Forum Postings 1999 January

as collected and (very little) formatted by addie walti

Threads

The start of a thread is marked with 0-

run out of jam files??
Adverts and aesthetic
These Damn walls
JAMs, graphics, and buggered-up palettes
JAM Editing

Limitation on object definitions?
Wall Problems
Wallediting
GP2-GPL Sfx
Camera

how (to install a custom track)
Track length limit
Object texturing
Ive got a grey track
Number of CC-line sections

Tracksector outside world extent
Lock-ups
Incorrect track lengths
Darkness/Brightness of road?
pictures of track in game?

end of list

Index

run out of jam files??

0-micael said the following:

Hi

I`ve run out of jam files to use for my track, I can only use a maximum of 41 jams any more and the game will not load, and i still have many types of fences to add to the track. is there any way Ican get around this problem?

thanks

micael

Bob Culver from 153.35.201.144:

You have discovered one of the frustrating GP2 limitations. There is a limit to the number of jams (some of us theorize that it is total size of jam files in bytes) that can be used. The only hope is to review all of the jams loaded and delete any that you are not using. you may find that an entire jam file is there and that particular track only uses one of the jams. You could substitute a different jam or create that jam on another jam file and then delete the redundant one.



Index

Adverts and aesthetic


0-Mal Ross said the following:

Hi there,

I'm currently struggling to make a circuit look nice by adding a few adverts to it. However, my sense of aesthetics isn't exactly well tuned, so does anyone have any advice about how best to use adverts to help create stunning tracks?
Any help would be appreciated. Cheers,

Mal.


Bob Culver said the following:

You could use the Bernie method....(must look good on TV). Just about all of the adverts at Formula 1 venues (CART is finally catching on also) are painstakingly placed so that they will appear on the TV cameras. The Italian GP was really the pioneer at placing adverts solely on how they would appear on TV. Go back to the 60's and they were already doing this at Monza. They tend to be grouped around strategic corners, or where they will be on camera for a substantial period of time. You could start by placing your cameras and then watching a replay to see where would make sense based on your camera placement. We also have the flyover adverts and the 1/2 flyover ads that again are placed after careful review of the TV camera angles. There are also adverts placed for the sake of the live audience. So, find your grandstands, put your marketing hat on, place your bum in the seat an figure out where the best place to put your ad so that all of those racetrack patrons can see your product pitch :-D



Index

These Damn walls

0-Jeff Renaud (renolli@hotmail.com) said the following:

My track is ready and everything is fine, but how can I delete the walls that are in the pitlane's way?
Thanx to take some time to answer me


addie (addie@asit.ch) from 194.191.82.13:

are the approproate checkboxes “remove texture” checked in the appropriate tracksectors ?
(see pit lane tutorial for the details)

i hope it helps
addie





Index

JAMs, graphics, and buggered-up palettes


0-Mal Ross (mal@humford.demon.co.uk) said the following:

Hi there,

I'm currently trying to make my own JAM files. I've got the JAM Editor and the turorial, but it's a bit threadbare, really. I've made sure the bitmaps I import into my JAM files have the correct palette, but all too often the new bitmap means that other textures used in my track have been ruined. Can anyone tell me what the issues are here, please? I feel as though I'm just stabbing in the dark.

Cheers,
Mal.


Bob Culver (culverr@bigplanet.com) said the following:

Paul explained some time ago that there seems to be four different pallets used in GP2. This is clear when you view from a trackside camera, and note how different the trees in the background look. I haven't had too much luck importing bitmaps as it almost always comes in as the wrong pallet. The best bet is to use GP2jam to import the jam files. If you go much farther Mal, you would be pioneering new ground for us :-)


addie (addie@asit.ch) from 194.191.82.13:

btw: gp2jam is very handy integrated in gp2edit of steven young at:
http://ourworld.compuserve.com/homepages/smyoung/gp2edit.htm


Martijn said the following:

One big disadvantage of gp2jam is that it cannot convert JAMs when the X/Y sizes of the different entries are changed. So if you want to do _that_, you'll have to come up with something else (something a lot harder). But that will be not needed for the moment, I think.

Martijn


Martijn from 195.109.165.1:
(part 2)
Might as well tell you now.....

If you insist on wanting to change the X and Y sizes of the JAMentries, gp2jam doesn't recognize the JAMs anymore. Therefore, you will have to rely on the JAMeditor to import and export textures. BUT the Jameditor doesn't change the "pallette-depth" according to the needs of the imported textures, but rather leaves it unchanged.

============================
intermezzo:
A JAMentry consists of an X-and Y value, and a "palette-depth" entry (actually four of them). This p.d. entry determins how many different colors of the pallette may be used on that JAMentry. So if that value is "31" for instance, you can only use the first 31 colors of the gp2-pallette for that entry (all shades of grey) safely.
====================================

So to import a BMP into a changed-JAMfile, you have to make sure all the BMP-pallette depths are less deep than the JAM-p.d. allowed by the JAMfile. That makes for a whole lotta searching if you want to have it correct (was about 50% of the build-time on the last TunnelTrack).

One more note: you may think: I import a BMP first with gp2jam, and THEN change the X and Y values in the JAMeditor:, well, good thinking, kind'a. This works partially. The weird thing is, although the JAM-borders are correctly changed, the pallette-depth-borders are NOT changed. That means potentially, a texture that is half-correct, and half distorted (no kidding!).

So If you got all this, and think you go the solution, let me warn you for one more thing. Trees. Trees seem to be very stubborn in their acceptance for textures. Some work, some don't. I have had massive problems in getting some textures on a tree. But part of that problem is that the tree-thingy (object #5) isn't decoded yet. A bit of trial-and error in this department.

Any questions? Don't hesitate to bother someone else :-)
Martijn

Martijn from 195.109.165.1:
(part 3)

Just thought of a nice example: if you open the JAMfile that came with TunnelTrack, that containes all the garage-labels, you'll see that the order in which those labels are placed, is not coincidental. Some of the entries of this JAM had a pallette-depth of only 40, while others had a full 240 colors. Therefore, I searched the labels to match the entries, for instance, the entry with only 40 colors got a black/white label (at max. 32 colors) while an entry with depth 240 got some green colors with it. Note that it's NOT the absolute number of used colors that counts, but the highest index number of the colors used.

Sorry to plug my own TunnelTrack so much, but it's the only track I'm aware of that uses (a lot of) JAMentries with changed X and Y values.

{ M }

Paul Hoad (Paul_Hoad@autosim.com) from 194.222.192.203:

Don't forget the JAM editor code is now in the public domain so if you feel like fixing some of these problems then I suggest popping over to the JAMEditor project

Paul Hoad


Martijn (a@b.c) from 195.109.165.1:

Unfortunatley, I don't have any programming- experience. A solution I can think of, is to set all pallette-depths to 255 regardless of the used textures. I have no idea whether you can set/edit this value, though.


Bob P (bobjoycana@home.com) from 24.64.241.5:

In the meantime, has anyone identified a list of jams with the highest colour depth?

BTW, thanks Martijn, your discussion of jams here has made things much clearer for me; and I guess for many others as well.

Bob P

Bob P (bobjoycana@home.com) from 24.64.241.5:

I have noticed something else. Look at dproad_.jam, for example.

Opening this file in Paintshop Pro reveals seven colours are used. Open it in the jam editor, or in the TE, and it says the palette depth is 35. Look a little closer at the palette and you will see it only uses colours 186, 187, 188, 189, 190, 191, and 192 from the palette index. (So actually, addressing Martijn's points about colour depth and, with a depth of 31 meaning the colours at palette index 0-31 being available, that seems not to be the case when looking at the values in the four palette definitions and using a colour count in PSP. That is, palettesize does not seem to represent how many colours are used.)

The trick then, may not be in addressing palette depth, but what colours are used in the four palette entries. For example, with dproad_.jam we have PaletteSize:35, below that, in the tree, is PalettePTR:0 (I have no ideas here), that is followed by Palette1:35, Palette2:35, Palette3:35, and Palette4:35. Look closely at the values in those. The values 186-192 are spread throughout the 35 entries (so the depth maybe is 5 x 7? afterall 5 x 7 = 35. Where else does the 35 come from in this case?

Even if you look at a jam with a higher palette size...
lets look at Adverts1.jam. The first one, jamid 173, shows a palette size of 131, yet looking at the bmp--and extracting just jamid 173, we see there are only 48 colours in use for this particular jamid. So where does palette size of 131 come from?

So the problem seems to be more than just having a bigger palette size, it involves being able to understand and manipulate the values in those other palette infomation parts of the jam file.

Like Martijn, I am no programmer; I can offer these observations, but no solutions.

And I hope this makes some sense. 8-)

Bob P


Ando (gp2@webfactory.de) from 195.94.90.24:

hi,

are you sure you used the original JAM files from the GP2 CD? If the files aren't the originals, it's quite usual that they don't use all the available colours.
The one who made this graphic, just made it and imported it with GP2Jam or GP2Edit without paying much attention to the number of colours because he didn't need to. GP2Jam 'knows' how many colours are allowed for almost every JAM ID in GP2 (never got the error saying that too many colours are used for a specific ID?!). when importing a bitmap to a JAM, it checks every part of the bitmap if it doesn't exceed the limit of colours for the ID it will be in. so importing with GP2Jam is no problem. but the problem is that GP2Jam only knows the original JAM files. if you want to import a bitmap to a JAM file where you changed the IDs, it won't work!

hope this wasn't hard to understand... :)

cu
ando.

µartijn from 195.109.165.1:

Sorry Bob, but you're a bit wrong here. It's not the "colour depth" (that Paint Shop Pro) counts, that matters (that's indeed the "number of colours used), but rather the pallette index number of the highest available colour for that JAM-entry.

So if there is a palette-depth of 131, you will see that all colours with indexes below 131 will look OK in the game, but all colours with higher index will look distorted.

I know this sound pretty strange, but all my "experiments" pointed to this (actually, I wasn't experimenting, but just wanted the @&*$%^ thing to work!). The effects became very predictable in the end with this "explanation", or better: "rule".

As to a reason why....... I can only think it somehow speeds up drawing a little, by limiting some colour-reading to only a few colours, and not the entire pallette. Better guesses are welcome.

{ µ }


Index

JAM Editing

0-Peter Walker (pwmotorsports@geocities.com) said the following:

Even though I don't have my copy of the game yet, i'd like to offer this one suggestion. Some games outside of say the Microprose genre, use the same file format's as others.
For example, Sierra racing sims use the .3do file as a basis for their 3D imaging, and Lucas Arts use the same file format in their Jedi Knight series of games.
I know that I have seen somewhere the JAM file format mentioned elsewhere "Not GP2" specific.
Hope this get's the brain cells turning.

This Site may be of some help. I don't know because I haven't completely checked it out yet.

http://www.gameprog.com/graphics.htm

Here is the source:

http://www.wotsit.org/game98.htm

Index

Limitation on object definitions?

0-Herbert Chan (bigmacf1@technologist.com) from 204.174.244.110:

Sorry to ask this question again. I am sure I've seen the answer before in this forum. But I really need some help.
Could anyone please tell me the limit on how many object definitions can be use in one track. I tried to add some trees on my track with new definition but not all of them show up even I put them in the middle of the road.

Thanks



Index

Wall Problems

0-Jeff (renolli@hotmail.com) from 205.236.100.202:

Hi,
I am having trouble, I have edited my pitlane and all the stuff is put, but a wall is blocking the way, I have tried several solutions but none of them worked, I am really desesparate!


Index

Wallediting

0-Vunz (wleeuwen@capgemini.nl) said the following:

Hi all

I would very much like to add fences to the original Microprose 1994 tracks, but somehow I can't seem to find where the code for the walls/fences is specified in the trackfile and how it is modified in the TE. Can anyone help me ou on this one?

Thanks very much
Vunz

addie (addie@asit.ch) from 194.191.82.13:

you have to "map textures".

textures are carried in so-called jam-files (see gamejams subdirectory and jam-files list in the track-tree). and they are mapped by the help of the track command 0xbc (188). have a look at the command library and the tutorials in the tutorials section in the trackeditor homepage for the details.

i hope it helps
addie

Index

GP2-GPL Sfx

0-Fat Rat (fatrat1@home.com) from 24.113.17.7:

To Addie & all other Audiofiles.

Have come up with some engine sounds for GP2 , To simulate the older cars Normally aspirated cars . The Idle & deceleration sounds are great , BUT the Acceleration sfx , does not loop properly ,

The wav file it self loops fine , but in game play it has a skip in it . Maybe I should get my pit crew to tune the engine ???? .

Have found some more ( Limited info on how GP2 uses the wav files .)
Ie the accel sfx is transposed over 3 octaves , the cockpit engine sfx are used as pass by sfx for the cam views in combination with snds. 18 19 20 . I will have to do new ones of these also , as it sounds funny hearing this low rumble approach then change to a screaming turboed 98 F1 car fly past .

You do not have to match the sample rates or media lengths , gp2 edit is just noting the original info for each wav .

The Accel wav does not quite whine high enough at top RPM’s . I will probably have to mix in a second octave wav , but this usually result in a synthesized sound .More of a chord that one distinct sound that is recognizable as an engine not a musical instrument .

So if anyone wants to help with this one wav , drop me a note .

BTW I sent most of last week working on a radical cockpit design and collecting , converting GPL mips for use with GP2 . I’am hoping to resume work on the GP2 classic track base as soon as I get the Cpit & sfx done .

CU Les

Index

cameras

0-Jason hope (jason_hope@yahoo.com) said the following:

Hi all,

I want to know why sometimes, a camera temporeraly freezes before going on to the next one. Could it be that they are too closely placed,or could it be something so simple that even a chimp named bozo could figure out?

Jason hope


µartijn from 195.109.165.1:

The latter {sorry}:
it means that you set the object-view behind or in front to zero for that camera.
Or you made a serious error in the placement of the switchpoints, but that usually shows up in the TE.


Dave"SnQQpy.Dog" (snqqpy.dog@virgin.net) from 194.168.65.200:

Hi Jason

You can find the answer to your problem in a little known tutorial on the subject of cameras @
http://members.xoom.com/paulhoad/gp2tutorial.htm
or you can download the whole thing @
http://grandprix2.ga-sports.com/trackedit/camera/camera.zip

Its actually because you set the value to high.. (sorry Martin)something to do with the view extending beyond the edge of the viewable world. I haven't ever been able to calculate the exact limit, Paul and I looked at this a while ago and couldn't find an exact formula!

Anyway I suspect your value for the offending camera view ahead or behind is probably over 200 try reducing this value to 200 or less at this location, that should do it.

Incidentally a zero value I believe defaults to a setting of 64. Paul & my calculations appear to support this! :o)

Hope this helps
Cheers
David



µartijn () from 130.161.124.18:

OK, OK!
Sorry about all that...
Another thing I seem to remember: 255 is the max value, just like in the view-distances ahead.
Sounds reasonable also, right?

Index

how (to install a custom track)

0-Matt (kingsley@atnet.au) from 210.8.224.2:

I was just wondering how do you put the track you downloaded (etc Bathurst) onto Gp2


Ian Hill (ijrh2@cam.ac.uk) from 131.111.209.23:

First you need a utility to run the game without the CD - there's 2, GP2NOCD and NOCDROM - available at www.grandprix2.com among others. This will either copy the tracks from the CD to the hard disk or ask you to do so yourself. Then you can either
1) Get a Track Manager - this way you can edit the name of the track as seen on GP2 while installing tracks.
or
2) Put the new track .dat file in your GP2\Circuits directory (created by GP2NOCD) an rename to f1ct??.dat where ?? is a a number between 1 and 16. This way the track name will not be changed in GP2 but if you go to the ??th track on the menu you will get the new track.
EG if you rename your track as f1ct08.dat then it will replace the original Silverstone track.

Hope this helps

Regards
Ian Hill
http://members.tripod.com/~IanHill



addie (addie@asit.ch) from 194.191.82.13:


basically you replace an existing track.

if you have your gp2 out of the box, you have to use a tool called nocdrom at first. after that, all original tracks are located in a subdirectory \circuits in your gp2-directory. in the mentioned subdirectory you see 16 files f1ctXX.dat. XX is a “number” between 01 and 16. these are the 16 tracks.

for installing a specific custom track i do it like this: i change to the \gamejams subdirectory in the gp2-directory and create a new subdirectory called \temp o.s.s. inthere i do unzip the package and look for the readme-file (most of the its called gp2frm.txt). then i follow the guidelines in this file. most of the times it tells you to create a subdirectory in the \gamejams subdirectory in your gp2-directory, and place all files inthere. so i just have to rename my temp-directory.

after that you have to rename the included ???.dat file to one of the f1ctXX.dat filenames yet and place it in the \circuits subdirectory. see the readme-file for recommondations for the choice of file to replace (not every track works in every “slot”).

within the game you choose the “appropriate” track. e.g. if you replace the trackfile f1ct01.dat, you have to choose interlagos in the game, etc. there are tools around letting you change the ingame info (picture, trackname, etc) also.

if you are driving on the track and notice lots of grey areas, probably the name of the new subdirectory in the \gamejams-subdirectory is wrong and you have to check and correct that.

i hope it helps
addie

ps: be sure to backup anything you are going to overwrite ...



Object texturing

0-Jason hope (jason_hope@hotmail.com) from 207.253.118.234:

Hi all,

I've just made two new objects from scratch, and I don't know how to add new textures to the new object "panels" that have been made. I've tried to study some other object that were originaly in the game, but I cannot figure it out. Can anyone out there help me?

Jason hope


Index

Track length limit

0-Ian Hill (ijrh2@cam.ac.uk) from 131.111.8.68:

Has anyone worked out the exact maximum length of a GP2 track? I want to know my track is as long as possible before I start on the CC-line.

Regards
Ian Hill


Chris "Faustus" Stappert (stp.sws@munich.netsurf.de) from 195.180.210.235:

When you perform a Sanity Check with the Track Editor, there is a message which says that the maximum length for the track + pitlane is 1597 units (I think that is about 7,8 or 8,0 km). If you keep the pitlane as short as possible, you should be able to do a fairly long tack.
However, I don't know whether anyone has tried such a project yet; the longest GP2 tracks which I have seen up to now (Bremgarten 54 and Interlagos 80) both were around 7,2 km. Maybe the limit is not quite as high as the Sanity Check suggests, so be careful!

Let's just wait until the Grand Prix Legends Track Editor works properly - 23 km of track length (like in the Nürburgring) should give all of us enough room to edit!


Ian Hill (ijrh2@cam.ac.uk) from 131.111.8.68:

According to TE my track is 7.83 km Track+Pits, and according to the Sanity Test it's Too Long, yet
it runs in GP2!

A problem which may or may not be related: A major height bug on pit exit that even affects the car
on a hot lap if it runs over that part of the track. Could this be a side-effect of pushing GP2 to the
limit? Because I can't see any other reason for it, the heights at either end of the tracks match, and
my pitlane is zero gradient (as is the part of the track running past the pits). Can anyone think of a
possible cause?
BTW Don't laugh but this new track is a mini version of the old Nurburgring...

Regards
Ian
http://members.xoom.com/IanHill


Bob Culver (culverr@bigplanet.com) from 153.35.201.222:

I believe that the slot that you actually load the track into makes a difference on what the overall
length limit is. There are also probably other variables that have not yet been uncovered. I am
working on a track that is 7.31 km + pit lane of .48 = total length of 7.7931. It runs ok in some
slots, but crashes 1/2 way through the game in other slots. Also, I have found that if I make a track
that is just 1 track section shorter than a track that does not load, that an invisible wall is
encountered when exiting pit road. Similar to the "great wall" effect that you get when your heights
are way off. Very starnge, but it is definately caused by the track length. So, a track of 7.83 might
be possible, but if you load the track in a different slot, it might not work...or, try loading it up
with objects, or other memory eaters, and other side effects are likely.


ponq (ponk4@hotmail.com) said the following:

Dear Ian,
Did you use Imola as a base for your track? If so, than the major height bug is probably related to Imola. I had almost the same thing a few months ago, and guess, my base was Imola!
After exiting the pirlane, the car just dropped down in a hole. No way you could get out of it. Strange thing, as far as I can remember the CC ran over the hole, not dropping down!

Cheers,
ponq


Ian Hill from 131.111.8.68:

ponq - No I didn't use Imola as a base, I used Silverstone and ran the track in f1ct08. And when I reduced the length of the track by about 6 length-units the problem disappeared. I think it's a side-effect of pushing GP2 to the limit, so the track still runs but not properly. Was your track (based on Imola) pushing the length-limit?

Regards
Ian


Index

Object texturing


0-Jason hope (jason_hope@hotmail.com) from 207.253.101.50:

Hi all,

I've just made two new objects from scratch, and I don't know how to add new textures to the new
object "panels" that have been made. I've tried to study some other object that were originaly in the
game, but I cannot figure it out. Can anyone out there help me?

Jason hope


Bob Culver (culverr@bigplanet.com) from 153.35.201.222:

What you need to do is go to "texture data" on the tree, expand the tree, then expand each argument
where you will find the detail of the texture. you will see the texture number listed, which is the
jam ID. I have succesfully altered the textures this way. Caution is advised, that if you start playing
with some of the other values, strange things seem to happen...texture sizes wrong, texture direction
wrong.

µartijn from 195.109.165.1:

I think that the problem Jason has, is that there's simply some unknown code still in those objects,
especially concerning the textures. Ask John Verheijen what he knows (more than me, I think).
AFAIK it's for instance impossible to rotate a texture, and only for some textures it's possible to
increase the number of texture mappings on a panel.

If you've made an object from scratch, and texture it succesfully, you've done something I at least
haven't seen before. So that's why no-one answers your question, I think.

Fat Rat (fatrat1@home.com) from 24.113.17.7:

I think this is Jason's problem ,
When you've done a 1st or earily enquires into a area .
Guess what , you have more answers than we.
I never seen a object from scratch either .
Like others I've edited some objects , mostly textures. a little scaling , even less point data editing ,
Only when I have to .

But all 3 are related closely , if you dratically alter the scale , then you'll have to in\decrease the #
of maps.etc.
And yes rotation is a large obsticle . I've been advised to change the vertex connect order to alter
rotation ??
A little too advanced for me, seems easier to work it from the jam side . change the orientation of the
required texture ??
But yes we need much more " GP2 editing " activity on this forum , seems most are busy with GPL
sites etc.
I've doing some exploring of the start light object , have some radical ideas in mind for this little
puppy

Can you say texture# 386,387,389.

might even have a little stand built for the little guy
Good luck Jason
Thanx Les


John Verheijen (verheyen@casema.net) from 195.96.98.222:

Hi Jason,

Send me the Objects, then I will see what I can do for you.

I'm now also busy making objects from scratch.
And I notice that it is possible to rotate textures.
Don't ask me why, because I don't know.
When I change some values of the points, the texture rotates.
I'm now searching how this is possible.

I also busy with the JE.
And I must announce there will be soon a new JE.

I got a lot of mail from people who want to help :-)

Regards
John Verheijen


Index

Ive got a grey track


0-Ben said the following:

I've successfully downloaded so tracks until I came across Ultima. When I go onto the track it is
grey with big walls. I also found that Daytona has the same problem can anybody help me.

Ian Hill (ijrh2@cam.ac.uk) said the following:

Are you sure you followed the instructions in the GP2FORM or README file and put the JAM files in
the correct folder/directory? They want to go in a subdirectory of your GP2 directory called
GAMEJAMS\ULTIMA . eg if GP2 is in directory C:\GP2\ then the JAMs want to go in
C:\GP2\GAMEJAMS\ULTIMA .
Hope this helps.

Ian


Robin from 193.172.232.123:

Maybe a long shot, but do you have the textures switched on in the options menu?

Index

MAX REVS

0-Marco (marco_f@inditel.it) from 193.70.38.126:

HI ALL!
i wonder if it is possible to limit the number of rpm for gp2?
someone tried?
thanx,
cheers,
bye



Index

reversing race direction

0-David Richards (davrich17@hotmail.com) said the following:

Is there a code for this? Is there any way to produce reverse direction tracks identical to original?
Regards, David


Ian Hill from 131.111.8.68:

AFAIK you would have to do it manually, have 2 tracks open in TE, and copy each segment in reverse order. The pitlane might be trickier, scenery even worse, and you would have to do the CC-line from scratch.

Regards
Ian


Index

Number of CC-line sections

0-Ian Hill from 131.111.8.68:

Is it possible to reduce the number of CC-line sections? The reason I ask, is that when TE "creates CC-line" it produces one cc-line section for each track-section. So how do you do it?

TIA


Robin (robinio@xoommail.com) from 193.172.232.24:

What I usually did was first make the cc-line, and after that manually delete all cc-sections you have left. This is a pain staking process, but it works.
But as it takes a lot of time, I usually leave the cc-sections that remain...

Regards,
Robin


David Richards (davrich17@hotmail.com) from 202.0.75.16:

Look for sections with identical angles. For example, if you have four successive CC sections that have an angle of 15.8765 deg, and a length of 10 units, make the first one 40 units long and delete the other three.

Regards,
David


Index

Tracksector outside world extent

0-Tom Barkley (tombarkley72@yahoo.de) from 193.158.131.225:

Hi,

I´m working at the moment on a new track, and the TE sanity check (1.7.6) says that the tracksector 0 would be outside the world extents. In the TE world view it is exactly in the center of the world, and in the game itself the track works properly.
What can be wrong?

TIA
Tom


Malcolm Mitchell (malcolm.mitchell1@virgin.net) from 212.250.195.12:

A little bug in the TE - I suggest you stick to v1.7.4 as v1.7.6 had no additions, but it was the first version of the TE made in the latest Visual C++ - and this caused a few known bugs ... for instance, my track that I'm working on didn't fail on anything with v1.7.4, but when I got v1.7.6 it failed on the world extent with sector 67 outside - but that wasn't the case!

Cheers,
Malcolm Mitchell


Index

Lock-ups

0-victor (vick@iei.net) from 208.165.240.216:

I have the 0.1.6.4 of the track editor. I was wondering if anyone is, or has been, experiencing the same problems I've been having:
every time I edit a track, then try to run GP2, my PC locks up solid, and I have to reboot.

Needless to say, it's very, very aggravating and makes me very reluctant to want to edit tracks that I would really love to enhance. Does anyone have any suggestions/fixes on this problem.
Please post answer here, and/or feel free to email me directly,
thank you.


Herbert (bigmacf1@technologist.com) from 206.175.194.232:

I have the same problem too even I am using TE v1.7.6.361 or some previous version of TE.
Solution of mine is after you exit TE, wait for at least 30 seconds(minimum) before you start GP2. It usually works for me this way.
Hope this will solve you problem.


addie from 194.191.82.13:

the pc locks EVERY time after track-editing ? i mean, if you simply open an original track in the trackeditor and save it again, and try to load it in gp2, the pc locks also ?

if it just locks after really editing, maybe there is something wrong with the track itsself. there are a lot of reasons that could make the game lock up solid. at first you may want to run the “sanity-check”-function in the trackeditor. maybe this gives a hint. or maybe one of the tutorials at
http://www.grandprix2.com/trackedit/gp2tutorial.htm can help. if you find a solution, please report it to the forum.

i hope it helps
addie



Index

Incorrect track lengths

0-Ndongo Bastos (ndongo.bastos@swipnet.se) from 130.244.84.101:

Just been looking at the various track lengths on the tracks I have... Some of them are correct but most aren't. Since I don't know how to use the editor to its full extent I was wondering if there's a way to change the length without having to go in in every track piece... my biggest concern is the 1975 Anderstorp track which is 4018 meters... but in the editor its almost 6,5 km...

Thanks in advance,
Ndongo


Index

Darkness/Brightness of road?


0-alfa (alfa@melb.alexia.net.au) from 203.14.183.32 said the following:

I'm doing some more work on the Hidden Valley Track.
This track has an "old" section and a "resurfaced" section.
Anybody have some advice on getting a slightly different shade of grey for this road surface?

cheers...


µartijn from 130.161.124.18:

Use a different texture. (using 0xBC). It's the easiest way.

µartijn


Index

pictures of track in game?


0-Alik (rybakovv@comset.net) from 194.226.196.32 said the following:

HELP ME !!!!!

Alik said the following:

Help me please!
How change the pictures of track in game.What need for this operation?Sorry for my english.


Malcolm Mitchell (malcolm.mitchell1@virgin.net) from 194.168.123.158:

You should get WinhipicPro v1.40, availible from the official website:
http://members.xoom.com/hmit01/hipicpro/
with it you can export and import new trackmaps into the game - I think my understanding of your question is correct!

And now a shameless plug for my own menu set!! Go here to download them - in many peoples opinions they're the best availible for the '98 season ('99 season graphics starting soon!) anyway, here is the address for that:
http://members.xoom.com/hmit01/98menuimg/

Cheers,
Malcolm Mitchell


Index

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