Threads:
scenery and objects
Scenery trubble
- Tip of the Day -
CC-cars & CC-line
Heights and effect on car
Size of the starting-grid
Object AngleY Rotation?
Magny Cours of Graham D
Scenery CMDS effect saved lap&
replay bug
Sanity Check and reserved space
A unk command idea (detail level settings)
A new way to create bumps
Unks De-Unks
its done - bremgarten is finalized
Kerbs
Helpfile crashes
Estoril Corner - Magny Cour
GPL and Older tracks
Circuit-Ultima Page Update
Heights
3do, 3ds
Track heights, small problem
No GP2 World Limit!
GP3.......forget it!
Phantom fence across track
Better Idea ... (TOTY)
At the end of my line...
TE Stopped Working
0 - Dave Lynn from 207.102.34.6:
Would it be possible to take scenery or objects out of other sims such as Nascar2
,ICR2,etc. and use them in Gp2 ? I notice that these programs have editors that can
convert them to bmps, so does Gp2. So can you convert a bmp file from another sim
to a Jam file?
MArc from 212.61.29.193:
It is very unlikely to use objects from anything else other than GP2 itself in GP2.
GP2 has quite a special format for it's objects that isn't used [as far as I know]in
any other game/program.
You can however, some times with some trouble, convert bitmaps [bmps] from other
games to JAMs for GP2.
But, this has nothing to do with the objects themselves.
JAMs are just textures and not the objects. And I bet that's the same in other games.
Quite some of the trackeditors have used graphics from F1 Racing Simulation and other
games for use in GP2
I hope this is all correct :). It's still early and the coffee machine here at work
is broken :(
MArc [DET]
Paul Hoad from 194.222.192.203:
All,
I have got the format for some .3do objects (ala) ICR ICR2 N1 N2 GPL
which I got from the simproject guys, although no other sim uses the same object
format as GP2 (including F1gp by the look of things) there might be a possiblity
to add an import 3D0 object into the Object Editor! allowing 3do objects to be converted
into gp2 format
but.... its alot of work and i'm not sure that there would be a massive call for
such an item.
when lets face it its only a few objects
especially if we can crack this adding new polygons to an object problem.
Happy editing
Paul Hoad
Graham D from 194.125.2.232:
Sounds good, but one thing, In GP2 objects are all in one piece but aren't the split
into different files in N1 Icr2 ands and them? I knwo the car is but I'm not totally
sure aboutthe others but how would you work around that?
0 - Ake from 195.163.78.78:
I have started to insert scenery in my track. I have come so frare that I have placed
a forest on the left side of the track (outerside of the the track) And all worked
fine. Then I saw that some of my object was hanging in the air, so I started to edit
scenery for the right part of the track. I also activate ribbon 13 and 14 with 0xd9.
But when I drive the track I cant see any sinery at all at the right side. I have
tryed to change the hight of the ribbons and the distance to the roads but nothing
helps. (I have mappet some texture but not for the hole part of the inside scenery).
Please give me some clues
Ake
Martijn from 130.161.216.213:
Usually, ribbons 1 and 2 should be activated for right-side scenery.
That is, ofcourse, when 0xB8 (a2=2).
Now, I should point to the "Fantastic" tutorial again, should I? Nay...
BTW (RE: the Kerbs thread)
What is "succintly"? I always wondered whether to be offended by the last
sentence... The only light I can shine on it, is that it's probably English...
Bob Culver from 171.72.5.72:
Succinct means concise or brief...succinctly = briefly; or said in few words. Although
it does have a bit of a devious sound to it :-D
Ake from 195.163.74.96:
I have found the problem now: when I inserted the command 0xaf both a2 and a3 got
the same value -16386. Thanks for your tutorial Martijn, it is really good.
Cheers
Ake
0 - Martijn from 195.109.165.2:
Did you know.....
That on-board camera-settings are saved in a hotlap as well? You can define the on-board
cameras on someone-elses system when he plays a hotlap you made!(change on-board
camera setting using GP2edit 1.81)
Paul Hoad from 194.222.192.203:
Change Camera settings in CE (CarEditor) graphically
Martijn from 195.109.165.2:
For the driver's "agressiveness", I think you can only try to change the
AI-behaviour by hex-editing the GP2.exe file. This seems a bit out of scope for now.
You *can* however change the CCline to let the CCars brake later. This way, it's
more likely they overtake you, as well as making it harder for you to pass them.
The classic way to make a CCline through a constant-radius pi radials turn (for example),
is to make the line straight, and then at turn-in make a constant-radius to the exit,
and then straight again. This causes a very constant speed through the corner. And
that is not the way you drive corners yourself, is it?
You can make a CCline different by variying the radius of the turn. Start with a
light turn in, and then gradually decrease the radius with the minimum at mid-corner.
Then, gradually increase the radius again to make the CCars accelerate earlier.
I have done some experiments with this, in the rare cases I made a CCline (thanks
again, Jan!!). It seems the cars react to a late-brake line quite well, but the early-acceleration
part doesn't work quite as good as expected.
So what worked for me was to make ~2 sections of length ~8 for the turn in of a corner,
then one longer mid-corner CCline-section (~16), then one or two exit-CC-sections.
The radii decreased on turn-in like this: 20000, 17000 then long 15000 then 17000,
20000.
The cars behaved a lot better, especially the brake-distanced decreased a lot, making
it harder for me to overtake a car. It's still not really hard, but catching 3 cars
at once is not likely to happen anymore. A "significant improvement" would
be a good term to decribe it :-)
An example of this CCline can be found on TunnelTrack v3, the "village"
section. (BTW there will be an update again of TunnelTrack, as I seemed to have made
some errors in the JAM-department)
Obi Offiah said the following:
Hi all...
I've been messing around with Quickraces at the original Imola circuit. Quickrace
is set to 3 laps in ace mode, however the CC-cars are to easy. I'm using a 93 carset
in which I increased Alain Prost's grip level to its maximum and the CC-cars front
and rear wing to 8 and 6 respectively, (the top cars are a few mph faster than me
in a straight line). With this setting it is still very hard for the CC's to pass
me, all I have to do usually is move to the inside or stay in the middle of the road,
however if the CC does pass me ( CC being Prost ) then its extremely difficult for
me to catch him. Braking for the tosa hairpin the CC's are very easy to pass even
3 in one go, they don't drive defensively and don't brake that late, so even if they've
slipstreamed passed me on the approach to tosa I can 'ALWAYS' outbrake them and get
passed.
So are there any suggestions on how I can...
1)Make the CC's drive more defensively.
2)Make the CC's brake much later.
3)Generally make it eaier for the CC to pass me.
Sorry I when on a bit.
Thanks for reading.
Obi.Offiah@Virgin.net
GP2 crash upon save of game
Fat Rat from 24.112.113.211:
It would not matter if GP2 is launched from TE . TE run it in Windows ,
I launch the game in win w\out TE & crash on all saves . IE , Drivers names ,
Hot laps , saved games . anything .
"I" have to run dos to save , then all works fine . I can then run in win
load all saved files , they also work fine .
Gp2 \ win bug .
I've read the wild lettering all over the results screens is a track nameing bug
? \i didn't try renameing tracks , but still same tracks , different amounts lettering
& some different colors too ?
System boots? ( some days theres more\less ) , joystick re\calibartion (seem to effect
it most)
Still nothing about the bad print chacter & bad string , crash\hang when scrolling
in results screens .
Seems this closed point , they missed the important one & now ohters raised will
remain a mystery for some time .
Bob Culver from 171.72.5.72:
As I mentioned previously, if I try to save a game when GP2 is launched out of the
TE, the game just crashes. Is anyone else experiencing this same problem?
Martijn from 195.109.165.2:
I forgot to note that this grip-theory is *NOT* applicable to kerbstones!!!
On a section where the car has increased grip due to positive height, the kerbstones
are therefore unusual slippery, they just do not have the increased grip. So stay
off the kerbstones here! You will see immediate blue flags as the back-end tries
to pass you.
On sections with a negative griplevel, the kerbstones are a definate choice to drive
on, as they have more grip than the normal tarmac.
Hmmm. This should be a tip of the day. Anyway, I hope it helps....
Bob Culver from 171.72.5.72:
Which is why you get airborne with the negative (the crest of the hill) and wear
out the skid plate when you meet the hill at the base. Try the same section of track
with both of the front wings broken off for a thrill!!
Martijn from 195.109.165.2:
Here, you only note the effect of the "gradient" of the track at a cetain
point. But the effect of the "height" value as inserted in the TSs affects
the *grip* of the car also quite a lot. For instance, in the section of Bremgarten
where the car gets airborne, there's a huge negative heightvalue (~-250?). In general,
a positive heightvalue increases the grip of the car, and a negative value decreases
the grip of a car.
I won't give you the physical proof in full, but this is an easy way to increase
grip temporarily, or remove it alltogether (like the three bumps in TunnelTrack,
or the Bremgarten example given before).
Also note that this grip-change due to heights *only* affect the player's car, and
*not* the computer cars. They are not impressed at all, even in the Bremgarten -
jump, they have normal grip. So on this place, the CCs have a definitive advantage.
However, on the sections with positive height, the CCs have a disadvantage. This
is because the physics model of the CCs is much less complex than the player's car.
You may want to adapt the CCline in order to match the speeds of the CCars and the
player in all tracksections.
of course you all knew this already, but I just wanted to mention it.
Bob Culver said the following:
Elevation changes absolutely effect the performance. Try Rouen or Bremgarten where
there are some HP sapping hills to climb. As a test of the GP2 physics, just load
any track with a good hill, stop your car on the hill, put the gearbox in nuetral,
and you will start coasting down the hill.
Graham D said the following:
Well, say you stop the car at monaco, it won't strat runnin, and it you give it a
push it will slow and stop itself, but I think If you are going flat out on a hilll
it will effect your speed, I remember an "earlier" track that I play, it
had huge climds and falls, The falls were great 'cause you built up loads of speed
but before you finish the hill you have to brake to make a 3rd gear corner, its great
and I basing my answer on that so you hills do effect the car speeed in motion not
when stopped¬)
Dave Lynn said the following:
Is there a maximum height in gp2? could one build a hillclimb though you would have
to go back down to get to the finish line, i guess.
Also does going up or down a hill have any real effect on the speed in Gp2 ? or is
it only a visual effect? with no real difference between flat sections and hills
for the car.
Mikael Olsson from 194.18.99.85:
Is it possible to change the amount of cars allowed to start a race?
In the past there were 16 or 20 cars allowed to start at Monaco and sometimes there
were more than 26 cars allowed to start.
Has anyone thought of making this possible?
Is it possible?
babbel from 194.178.9.153:
Try to move around with one finger on the Shift key , or release the shift key :)
alfa from 210.8.224.3:
Not that I'm aware of. Just the other two axis.
Sounds like time to dip your feet into the world of object editing. Since you dont
need to change the topographic shape of the object, just the scale of the sides,
it should be a relatively easy introduction.
cheers...
John K from 205.188.196.36:
Is there any way to rotate an object along the Y axis? I'm creating pitboards from
the 300 meter turn-in signs, but I can't rotate it upright. Any suggestions? I'm
still using an older TE 1.6.2, so I don't know what the new object editor is capable
of.
Bob Culver from 153.35.201.12:
Check to see if you used any of the rcrjam ID's for your custom jams (assuming that
you have some). If so, the id of the particular rcrjam (wheel and tires at various
angles) disappears if the ID is used for something else. The help button on the TE
shows which jam ID's you can't use.
Graham D said the following:
Yep, a few people have asked me that before, I don't know why, anyone got any ideas?
OH, I'm updateing at present so I hope I can get rid of this bug in the next and
hopfully final version!
Pl said the following:
Hi ! I've tried to use this track on every position, but there is a problem : when
i change the camera view from cockpit to an external one (back of car, front, panoramic),
the back wheels start to flashing (they appear and disappear). Has anyone
this kind of problem ? How to fix it ?
Paul Hoad from 194.222.192.203:
All,
Bascially from what I know the replays/hotlaps are reruns of the commands used to
play the game, if perhaps gp2 doesn't completely log everything (especially if an
analogue steering device is being used!) or perhaps if there are any randomly triggered
events within gp2 I could see that perhaps gp2 might not remember them correctly
I can also see that from the replay having run the last 20 seconds that it might
continue the race from the end of the replay and not from where it was previously
stopped this might explain the reason why gp2 never lets you leave a replay or move
back or forth during the replay. (which always seemed an obvious thing to have added
after the limited replay functionality of f1gp) and why the race continues from the
replay state rather than the state you felt it was.
Just my 2p worth.
Paul Hoad
Bob Culver from 171.72.5.11:
Thanks for the answer.
ahf from 134.109.172.22:
This is a known gp2 bug under win95.
Never occurrs under DOS...
Graham D from 194.125.2.232:
(GP2 crash upon save of game)
Bob, that was in the original game, I'm in a league and when I save races and stuff it sometimes crashes, does it happen all the time or jus the odd time?
Bob Culver said the following:
As I mentioned previously, if I try to save a game when GP2 is launched out of the
TE, the game just crashes. Is anyone else experiencing this same problem?
Tobi from 193.159.13.74:
I also experienced replay bugs from time to time. Once I hit a wall at 200 KPH and
really wrecked my car, but when I replayed this situation, I just saw my car slightly
touching the wall at low speed. In some other race two cars in front of me crashed
into each other, but again the replay showed them as if nothing had happened. Even
when I went back to the actual game, the cars were running in front of me. Strange,
isn't it?
addie from 194.191.82.13:
thats interesting !
maybe it would be a good idea to have to enter the mentioned discrete number instead
of the angle ?!
the TE could show the regular-angle-representation next to it, so we could imagine
where we are anyway, but we had a precise value entered.
opinions ?
addie
Paul hoad said the following:
the TE rounds the angle because the angle cannot be an exact number but must be a
number that can be specified by a descrete step i.e 360/65535
I think
so its not that TE forgets the 3.7 to make it 3.62232... is that you entered the
wrong value (3.7) in the first place :-)
what you meant to enter was 3.6232323...
see! :-)
Paul Hoad
Martijn from 130.161.124.18:
I can assure you from personal experience that adding a zillion scenery commands
does not affect CCline nor hotlaps. What CAN make difference is:
# changing heights !!!
# changing corner.
Now this last point may seem trivial, but sometimes GP2 (or the TE) "rounds
off" values. So where you inserted 3.7, it may have been changed by either program
to 3.69745454. If you now split the sector and enter again 3.7, the track is "lost".
It is NOT the scenery that makes a difference.
babbel from 195.193.225.9:
you can view addie's lap because it's the original setting but if you send your hotlap
too addie then he can't view
the hotlap because of the Hp
Derek said the following:
I have recently experienced this problem too. I have replayed a couple of Addie's
hot laps and they worked fine for me even though I know my car's hp. is quite different
to his. (Addie told me this himself). So even though we have different installations
the replays still work.
But as soon as I made a change to the track, the hotlap went silly. Sorry I can't
remember if I changed the track itself or just some scenery, but I'm sure the shape
of the track didn't change. I may have split one sector into two or something trivial.
I don't think the GP2 replay is "playing a movie" but I don't think it's
doing a full simulation from driver input either, because a difference in hp. would
stuff it up. I think it's more likely that GP2 saves velocity vector data from the
car's motion (like the telemetry) and uses that to recreate the simulation. That
would explain the changing hotlap behaviour.
addie:
the problem is: the load of the cpu (cpu-occupancy) seems to be saved also in the
hotlap, together with the players control input (and the ai-input when doing a race).
when you play a hotlap, the game is REALLY played again, its not just a movie, its
really happening again, with the little exception that the control comes out of the
hotlap-file instead out of your steering device.
now if any of the involved parameters change, the replay gets irritated, and once
the car left his origin course, its over.
(btw its the same when changing the hp or the weight of the players car by the help
of gp2edit. these two parameters are also involved) so a hotlap can only be played
on identical tracks and gp2 installations, as far as the mentioned parameters are
involved.
then there is the other thing, when you do an in-game pause/replay, just to slap
your back for the brilliant overtake-manouvre a few seconds ago :) but oh shit, in
the replay you touch the opposite car and hit the wall and game is over. so what
is happening here ?
i guess its something in the collision-checking of the game, maybe a random-number,
that is calculated different from the first time. what you can do is this: replay
it again :) it works not all the time, actually it works not very often, but it worked
for me at least once.
enjoy
addie
SNQQPY.Dog from 194.168.70.111:
Hi Chaps
Les and Bob are correct, any mods to the track cause the replay function (hotlap)
not to work.
Addie and I discovered this ages ago when we were swapping hotlaps and running them
in different versions of a developing track!
Cheers
David
Robinio from 193.172.232.15:
Auke, you're right. This discussion has no use at all.
I also state that it's a orginal gp2 bug.
I hereby close this case...
Regards,
Robinio
Auke Haarsma said the following:
To Robinio's statement, I also experienced these FR's with only my car and one cc.
So I don't think the amount of cars is the cause.
Anyway, is this discussion of any use, now that we have agreed that it is an "original-gp2-bug"?
Cheers,
Auke
Mark Kerr said the following:
FRs go back to the Original F1GP (World Circuit) ......
Robinio said the following:
I agree with Auke. It's just a bug in the original Gp2 file, because before the 'trackeditor-ages'
I also experienced false replays. But it always seemed to happen when there are a
lot of cars near each other.
Auke Haarsma (Ponk) said the following:
Hi,
I don't think that these false replays are happening more often under W95. I used
to play gp2 in DOS (because of memory) and I also experienced the false replays (further
to be named FR's)
Since I got more memoy I started playing under Win95. FR's happened, but as said,
not more often. I think, too, that this is just a bug in the original gp2 source.
Cheers,
Ponk
JoH said the following:
It definitely isn't caused by the tracks... It has always been my impression that
this one is GP2-native. I DO seem to experience that running under Windows95 makes
the problem much much worse.. On many occasions I was able to "produce"
3-4 different versions of the same replay. And you really need to restart GP2 to
get rid of it.
Filou from 195.238.6.18:
Hi !
personnaly, don't think it is caused by any editor. I think it is an original memory
bug of the game. This can also happenif you play with the original game. GP2 has
many memory leaks.
Filou
Graeme Nash said the following:
Les,
This sort of thing has been happening to me for ages, since last year in fact. After
one race where a great pass of mine became a big crash when I replayed it, I posted
a message about it on the gp2.com forum. This was a few months before the TE was
released and the guy who replied said the "false replays" were probably
caused bt tweaking the car settings n GP2Edit. I don't think the TE is to blame.
Bob Culver said the following:
I too have experienced similar events. Also, I cannot save anything with GP2 launched
out of the TE...the game just crashes.
If you save a hot lap from a different version (say an earlier version of a track
that has now been slightly modified) the cars all get totally lost.
Fat Rat said the following:
This is kinda bad news guys .
While tring to nail down the final scenery settings cmd 184 & some slight 188
adjustments ( no other changes)
I loaded a previously saved hot lap ( happened to be track record )
With NO "track structure" alterations , the hop lap played as if it were
in the wrong slot
The car lost it's way on the 2nd turn ?
and when the car tried to rejoin the track , It ended up driving in the wrong direction
, up against the fence .
Secondly while on some tracks , I've paused the game and viewed a replay .
When the replay is viewed ( no saving \loading ) Just pause then " R "
It plays a different event ??
Once it played normal veiwing from my car , but when I veiwed from the car behind
, it was a different event ????
Other times all cars show the same " false event "
Most times I see my self whipe out into a fence & suffer damage ???
I pull a fanastic Zanardi pass , blow someone away , maybe a bump& run , jump
a gravel trap to do it .
I watch the replay, it shows me hitting a wall & ending up in the trap , missing
a nose & wheel ???
No saved files ( usually run in win 95 ) Never been able to save anything while running
GP2 original in win95.
Anyone else seen "faulse replays "
Thanx Les
Paul Hoad from 194.222.192.203:
I'm sure people are well aware that as no none is telling me the format that no one
is also telling me the limits to track editing, as such the sanity check is there
to guide people though troublesome circuits if your track fails the sanity check
and still works its probably because a limit is ill defined and therefore the fact
that it did pass is of some interest to me because it could be used to more closely
define these limits. I would appreciate it if your track passes but still works that
you contact me to tell me why perhaps sending me the .dat file also
The sanity check is also not especailly for tests that would cause the track not
too load. I've added some tests and been asked for others that would help the general
development processes, for me these are as good as any other tests if it helps people
discover such problems as pitlane errors etc...
Paul Hoad
Bob Culver from 171.72.5.14:
Sanity check seems only marginally useful at the moment. Tracks longer than the amount
listed (7km I think) will run, but there is a definant limit...maybe we can help
find the exact limit. I have a 7.2km track with a .52km pitlane - total 7.72km that
works fine. The more than one objects sharing the same offset on a track section
is good to know, but maybe that information can be provided as part of the object
table. It is good to know, but I have never had a track fail to load for that reason.
I thought sanity check was to catch problems that prevent track loading. And, if
someone has a track with more than 700 commands, then let Paul know and maybe he
can eventually define the limit (if it is the number and not the amount of memory
used for all commands).
John K said the following:
I saw this before too... I checked all the original tracks at the time and very few
passed all of the tests.
I personally love the Sanity Check. It's a good "final line of defense"
utility incase you miss something. But obviously because every track is different
it's practically impossible for Paul to write it so it can catch every single thing
and make sure it's all correct.
As for the object overlaps, it won't crash your track, it will just make the involved
objects look funny. I guess the phrase "object overlap" speaks for itself,
as that's all that happens -- the objects simply overlap with another and will appear
as such in the game.
Robinio said the following:
I also failed some checks (e.g. the first one you mentioned), but despite this my
tracks also work fine. I also had a look at other great tracks, and they had the
same problem.
But again they worked fine.
Graham D said the following:
My track has failed the Sanity Check on 2 things,
1. Objects overlapping a section, how does this effect my track?
2. I exceed 700cmds,
My track works great despite these,
About 2, we know by now that the jam file limit isn't the number of ids of amount
of jams but the total size of all jams, well I think this is the same, there is no
actual limit in numbers to how many cmds there can be, I think again it is how much
space a particular cmd uses,
It seems to me that this is the same with alot of things, objects, jams, cmds, track
radiuses, etc, etc, etc.....
The track file sets aside a give amout of space to each and each will take a diferent
no of cmds or what ever depending on how much space this takes up,
you get it, I'm no programmer but it looks like that to me........... anyway also
lokks at no1 above, how does this effect my track?
TA
Paul Hoad from 194.222.192.203:
I am sure I remeber a time when we could do very little and people talked about one
value in the object description that could make adverts be drawn behind a wall or
infront of a wall, but I never seem to have been able to repoduce this. perhaps your
148 values is the clue to being able to do this.
it might also be that this is a value that means multiple things in which case we
should try some more values to see ther effect
148 = 10010100
i'd be interested to know what
10000000 (bin) = 128 (dec)
10000 = 16 (dec)
100 = 4 (dec)
does if anything
Paul Hoad
Martijn from 130.161.124.18:
Coincedentally, I "discovered" yesterday (I didn't know it was unknown)
that the "detail level" box in the object description handles these things.
There is a fixed drawing order in which GP2 draws things. First track and verges,
then behind that fences, then behind that the objects, and behind that the scenery.
There was also one exception: the 300, 200, 100 and arrow signs before corners. These
are drawn in FRONT of the fences. That is due to the "148" detail setting.
So if you want to drive through your trees (dunno why, BTW), then type in the value
148 in the detail box. This value could be considered an "override" to
the normal drawing order. Note that things with detail 148 are *always on* independant
of in-car detail level.
Remember storming out of the (there should be a) tunnel in Monaco, on your 486? I
always missed my braking points there as the signs are removed when detail is low
(value 0). This is an exception to the general rule the signs stays on. The reason
why, is that in Monaco the signs are above the fence anyhow, and not on the verge.
That leaves the guess what the detail setting can do more. Maybe hide-behind-scenery,
or hide-behind-sky (really useful). John may comment on this also?
I hope this makes sense to you
Martijn
Andrew Witecki said the following:
Hi de-unkers
I just thought of something which may have one of the unkown commands set for it.
I noticed when I was driving an in-progress track that I have is that I had a tree
sitting in the middle of the track, a little bit off the ground, but you could see
the walls and objects through it. Maybe a command is linked to "view walls through
objects" or something along those lines. I will have a look but this could hopefully
lead to a discovery of another unk!
Bye
Andrew Witecki
babbel from 195.193.225.79:
I just tested it and ... the cc's are not affected ,looks like it's another unfinished
gp2 part :((( ,but this shouldn't be a big problem because I don't think anyone will
use very big bumps around the whole circuit and when used with value's around 0 -15
the bumps doesn't give the humancar a very big disadvantage in performance.
babbel
Obi Offiah said the following:
Are the CC's effected by this ?.
Obi Offiah
babbel said the following:
if you make them high enough then it really affects the handling of the car
Bob Culver said the following:
Are there visible characteristics? And, if you have these bumps in the turns, does
it seem to affect the handling
of the car?
babbel said the following:
There is a new way to create bumps on a track, open up adelaide and go to "track
config various data blocks and then in the lower part of the list is a table , the
table goes from uvd 50 to 92
here is a small part of the whole table,
uvd :72:value:362 :distance into track
uvd :73:value:0 :"bump value" here are no bumps
uvd :74:value:467 :distance into track
uvd :75:value:3 :"bump value" some bumps here
uvd :76:value:507 :distance into track
From 362 to 467 are no bumps , from 467 to 507 are some (high)bumps.The larger the
value's inbetween the "distance into track" the higher the bumps get.
I hope Paul can make it a little easier to edit it.
hope this helps :)
babbel
Filou from 195.238.6.36:
Hi Paul
I used the Cmd 200. I have not tested the Cmd 188.
Filou
Paul Hoad from 194.222.192.203:
Could you clarrify to me which commands you used to determine this was it the 0xbc
command putting in other texture locations?
Paul
Filou from 195.238.6.18:
Hi !
Can you give an example of locations of 200 which do not work with 188 ? I find it
strange ... As the commands work
the same way the locations would normally be the same ...
Filou
Filou from 195.238.6.18:
Hi
I tested these locations with command 200. I suppose they also work with 188 so I
didn't tested this cmd. I'll test it ...
Thanks
To Graham: for locations 20, use the commands properties box in the bottom of the
screen.
I hope these locations work with 0xbc ...
Filou
Fat Rat from 24.112.113.211:
What he fails to say , is which cmd these values are for .
Are these for cmd 188 or 200 , as it has been found that texture locations from one
, do not always work with the other .
So I'd assume these are relating to the 188 cmd ?
THanx Les
Graham D from 194.125.2.232:
I'd noticed how to change the texture on kerb type A, but I couldn't get textures
on teh rest, but I must try yours......But simple,you went above unk20, the TE allows
you map textures to 0-19 but how do I add them to location 20-****?
Filou said the following:
Hi !
Here are some Unks I De-Unked:
First, the textures locations:
Note: For kerbs, "Inside Part" is the part of the kerb from the height
on track to the intermediate height and "Outside Part" is the
part of the kerb from the intermediate height to the height on verge.
Unk2: Type A Right Kerb Outside Part
Unk3: Type A Left Kerb Outside Part
Unk16: Type A Right Kerb Inside Part
Unk17: Type A Left Kerb Inside Part
Unk25: Type B Right Kerb Outside Part
Unk26: Type B Left Kerb Outside Part
Unk27: Type B Right Kerb Inside Part
Unk28: Type B Left Kerb Inside Part
Unk20: Road Floor at the Entry and Exit of Pitlane (needs testing)
Now some infos about the Various Data Blocks:
- Args 1 to 7 are the same for all the originals tracks, but not in Monaco, Budapest
and Adelaïde where Args 2 and 5 are different from all the other tracks (we
all know Adelaïde is a bizarre track but for Monaco and Budapest, it is perhaps
because they are slower tracks ... needs testings). But I don't see any differences
in tracks when I try to change these args.
- Arg 10 is always 1 in all the originals tracks
- The very last Arg is always 65535
- To join Babbel's theories with bumps, Args from 50 to the one before the very last
are all Bumps Args !
The parity args (50,52,54 etc ...) are track distances and non-parity (don't know
how to say this in english, I'm belgian :-) args are Bumps heights. Try to change
these values to 8 for example and you will have a great bumpy track ! This would
be useful for fictious like Desert Rally, for example !
Hope all these infos help
Greetings,
Filou
Graham D from 194.125.2.232:
I've set aside part of my site(http://homepages.iol.ie/~sodon) to setups for new
tracks, I haven't got any yet but you could get the ball rolling Pete, would you
be interested in putting the setup on my page?
Jason hope from 206.172.242.112:
hello,
Well, I usually set my 6th gear to 65, raise the front to 26 with the packers all
the way, in the back, Iput the springs at 1100lbs with a hieght of 52mm and 56mm
of packers. Pretty stable depending on your driving style.
Have fun,
Jason hope
addie from 194.191.82.13:
for a set-up for bremgarten.
hmm,
get your favorite high-speed set-up, and your brave heart, and on you go.
and forget about the plank. as far as i experienced, there is no way to save it.
but as you may have noticed, there is the bremgarten-forest, with a lot of trees.
so you can get you another plank anytime :)
happy racing
addie
Pete Chalkley said the following:
Awesome track. After much testing, i think i've come up with a good car setup, but
it was a challenge. This is the sort of thing that makes track editing worthwhile.
by the way, does anyone know where to get good setups for all these new tracks ??
I remember in pre-track editing days, there was heaps of setups available for all
the GP2 tracks. My plank kept wearing out on Bremgarten, even with a high ride height.
By the way Addie, my pc is a PentMMX-233 o/c to 291Mhz, and at 23Fps was maxed out
with Bremgarten (ie over 100%).
Keep up the great work
Peter
babbel said the following:
I'll take the challenge :))
addie
thanks for all the flowers. i’m very glad you like it !
now plug the track into slot 11 (spa) and try to beat my hotlap. its done with a
regular gp2.exe, no cheats, just practice.
if you beat it, i owe you a beer, here in bern :)
addie
Flight at Bremgarten" was posted by Bob Culver from 153.35.201.250:
For those of you who haven't tried Bremgarten yet, there is a section (between the
quarry turn and Eischolz turn) with a bumpy hill (wears out the old skid plate if
you're set too low) that gets the car light when you crest the hill. Well, I just
found out if you are on the very left, you get airborne!!
Bob P from 24.64.2.36:
I have only looked at the "official" version so far and it is beautiful.
Of course no guts to actually drive it yet... the computer can show me the ropes
first :)
Bob
Graham D said the following:
All three versions are fantastic, the classic version looks cool if you view a hotlap
with the tv cams, the cams are done well and its like I'm back in the 60's ooops
54's to be exact......cool, And the regualar version and offical are fantastic too........This
is the TOTW no contest!!!
Andrew Witecki from 203.16.132.162:
Hi
It is definitely a "classic" circuit! That frame rate is high on the normal
track but you have fixed the problem by having the classic circuit! Did you do that
with the colouring commands? I haven't checked so I'm not sure. But whatever you've
done, its great! I suggest everyone install David Hosking's Lotus carshape and cockpit
to give you a better feeling. One of the top 3 circuits so far!
Well done!
Bye
Andrew Witecki
Nicklaus said the following:
Wow! The "classic" version is fabulous, just fabulous. Really innovative.
Congratulations!
Nicklaus
Bob Culver from 159.37.7.11:
A truly awesome circuit!! Great job Addie!!
addie said the following:
hello
are you ready for bremgarten ?
are you sure ?
as mentioned earlier, there are no gravel fields to protect you. the walls and trees
are close, probably closer than you prefer in a situation.you will be glad its just
a simulation ...
it is on its way to sjons grand prix 2 homepage.
but dont hesitate to notify me if you like me to send it to you via e-mail
enjoy
addie
Index
1 - Bob P from 24.64.2.35:
I have finally begun to toy a bit with the TE again recently and I must say I like
the kerb definition window. It is most helpful (thanks Paul!).
That said, can anyone help me figure out why the kerbs simply do not show up in some
places? I have a track segment that I want a kerb to show up on, using the alternate
kerb, and it looks great for about half of the segment then disappears.
Any ideas why that may be? Also, in a corner complex, there is a small straight section
between two corners... the kerbs do not show up there either.
Thanks.
Bob P
Michaël 'NRG' Hompus from 195.241.140.170:
RTFT :-)
(Read The Fucking Tutorial)
Greetinx Michaël 'NRG' Hompus
Martijn from 130.161.216.213:
Ofcourse Michael doesn't know the proper Internet abbreviation list. Or his list
is false in some way. RTFT means: "Read the FANTASTIC tutorial, it really helps,
and all your questions are answered
there!"
The trick with the kerbs is that it needs an adjustment cmd to define the length
of the kerb. Read the tutorial to find which one. It has a better explanation than
I can give.
Martijn
Bob P from 24.64.2.36:
Aside from that being RUDE! Perhaps you could be specific as to which tutorial you
refer to. From my vantage point those I have tried to refer to (PRIOR to posting
my question) lead me to the "link error" at XOOM.COM.
Bob P from 24.64.2.36:
A further point: you may be suggesting I look in the helpfile... it crashes my system
everytime. I even tried updating the drivers and the hh.exe as suggested on the CCLP
page to no avail.
addie from 194.191.82.13:
relax bob
i'm pretty sure, michaël is not a bad guy.
maybe a little high spirited, but not actually bad :)
however
you find a lot of tutorials at:
http://VOLftp.tin.it/GP2/trackedit/gp2tutorial.htm
as far as i remember "addies guide to track editing" includes an extensive
chapter of nic "swervin irvine" prins about kerb editing.
you also may want to have a look at the cmds 0x8e and 0x8f in the command-library.
regards
addie
Bob P from 24.64.2.36:
Ah, oui, maintenant je comprends tout, mais...
what's the URL for said tutorial? Like I said, every link I follow takes me to the
XOOM.COM error page telling me the link is not available, etc.
Martijn from 130.161.216.213:
http://VOLftp.tin.it/GP2/trackedit/tutu/tutu.htm
it worked about 2 seconds ago here, don't know how it is now.... :-)
If you can't find it still, this is what the tutorial says:
================================
Definition of Start/Length of Kerb
By Nic "Swervin' Irvin'" Prins n.prins@student.qut.edu.au
The two commands 0x8e and 0x8f are used to set the start position and the length
of a kerb on a track sector/s. 0x8e is used for kerbs that appear on the left hand
side of the track, and 0x8f for the right. These commands will only work properly
on type B (0xcb defined) kerbs. With a type A kerb, when you set one the kerb will
run for the entire length of the track sector.
The only time when a type A kerb will need one of these commands is in the rare instance
when one of these kerbs will not appear when you set one. For type B kerbs, how far
the kerb will run along the track sector can be changed by these commands, and it
is far more common for these kerbs to not appear when you set one, and these kerbs
can be 'forced' as well.
These two commands have three arguments:
a1 : Unused
a2 : Offset; Start position in sector
a3 : Length
a2 : Start postion
When you place a 0x8e (left) or a 0x8f (right) command on a track sector with a type
B kerb, this value defines where the kerb will begin within the track sector, in
the units as track length. If type B kerbs are set in the following track sector,
on the same side, the kerb need not start in the track sector the 0x8e/f command
is set in.
a3 : Length
This is simply how long the kerb will run for from the start position. If you want
a kerb to be longer than the track sector, set type B kerbs for however many following
track sectors you want, and control the exact length using the command. This is good
as it means that you don't need to set one of these commands for each of the track
sector.
Forcing kerbs is done by the 0x8e and 0x8f commands. Quite often when you set a type
B kerb for a track sector, the kerb won't appear. What you will need to do is to
the find the closest track sectorbefore it, that will accept a type B kerb on the
same side of the track. It doesn't matter if you don't want to have a kerb appear
here, because it doesn't need to. Now make sure you have a type B kerb set in the
track section where you want it, and in the one before that will accept it. Now place
a 0x8e/f command in the sector that will accept the kerb. Take the distance from
the start of this sector to the start of the track sector where you want the kerb.
Use this value as the Start Position value. Now you can make the kerb as long as
want, remembering that if you want to make it longer the track sector, to set kerbs
in the following track sector as well.
Forcing type A kerbs to appear is done in a similar way, but you can't control the
start or length of the kerb, and a kerb will appear in the preceding track sector
where you set the command, whether you like it or not. In this sense, as Martijn
Keizer so succintly put it, type B kerbs are intelligent kerbs, and type A kerbs
can be considered as stupid (his words!)
Bob P from 24.64.2.36:
Thanks Martjin for posting the lot of it... evidently the reason why it was not working
is because I tend to go the the XOOM based TE site (it loads a heck of a lot faster)
and the links to the tutorial are not good there... (Paul maybe you want to just
link the tutorial link to the Vol FTP version of the site?)
BTW, anyone else experiencing problems downloading files from the VolFTP site?
Michaël 'NRG' Hompus from 195.241.140.174:
Bob_P, please forgive me :-)
Dear Bob...
The meaning of mine Read the OOPSing tutorial, was about the well (or not) known
internet word:
RTFM, what means Read The OOPSing Manual,
Sorry for this...
I wanted to give you the url for the tutorial but my internet connection failed..
so sorry, and I hope you will forgive me !
Greetinx Michaël 'NRG' Hompus
0 - Bob P said the following:
Here is what win95 spits out at me when the helpfile
crashes in TE.
TRACKEDITOR caused an invalid page fault in
module HHCTRL.OCX at 0217:5d30111f.
Registers:
EAX=00000000 CS=0217 EIP=5d30111f EFLGS=00010206
EBX=0189017e SS=021f ESP=0219ed60 EBP=0219ed74
ECX=01890678 DS=021f ESI=01890678 FS=106f
EDX=0219ed6c ES=021f EDI=00000000 GS=0000
Bytes at CS:EIP:
8b 08 50 ff 11 85 c0 7c 34 8b 45 f8 8d 55 fc 52
Stack dump:
5d349a00 0219ed6c 018902fa 01890678 01890678 0219ede0 5d329dac 0219f690 0189017e
0219f6dc 00007d94 000017bf 00000002 00007ddc 00002999 ffff8e8a
addie from 194.191.82.13:
(about) same to me. i never could call the helpfile from within the TE without crashing
it. neither in
w95 nore in nt4.
but i spared myself the details then.
addie
0- Graham D from 194.125.2.232:
OK, I'll make this simple, I was looking at the screen shots of the Ultima, lokking
good I might add, but once again Adalbertos graphics and some very good track editing
put my "Estoril" corner at my Magny Cours track to shame. Anyway, i noticed
that around the corner, the stand s are objects, I actually made them out of scenery
and I was wondering in real life are the man made stands or hills? I 'm trying to
get it right,
and I better redo some gfx too to keep up the Adalberto Standard that he has set:-)
0- Graham D from 194.125.2.232:
Since Gpl is everyones favourite game at the moment(except mine, and I've got some
doin' off for it) is anyone thinking of using it to make tracks for gp2?
I know all about the track lenght limit but people have come up with the ideas of
miniturising the tracks or else joining the sections with fantasy bits.
Rouen and Bremgarten(sp?) are 2 latesest tracks and are great from that era, but
I'd say the reason we don't have 2 many older tracks is 'cause info is hard to find
on what the track looked like besides layout, I think GPL could help us!!!!
Some one who has it ould work straight from it or take screenshots for it for someone
else, anyone interested?
I'd love more tracks like Bobs and Addies ones!!!!
Bob Culver from 171.72.5.72:
They can most likely help us. Although, a lot of research is involved in doing a
historic track, which is part of the enjoyment (for me at least). There is a lot
of material available to research the old tracks, and there are some that GPL didn't
do. I have only seen the demos of Watkins Glen and Monza, and so far I think GP2
still has much better potential. If we could only unlock the track length limitation.
Several people discussed "mini" Nurburgring sections, which I think is a marvelous idea (even if I did say that the appeal of the old Ring was the need to remember so many turns). Last week someone found a great Nurbrugring site that a motorcyclist has created. There are complete details of track sections and downloadable videos of segments and (gasp 8mb) of the entire track. I've asked the fellow for heights if he has them, and he said he will include them in an update. Maybe Andrew's History page could also have links at the appropriate track to other sites with information. For example, I am doing Reims 1966 and have a lot of good information, but I just know there must be loads of other great info out there....movies, French TV archives, whatever. Undoubtedly this is how GPL derived their info. With everyone's continued help we can find excellent information suitable to create accurate historic tracks.
Nicklaus from 207.36.61.68:
Just bought GPL today. Nurburgring, full Spa, Rouen, Zandvoort, Monza, Mosport...too
good to be true.
No wonder "they" say Spa is but a ghost of itself....what an awesome old
circuit.
Nik
Graham D from 194.125.2.232:
Hi, Guys again, what Bob said, I know research is half the fun but you gotta' admit
you'll have to do some reaserch to manage a perfect 1950 or 60's track, Anyway, I
hope you guys can come up with some more tracks (older ones) soon, the ones we have
a re fantastic, a seson of them would be unbelieveable, 98 tracks are great but I
love the change to a 5-8 kilometer or so track.
Anyway the GPl was just a suggestion and the post was a hint for more old tracks:-)
No seriously have fun with them:-)
Bob Culver from 153.35.215.117:
I just got GPL today...now I have to get a new video card...it's all a conspiracy!!
Hey FR, did you ever find the black helicopters?
Anyway, GPL will definately help for doing some of those tracks; although the adverts
they have are not correct in all cases and some of the fences aren't right either,
but overall seems to be excellent. I found a GPL website that has a utility to convert
the GPL textures to bitmaps, so it might be possible to use some of them. I don't
know if it will work with the GP2 pallete either. For those interested it is www.gplgamestats.com
Fat Rat from 24.113.17.7:
You bet Bob,
Coming in low , out of the sun ,
Doppler , nite vision , infer red, foreword seeking radars all turned on
A good older flight sim is Black Night ( F 18 )
I saw the documentary on PBS re the F18's
The sim was pretty close , all the alarms etc. were bang on . good dog fights,
It's a bit prehistoric ala GP2 .
Don't pay more than $15 us for though .
I wish I could keep up with the "Jones" Too
WCB came back with request for additional 90 days delay in decision re training &
wage loss .
SO I guess I’ve got some more TE editing time & will be broke for at least another
4 months
Just started unpacking , title transfer in a week
CU Les
0 - SNQQPY.Dog said the following:
Check out the latest info & great pictures of Circuit-Ultima http://members.xoom.com/SNQQPY/
Cheers
David
Klee Dobra from 38.30.111.65:
I'm curious... What is Circuit Ultima? Your page took an inordinate amount of time
to load, and I never did find any description of the project. My assumption is that
you are trying to create a track (real or imagined??) that exceeds the 7.x km allowed
in GP2. Please offer an explanation.
Thanks,
Klee Dobra
Wouter Oosterbosch from 194.7.244.116:
No, they are trying to create a track which has the best pieces of all F1 tracks
in it! You couldn't find a description I guess because there are several pages.
Let it load, it's worth it!
0 - Dave Lynn from 209.52.33.49:
I've noticed that quite a few of the tracks that have hills seem to show a ramp climbing
into the sky in the distance with no surrounding hills,just a stairway to heaven!
is this just my slow video card and 133 computer or is this a problem with the scenery?
Also if you are going to have a hilly tracky is it better to build it totally flat
first and then try and add the hills later?
Fat Rat from 24.113.17.7:
Ya it's scenery , , you have to get track & ( pit heights) 1st . Then CC , objects
& scenery are done together . Your object heights & DFC will have to work
with your ribbon settings & distances & vice versa .
View distance settings also have to be considered , can cause \fix problems You end
having to balance all of these factors in the finished product .
Happy editing
Cu Les
Robinio from 193.172.232.34:
Normally this problem is caused because the scenery is not surrounding the side of
the roads if you know what I mean. I normally try to solve this by placing some trees
and bushes so you can't see it, or you can try editing the scenery around it.
Avatar from 212.36.2.194:
Yes, it is good to make the track flat at first time and after that to change the
heights, because if you change both the track and the heights together, on some places
may appear some kind of bumps.
I've a similar problem and when I've removed the heights and made them again, they've
gone (the bumps).
Good luck!
-=Avatar=-
Ake from 195.163.74.96:
I have notice this too, and when I started to change the height in my track I discover
that this problem can be solved if the slope of the track is not too steep, and you
also need to add scenery to other parts of the track that can see the road that change
height.
Ake
addie from 194.191.82.13:
hello
the grandmother of all ramps occur when you reach a certain limit of cumlative altitude.
find an illustrated explanation in “addies guide to track editing” in the tutorials
section of the track editor homepage (or in the helpfile).
i also do prefer to first set the track layout, then the heights, then the scenery.
for the heights you can set up the starting-height in the track-config section in
the track-tree.
-if your track goes uphill after the start and downhill again for the finish, you
have to set a low number for the starting height.
-if your track goes downhill after the start and uphill again for the finish, you
have to set a high number for starting-height.
i hope it helps
addie
0 - Dave Lynn from 207.102.34.162:
What format does GP2 use for objects? also I notice quite a few of the American racing
sims use 3do but the gl viewer shows 3ds, is there any convertor for 3do to 3ds?
If a texture is converted to bmp format from one of these sims, why would it be different
from a jam file converted to bmp format?
It must take people a long time to do these incredible drawings for all these sims,
and it sure would add a lot of scenery if other artwork could be used in Gp2. I know
this is somewhat of a repeat to my previous posting, but i'm really overwhelmed by
the complexity of all this,You track makers are certainly to be saluted for your
great work.
Ultimately a library of scenery , would be great.
Thanks again from a beginner thrashing around in the dark.
0 - Andrew D from 203.36.35.5:
Hey guys
I have come accross a small problem when editing my 89-90 Pheonix. Around the back
of the track, before entering the back straight, there was a big dip in the road.
But when i put the dip in using the track heights in the track dialog box, the first
part seems alright, but the return up doesn't come up as far.
-The dip goes down and then up, the same height.
-The lenght of the rtack sections is 33.
If anybody could help me, either mail me or reply on the forum
Cheers
Andrew D
John K from 205.188.198.52:
With just that little information, my guess would have to be something to do with
your cumalitive gradient.
If both track sections are the same length, and you put in a height change such as
-10 to go down, then 10 to go back up, it WON'T come back up, it'll just flatten
out in the second part. (returns the cumulative gradient to where it was before the
first section) You need to put in a larger gradient for the second section.
Let's see if this will work:
Angle Length Delta Gradient C.Grad.
T1 0 12 5 60 60
T2 0 33 -10 -330 -270
T3 0 33 10 330 60
This would produce a part on the track that goes up a little bit, dips down, then
goes back up a little bit.
You may know this already... I'm just trying to help out.
John K from 205.188.198.52:
In essence, my answer is that to have a identical upward height change in the second
track section, you need to use a Height Delta that is twice the negative one you
used in the first section. Such as:
T1 0 33 -10 -330 -330
T2 0 33 20 660 330
Andrew D from 203.36.35.5:
Thanks for the reply
I should have made it more clear. The total lenght of the straight is 33.
I did think of that after about the dip only leveling itself, but it still didn't
work.
I will give your theory a go and let you know
Cheers
Andrew D
0 -Andrew Witecki from 203.16.132.159:
Hi
I have a track which works fine even though it is way out of the world limit! So
I don't think there is a world limit, only a track length
limit! Paul, would like to see the track?
Bye
Andrew Witecki
Phil Paterson from 203.38.166.196:
No World Limit? I'll believe it when I see it! (Translation: Mail me the damn track!)
But there's the track length problem always.....Maybe there's a way around it. Any
volunteers?
babbel from 194.178.9.149:
The track will load like normal if it's outside the limits but when the track leaves
the gp2world the car jumps of the road onto the grass
babbel
Phil Paterson from 203.38.166.133:
The Length Limit
Hmmmmm.....We could set up a page, trying to extend the limit (A La CC-Line and F1pcsvga
Projects).
Paul has said he wouldn't try to extend track length.....anyway there are more things
to develop which aren't as impossible as this!!!
I'd say this is near impossible, but we may get some good ideas and at least we're
trying!!!
John K from 205.188.198.52:
The thing about the track length limit is that it may be a losing cause. As far as
I know, nobody has gained any ground on it -- there's nothing to go on. My bet is
that there's absolutely no way to "unlock" it as many people hope. That
doesn't mean we shouldn't continue to try, just that I think adding it as a "project"
may be a waste of time and webspace.
Andrew D from 203.36.35.5:
I had major problems with the world limit. As soon as the car left the world, it
would enter a grass land and then appear somewhere else on the track.
So i don't belive that there is not a world limit.
Andrew D
Paul Hoad from 194.222.192.203:
Yes please send it too me!
0 - Graham D from 194.125.2.232:
ON an NG I saw GP3 isn't comming out until after 1999,(if its comming out) but is
it still going to be on the 97 season?
Never mind my point is lets get on with TEing and GP2ing and forget about GP3 for
anotehr 2 years and thats if it will come out, theres
no point in continuing dreaming of the perfect F1 sim when we already have it!!!
babbel from 194.178.9.149:
don't believe any rumors :)
Graham D from 194.125.2.232:
Still, wheres the proof for GP3?
Where just on a wild goose chase here, I say we all just forget it and stick with
Gp2, untill we actually have proof of it!!!
Bob P from 24.64.2.36:
And besides, aren't we all having way to much fun with GP2 to care about GP3 :-)
Bob
P.S. A map of my Cowtown circuit is up at my web page at http://home.members.net/bobjoycana...
follow the tracks link from the menu frame.
0 - David Richards from 210.8.248.2:
I made a small change to the pitlane exit of the track I'm working on so that it
joined the track. Now there's a fence and grass across the track. I set banks to
0 and removed scenery commands from last few sections, the fence is still there.
Do I have to restore the original exit layout and tolerate a messy exit, or is there
a way to get rid of it?
Thanks, David
John K from 205.188.198.52:
1. Make sure your pitwall connection right-left commands are in the correct places.
2. Check to see where your Pitlane Walls End command is located.
addie from 194.191.82.13:
... and make sure the remove-fence-texture checkboxes of the appropriate side in
the tracksectors between the two pit- fence-join-cmds are checked ...
addie
Paul hoad from 194.222.192.203:
Watch the position of the a1-a4 commands
Paul
David Richards from 210.8.248.2:
Thanks to Paul et al for their help. Problem cured.
Now the player car doesn't stop in pit bay. Red line missing from pit bay.
Regards,
David
0 - Ingo Serf from 152.207.36.243:
Hi
I understand why TOTY can't work !!
But as a result of this, I've got a better idea.
What about a "Famous Tracks of the Year" List (F-TOTY) ??
In this list could be every track which is or was famous for the time of build !!
Best wishes and happy editing
Ingo Serf
SERF@ProByte.de
www.SaarMarkt.de/GP2
alfa from 210.8.224.2:
Ok, I'll suggest that Monza68 and the Tunnel Track fit this new rule.
0 - John K from 205.188.192.169:
You guys, I started a new track about a month ago... It's basically my dream track,
very much like the old Nordschleife itself. It's the only track I've designed, and
the only one I planned to "publish" in the forseeable future.
Since starting it, I've honestly had very little time to sit down and learn how to
do scenery and the CC-line well, and it's frustrated me a great deal. I have to face
the facts that while I can do everything else well about track editing, scenery and
CC-line are simply beyond my reach at the moment.
This is where I am now turning to everyone for help. I need someone to take up the
slack in these two (quite significant) areas where I'm inadequate.
I feel pretty dumb for asking for help, but I just want to see my one and only creation
be done the way it deserves to be and finally come to fruition.
If anyone is interested, please e-mail me (proxbullet@aol.com) and we'll discuss
it.
And thanks to everyone who just had to endure this sad message from a 'poor sod'.
=)
addie from 194.191.82.13:
relax john :)
its not magic
for the scenery, have a look at the scenery tutorial of martijn keizer. it explains
all you need. for beginning, show “scenery” in the track view and keep your focus
on the track cmd pairs 0xaf + 0xb8. if you have 0xc0 + 0xb8 or 0xc1 + 0xb8, do replace
them by 0xaf + 0xb8. be sure to have a 0xd9 with a2=63 in t0 (for turning ON all
scenery - ribbons) and no 0xb0 in the track. (but thats all described in the tutorial
of MK)
and for the cc-line. i once posted a mini-tutorial on that subject. unfortunately
i dont have it with me in that moment. if anybody could repost it ?
its no magic neither, its just time-consuming
i hope it helps
addie
0 - Bob P from 24.64.2.35:
Here's the story:
Last night I started toying with scenery on my cowtown track, and I was so pleased
that what I had seemed to be working quite well. I noticed I had no jams loaded into
the track for grass and bricks, so this morning I added them. Fine right. I thought
so.
I closed TE and restarted after adding the jams, and now I cannot double click and
get the ribbon definition window to come up.
The TE hangs and I end up using CTRL-ALT-DEL to get out of it. No error messages,
it simply freezes up.
Has anyone else experienced this?
I thought it might be too many jams in the track (37) so I tried loading another
track with many fewer jams. Still fails. To edit a scenery or texture definition
command (OxBC or OxC8) causes it to fail in any track.
I tried reinstalling TE - I am using 1.7.2 - but that did not help. I have rebooted
my computer six times and retried the TE, still nothing.
Bob P
Paul Hoad from 194.222.192.203:
You should switch to 1.7.3
Also email me the track.
recent developments have caused a few problems that I've not been able to find
Paul Hoad