by Schubert from 203.197.55.134:

I go at 25 MPh at BUS STOP. u Need a perfect setup to do that
As for blanchimont i decreased the slight banking
To Gabe: may be u got some args wrong (see cmd lib)


Index

textures on the back of fences

Posted by starchild from 213.122.229.153:

Is it possible to make the fence textured on both sides? I'm making Goodwood and there is a small wall on the right of the last chicane which is invisible til you r next to it,any ideas?

Posted by John Verheijen from 213.84.79.68:

It's not possible to make it posible on both sides.
John

Posted by Marcos Gauguin from 200.190.239.32:

Try putting a flat object (like an advert) with the fence texture in there.

Posted by starchild from 62.7.82.67:

Hey thanks I hadn't thought of that :)

Posted by Schubert from 203.197.55.134:

They should include another argument in gp4 to add textures on both sides.


Index

0xec and 0xed?

Posted by Tom Sturgeon from 64.124.150.141:

Hello

Please can someone tell me what these 2 commands (0xec & 0xed) are supposed to do exactly?

Are they translated from some grand prix 2 commands?

Thanks
Tom

Posted by addie from 194.191.82.27:

they seem to be new. so far i saw them only switching on and off ribbons where the forrest id999 texture got mapped afterwards.

now look closely at the mentioned texture and then look in the game (e.g. hockenheim) to realize, obviously the game itsself manages to map the appropriate texture of the whole range of forrest-textures 985-999 depending on the viewdistance. so 0xec seems to trigger special texture mapping o.s.s.

Posted by woody from 212.137.251.36:

gp3 0xec = gp2 0xd9
gp3 0xed = gp2 0xda

It's usually unwise to disagree with Addie, but IMO these 2 cmds are *exactly* the same as they were in gp2
It's easy to see that 0xec is 'object ribbons on' by turning off trackside objects in gfx options.
0xda used to be called 'silly scenery cmd' for some reason, but it's just another off switch (maybe someone knows the difference between 0xb0/0xeb and 0xda/0xed?)

BTW:

Hockenheim gp2:
- there is one 0xd9 cmd, ~ 102 segments DFS
- there is one 0xda cmd, ~ 1150 segments DFS

Hockenheim gp3:
- there is one 0xec cmd, ~ 102 segments DFS
- there is one 0xed cmd, ~ 1150 segments DFS

Woody

Posted by addie from 194.191.82.27:

of course i’m also far away from willing to contradict woody. but unfortunately i once wanted to use those cmds 0xec/ed the way i was used to in gp2 (with arbitrary textures) and to my own surprise nothing showed up there at all ! after unsuccessfully trying to fix this by adjusting some arguments, my last hope was to exchange them by cmds 0xea/eb and this resolved it for me there. but after that i had a closer look at the cmds 0xec/ed in the original tracks and thats when i came to the conclusion posted in the last mail.

the example woody posted, most probably also was with ribbons with id999 forest textures i assume ?!
maybe the property of those ribbons to show up according to the grafix-detail setting may still be the same, i dont remind that right now, but anyway, those ribbons only work with texture id999 anymore, and (and thats the good part) they will perform some texture selection depending on the viewdistance etc. if you are far away it takes id999, comming closer it takes id997 or id998, if coming more close it takes one of the 993 .. 996, coming closer yet its 985 .. 992. (btw they are all in the uline-jams in the genjams folder)

sounds like magic, but thats geoff crammond :)

Posted by woody from 212.137.160.45:

Ah, so 0xec is 'Object ribbons on w/ hardcoded texture ID'?
It's definitely still affected by detail level as in 0xd9
Do you think 0xda and 0xed are the same?


Index

Drive upside down

Posted by Andreas Forrer from 146.180.92.195:

Is it possible to edit a track in TE in a way, that the road surface is inverted and the cars would have to drive upside down (given the G forces they produce, they wouldn't fall off)? I know it's weird, but it be neat though...
;-)

Posted by AD from 62.30.192.1:

I'm not sure, but you can get the player's car to drive backwards by setting the 'Acceleration' level of a track to a number over 127!

Posted by addie from 194.191.82.27:

i once tried to make a looping like in rollercasters but i never could get more than vertical road, but no overhang.
i never tried to force cmd 0xad to its limits, so maybe there is some funny opportunity yet :)
but i'm pretty sure the cars physic calculations are not prepared for this.

Posted by starchild from 213.1.157.158:

Hey maybe just sit upside down ! :)

Posted by Bob P from 64.231.255.75:

Or turn your monitor upside down... 8-)
Bob P

Posted by starchild from 62.7.8.173:

Or turn it sideways . and lie down sideways , but the other sideways :)


Index

Rant about Track Length Limits :(

Posted by Starchild from 213.1.103.51:

Just want to moan about the track length limit, I wish there was some way around it...If only they'd announce that F1 would be racing on a 10 mile track,then Geoff would have to sort it out! Then again ,we'd have to wait for a few years anyway :) It's really getting me down as the tracks I really want to make - Old Spa , nurburgring , Banked Monza are all too long ,and although its possible to make scaled down versions sometimes,it just dont feel right...Is there really nothing that u clever guys cant do to make it work! (Excuse my ignorance) If anyone else wants to moan about it please feel free :)

Posted by Augusto Dewey from 24.232.1.205:

i am afraid not starchild..., we have the same problem for gp2 and we can never fix that so i supose we have to live with it.... :-(

Posted by starchild from 62.7.8.173:

Arse! Maybe we will have to make our own GP3 game..well..maybe not !:)

Posted by addie from 194.191.82.27:

as far as i see, the very length limit, the max number of track length units maybe could be increased. actually it was increased by geoff crammond from gp2 to gp3. but the border of the "gp3 world" looks like a serious limit. this limit can be seen in pauls TE when make "show world extend" o.s.s. when crossing this limit in the game you drive in nomansland, loose orientation and get lost.


Index

Track too small?

Posted by Rob from 213.106.214.11:

I have downloaded a couple of great oval tracks. Now I wanted to change the cc car setup in them using track editor but when I save them GP3 just crashes and in the sanity check it fails at track too small. Why when it was working ok before have and all I changed was cc car setup and saved?

Posted by Starchild from 62.7.93.154:

When u change the CC setup in the TE it does not save the info - u need to be using CMAGIC to do this instead... :)

Posted by Rob from 213.106.214.11:

What about the number of laps, etc?

Posted by starchild from 62.7.120.73:

there is a program called "cc setup editor" which will do all of those things...look on http://www.grandprix3.com/en/

Posted by John Verheijen from 213.84.79.68:

You can change the number of laps in the TE,
and not in the cc setup editor.

John

Posted by starchild from 62.7.54.69:

Oh yeah John's right, for some reason I was thinking that you meant cc pitstops etc ..

Posted by Rob from 213.106.214.11:

Yeah but lets say I just change the amount of laps then save it it won't work again. The sanity check says track too small.

Posted by Marcos Gauguin from 200.190.238.204:

Everytime you edit and save atrack in TE you MUST re-insert the magic data.


Index

Oxc5 and Oxc6 destroy my track!

Posted by starchild from 62.7.114.37:

I am working on an update of Reims, and the original had a few Oxc5 and 6 commands in, "Define Far Sight" and "Far Site Area" When i put these into GP3, the next time I try to load the track in the TE there are loads of track sections missing and sometimes weird warning messages...Does anyone know what is happening or why ? Thanks

Posted by Danc from 24.67.253.204:

Is this when converting from GP2-GP3?
I thought you were supposed to remove these commands before conversion, otherwise, when you load the track up, sections will be missing at these areas.
Something to do with a difference in the number of args.

Posted by starchild from 62.7.88.186:

Thanks for the reply ...
But ...they are in for example the original Hockenheim track,and I even tried using the values from the Hockenheim version and it still has the same effect :(

Posted by Marc from 194.134.217.100:

0xC5 has either 7 or 8 attributes. My guess is that it's going wrong there.

I could have a go at converting that Reims track (the basics) for you if you'd want.

Posted by starchild from 62.7.93.154:

Hi Marc
Thanks :) Most of the track is going according to plan :) I am having some probs with some of the objects tho :( I will mail u about it later..
peace


Index

Location code F

Posted by Andrew from 195.93.33.168:

Hi, does anyone know the code F value for the left fence as 32 doesnt seam to be working for me

Posted by Tom from 64.124.150.136:

32 always works ok for me
Try inserting the 0xd0 more closer

Posted by Andrew from 64.12.103.156:

they are as close as possable and i still have the problem


Index

CC-Cars too slow

Posted by Schubert from 203.197.55.216:

Iv'e finsihed with the cc-line of my track and the cc-cars get the perfect real life lap times

But the lap times for the player don't really match They are much slower. I even tried the best possible setups for my track but in vain.
What should i do? I guess its some'n to do with the magic file, is it?
OR will i have to change the entire cc-line?

Posted by addie from 194.191.82.27:

yes, its the magic file data you could use to adjust the laptime.
i dont recall the details at the moment, but the appropriate parameters are easy to spot.


Index

Shadows of ribbons

Posted by Schubert from 203.197.55.212:

Does gp3 drop shadows only from objects or also from ribbons.
Because i was thinking of making a tunnel like structure for monza and applying a tree texture with transparent holes so that the shado drops.
Will it work??

Posted by James Burgess from 213.122.225.102:

I don't know. But tell me if it works and how to do it because I wanted to do that too! hehehe!

Posted by Schubert from 203.197.55.10:

well it drops shadows from ribbons
I'll let u know if i get it done (the shadows)

Posted by addie from 194.191.82.27:

i just recall, the "forrest tunnel" thats what i did in the bern-bremgarten track. but its quite a long time i was there last time and in the forrest i had to concentrate very hard to keep the car on the road so i missed to notice the shadows in particular :)

Posted by Bob P from 64.231.255.132:

Yeah, that's true too... I forget to use that feature cause my old PC used to crash when I used that hehehe. Old habits die hard 8-)

Bob P


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How (to spot a particular object) ?

Posted by jamesformula1 from 213.122.225.102:

OK then! I know how to insert an object but, how do you know which one you are insterting becasue it says eg. advert but how do you know what advert? Please Help!

Posted by Bob P from 65.93.92.173:

Look at the internal object definition, then at the texture data... the texture id is there in the first line of that data.

Bob P

Posted by Andrew from 152.163.197.69:

I think the question can be answered simpler bob, as long as you have the same jam files for hw and sw (i havent tried the new version of the te yet) you can preveiw the object to see which jam it is using


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bridgeing fences

Posted by Zanardi98 from 202.10.227.222:

Hi, just a little prob with
my new cleveland track. I bridged the fench's on the left on the back straight where the track goes off the runway, darts right then into a left followed by a short straight then into a left then right again onto the runway again. The fench now cut straigt across the infield and doesnt follow the track which is how it should be but now between the sector where I bridged the fenches the grass on the leftside of the track covers half of the track between those sectors!
Why is this ?
BTW this is the CART cleveland
track. Check out the screenies
at www.geocities.com/virtualcart

Posted by Schubert from 203.199.169.53:

You should try making the bridged fences 255 away from the track and then bridge them.
OR
maybe its because the fences appear further close to the track in the TE than in GpX.
Hope ti helps

Posted by addie from 194.191.82.27:

if you try explicitely NOT mapping any texture on the verges there ? (no textures on locations 8, 9, 37-40)
if its ok then you could try to find out which location causes the "bug" ...

i mean, no 0xe9 texture mapping.
0xc8 should be ok. or if its still buggy you could try to remove eventual 0xc8 for those locations also ...


Kerb question

Posted by AD from 62.30.192.1:

Is it possible to make a continuous kerb strip varying between Type A & Type B freely, eg:
_____ ___________
____/ \_____/ \________/

(sorry for the poor diagram!)
I have tried but there is always a gap between the sections. Can anyone help?
Also, is it possible to set more than 1 tarmac run-off texture, or am I stuck with just 1?
Thanks.

Posted by addie from 194.191.82.27:

in the commandlibrary at cmds 0x8e&8f there is a description of the properties of both types of kerbs. following it, i guess there always will be gaps if you mix them in a continous stripe ...

as for the tarmac verges. you can have any numer of different tarmac textures on the verges, but as you may know the "behaviour" of the texture is hard-coded to its id and there unfortunately is only a very limited number of texture-ids that "behave" like you would expect when driving on tarmac. earlier this month there was a thread "verge textures" where those id-numbers where listed by marc aarts. see http://www.grandprix3.ch/TEIC/index.html follow "forum posting collection" ...

Posted by AD from 62.30.192.1:

Thanks. I have a couple more questions:
1. Why is it that sometimes parts of the kerb appear to be flatter than they are (this also happens in Most in GP2)
2. Do those texture IDs apply in GP2 as well?
3. Are kerb textures similar to tarmac in behaviour, and is there anyway to change the ID?

Posted by addie from 194.191.82.27:

1. you mean its flatter in the middle of a tracksector ? IIRC some type of kerb is applied on a track sector as a whole or something, so you could improve by having some small sectors instead of one big sector in a corner ?!
2. the principle is the same, but the very ids are partly different.
3. you mean change id of kerb texture ? you could try to map kerb textures with 0xc8 for the whole track. some said, in gp2 this worked. please post if you find out. as for the behaviour, you have to see, its not only the ID that makes the behaviour, its the ID-on-a-location. e.g. if you have say id 858, on the verge it may behave like "gras", on the track it behaves like tarmac, on the fences it behaves like “armco” and on the ribbons it just looks like an advert. different sort of behaviour depending on the id you just have on the verges (locations 8, 9, 37..40) as far as i know.

(but as usual dont take my words as garved in to stone. )


update me please (track conversion)

Posted by John Nugent from 212.9.24.210:

I haven't done a track or looked at the forum for years.
I bought GP3 and now want to convert the GP2 USA track that I wrote, for GP3. will u please give me the basics outline of what i need to do?

Posted by starchild from 213.122.250.41:

Hi John
Well Im sure everyone does it differently, but to start off, load the GP3 track that u want to use as base. Then
1) Remove all track commands except T0 (in the "Remove" menu)
It is also a good idea to manually delete all Pitlane Commands .Then Import your old GP2 track...In the box that pops up tick All the Track Import and Pit Import boxes that arent already ticked (Import Texture Mapping and Scenery) , then also tick "Import TrackObject Definitions" and Object Definitions, Importing GP2Info doesnt seem to work...
Hope this is of some use and good luck

Posted by john nugent from 212.9.24.101:

starchild thanks
is there any rules about which gp3 track to use as base? does it have to have the same number of sectors?

Posted by starchild from 62.7.6.41:

I would say use the track that is closest to the track u want to make in terms of graphics etc...but really any track will do,some tracks have millions of ready made objects u can use eg Monaco and Melbourne, some have just a few eg Hungary or Hockenheim

Posted by addie from 194.191.82.27:

confirming starchild. you also may want to look at the pit side. if the base track already has the pits on the side you want, you save time. you also may want to have a special look at the objects, if you intend to have custom objects in your track. the less you have to import the better. if you want to have forrest in your track, you may want to take a base with forrest and just rearrange the tracksectors.
if you want a special feature in your track, e.g. like “far-sight” you may want to check this out first place whether it works or not in the base track. there are a very few critical things in a base track but not that many. the only real problem you could face is the filesize. there is a limit for this and if you intend to have many different custom objects in your track you may have to face this limit if you e.g. took melbourne or monaco as a base, because they already have many objects (and its the object-shapes, aka internal objects, that make the filesize).
but if you find out (e.g. after some months of work) that your base track does not fit your need in some critical point, its not much of a problem to take it to another base anyway. “moving” your track from one base to another just means a few hours of copying figures (which is nothing compared to the work you have done already and intend to do yet. i did this several times in the past)




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