collected and (very little) formatted by addie walti
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Strange, isn't it? (texture IDs)
Track-slots GP3
kerbs in gp3
more than 16 tracks in GP3?
Texture on fences
Tarmac/Gravel in GP3
CC-Line
Jam problems (software mode vs hardware mode)
Detail settings in GP3
texture problems
how to make sandtraps
renameing jams in TE v1.10
duplex texture mapping
Posted by Dennis Grebe from 62.226.214.141:
I just worked on my Indianapolis track and something, somekinda strange happened
to me.
I wanted to add two new types of tarmac, so I created a 256 colour jam file. I put
two textures in it and gave them the IDs 901 and 902. I placed the jam file in the
directory I choose for my track (Ind3jam) and named it "tarmac.jam" in
both software and hardware mode directories. I inserted the file into my track and
tested it in GP3. GP3 loaded the texture included in "tarmac.jam" onto
what is usually tarmac includind these nice little stripes whick tells you where
to stop your car for a pit stop. I'm wondering why GP3 loaded it onto where it appeared
in the game. I just checked the IDs and noticed that there are two other textures
which IDs are 901 or 902. Has GP3 loaded it just because the jam file was named tarmac.jam???
Sorry, I'm not a master of story telling... ;-)
Dennis
Posted by John Verheijen from 212.64.25.123:
Texture ID's 901 and 902 are for the kerbs.
They have in every track the same Texture ID.
Posted by Dennis Grebe from 62.155.188.137:
Yeah, registered it when I checked the IDs in the trackeditor. But still GP3 loaded
tarmac.jam onto the pit road...
Dennis
Posted by Kas from 212.127.162.166:
Somebody know how to place a track in a different slot, even if it isn't within the
length limits?
Posted by addie from 194.191.82.27:
basically placing a track in a certain slot means just giving it the appropriate
name, e.g. f1ct11.dat for slot 11.
if the track is too long then there is no way. if a track is too short, you have
to wait for gp3lap or a trackmanager-program handling the "bump-table"
(which is responsible for the lower length limit thing)
Posted by Frank from 193.159.106.172:
0xca kerbs
arg 5 =(in gp3 800)
how wide you can go over the kerb.Now you can go very wide over kerbs without touch
the gras.Set a lower value like arg 4 (distance to height 2) the kerbs end after
that value.Now you can´t go wide wide over the kerbs.Now there is gras or gravel.It
ist the distance from begin of the kerb to the end when you loose grip.
Posted by Matrox from 142.169.149.109:
Is there a way to put more than 16 tracks in GP3?
Posted by Augusto Dewey from 200.16.224.150:
Yes, you can replace tracks, but you can´t have more than 16 tracks in a season
Posted by Matrox from 142.169.149.41:
Do we'll have to wait until someone release an util to change the slot of the tracks
whitout any restrictions?
Posted by Dennis Grebe from 62.155.188.180:
Hi!
I've got a problem and hope you can help me...
I wanna place a texture on the fences (Indianapolis, wall on turn one and frontstraight)
but I can't get the texture "long" enough. The texture "disappears"
and the original fence texture is placed on the fence. I also tried to use several
0xe9, but still the wall texture disappears and the original fence textures is visible.
Dennis
Posted by Fat Rat from 209.52.33.115:
Hi Dennis
Watch to make sure that its not right at the start\end of the track , that spot is
always a bit tricky otherwise you should be alright .
Les
Posted by Bongo Billy from 194.145.130.55:
How do you add/remove gravel/tarmac from the side of a track [in GP3]? I've found
the add tarmac/gravel menu option in Paul Hoad's TE, but using these causes the track
to crash on loading.
Posted by Dennis Grebe from 62.155.188.162:
I had a problem when I inserted "new" 0xe9 commands...
Maybe you should try to use "old" 0xe9 commands and change the etxtrue
and the location.
The location for the verge are 37 (between track and (39) and 39 (between (37) and
fence)on the right and 38 (between track and (40)) and 40 (between (38) and fence).
Try it... Maybe this works...
Dennis
Posted by Dennis Grebe from 62.155.188.162:
Ooops...
38 and 40 are left verge of course...
Posted by Bongo Billy from 194.145.130.117:
Thanks. But how does GP3 tell the difference between gravel, tarmac and grass so
far as driving response goes? For instance, is it possible to make tarmac respond
like gravel?
Posted by Dennis Grebe from 62.226.214.148:
I'm still working on my Indianapolis track...
I based it on the original Monza track and I noticed that this "Campari"
Advertising on the ground... It acted like Gravel... I dunno exactly, but I think
it is like in GP2, so it is defined by the ID of the texture whether it acts like
gravel or tarmac or as normal grass...
Dennis
Posted by PatrickLinde from 172.177.135.59:
With all the 3 possibilities of the Trackeditor (GP3) for creating the CC-Line, the
game doesn''t load the track, what can I do?
Posted by John Verheijen from 212.64.25.123:
The track editor don't create a cc-line.
You must do it your self.
Posted by Pepperpot from 195.92.194.107:
When I converted my jam files into jam files using 'convert.zip' I found that when
i tried to race, all I could see was a dim wireframe and the few bitmap images. Why
is this, and is it possible to get a program which converts jad files into jam files?
Posted by John Verheijen from 212.64.25.123:
GP2 or GP3?
convert is only made for GP2
Posted by addie from 194.191.82.27:
convert works for gp3 also, but for software mode jams only. the hardware mode jams
(high color jams) are different and have to be worked with different. jameditor and
convert.exe do not work with high color jams
Posted by John Verheijen from 212.64.25.123:
for converting jad files to jam files you could use the same program
Posted by Justin from 130.91.21.213:
I play GP3 on the lowest detail setting.
Is there any way that I can specify which trackside
objects appear in the lowest detail setting using
the track editor?
Posted by Fat Rat from 207.102.34.38:
hi Justin
In GP2 you could , but it would be each & each obt. individualy , in the TE by
way of the obj. placement cmd & selecting the detail section to value 4 ( GP2)
likely the same ,
but don't know what will happen after you save & run the track
It would a lot of work
Les
Posted by Dennis Grebe from 62.155.188.159:
I still have problems with my Indianapolis track... And still the texture on the
Fences is what makes the track look quite ugly. I noticed that whatever value for
the length of the texture I insert, it always stops after the fifth track section
from where the textrue starts. And no, it doesn't cross the Start/Finish Line so
that can't be the reason.
Hope anybody can think of soemthing which could cause this..
Dennis
Posted by addie from 194.191.82.27:
and if you insert another texture mapper-cmd with the same texture every other tracksector
?
do you also keep an eye on a3 (i assume you refer to cmd 0xe9) ? (with a3 please
do compare with texture mappings in original tracks; how its done there)
i hope it helps
addie
ps: and if you find a solution, please post it
Posted by John Verheijen from 212.64.25.123:
The value of a3 and a9 was to low, and not the same.
If you want to place textures on the fences the values of a3 and a9 must be the same.
And Dennis made the values not the same and to low.
That's why they stop after some track sections.
John
Posted by Dennis Grebe from 62.226.214.143:
And I used TE 2.0.7 which includes a "0xe9 Editor"... I will now keep on
using version 2.0.6... :-)
Thanks again John!
Dennis
Posted by addie from 194.191.82.27:
thanks guys for posting the solution !!
addie
Posted by PSVwally from 212.187.76.115:
Anyone can make a short explanation for adding sandbanks and tire walls. My track
keeps crashing, because i edit something wrong i think
Posted by John Verheijen from 212.64.25.123:
Use this values for making sandtraps/placing gravel.
You can change the value of arg8 only in the property box at the bottom of the screen.
arg1 = offset
arg2 = 39 (for the left side)
40 (for the right side)
arg3 = 1
arg4 = 978
arg5 = 1
arg6 = 48
arg7 = 0
arg8 = 32801 (for the left side)
32769 (for the right side)
arg9 = track section
arg10= 0
offset = where you want to start placing the gravel in the Track section
track section = how long the gravel must be placed in track section lenghts
if you want to place gravel in 10 track section this value must be 10
John Verheijen
Posted by Matt "zanardi" Burge
from 198.142.200.242:
How do I rename jams in TE
so they can go into new folder
Posted by Paul Hoad from 194.203.140.126:
As for renaming jams it should
be a case of locating the jam
in the jam section of the tree on the left and right clicking "Rename Jam File"
the TE currently only supports
software JAM's I noticed all
you editing has been with hardware JAM's
Paul Hoad
Posted by John Verheijen from 212.64.25.123:
First copy the original jams that you want to rename to a the new directory you want
to use.
Do this with the SW and HW jams, this is the easy way to do it.
Then right click on the jam you want to rename, choose rename in the window that
open.
browse to the new SW directory where you copied your jams and choose the jam you
want.
This only works with SW jams, so don't choose the HW directory.
But if you change the HW jams and drive in HW mode you will see the new jams.
Posted by addie from 194.191.82.27:
a few days ago i made a nice discovery in the game. maybe its no news for some, but
for me it was. some of you may remember the discussion in this forum whether the
backside of the fences will be textured or not in gp3. and all of you may have noticed
they arent.
but a few days ago i discovered, they are nevertheless ! maybe better: they were.
i guess the feature got classified “not ready yet” and removed (supressed) again
from the final gp3.exe. unfortunately geoff crammond missed one hook :)
do this: go to e.g. monaco practice and while driving your car switch to tv-cams
view. go to a section where the backside of the fences should be visible. then hit
ESC, then choose “return to cockpit”, and enjoy :)
as i noticed later, in this “mode” probably all textures are mapped duplex, not just
fences, and that causes problems yet. even the car in connection with the helmet
gives buggy views sometimes, depending on viewing angle, probably because of the
drawing order of the sim: “first all front sides, then all backsides” o.s.s.
however, for producing nice screen shots it may be useful anyway to know how to trigger
the painting of the backside textures.
i hope its useful info
addie
end of list