Forum Postings 2001 June

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

collected and (very little) formatted by addie walti


Threads

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

pitlane mechanics
jam file gp2 to gp3
Ai Lines (cc-line)
S/F Line
SW-BACKGROUND BLUES (transparency)

how works track editor
Mapping the 3d crowd
Bumptable
gp3jam editor ???
Night racing.............

Is there an (pit stop) editor?
gpxpatch

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Index

pitlane mechanics

Posted by Andrew Smart from 195.92.194.16:

I have this problem where i have the cars on the left of the pitlane but the mechanics are on the right of the pitlane. how do i move the mechanics to the left side to where the cars are

Posted by Bob P from 206.47.244.60:

I had this happen once to me back in the GP2 days. It is because you moved the pitlane from one side (where it was in the original track) to the other side. The pit crew are objects and are still set to be on the right. You just need to edit the position of the object to be opposite. If the distance from center is negative make it positive or vice versa.

Posted by Andrew Smart from 195.92.194.19:

what is the nameof the object cuzi have looked for this and cannot find it

Posted by Bob P from 206.47.244.60:

the pit crew is object [4] (fifth one) in the Object definition list. Change the -576 to 576 (think that should be the Y (DFC) value.

Bob P

Posted by M from 213.196.15.129:

if the pitlane is moved from the left to the right, it might also be needed to rotate the object ([4]) by 180 degrees.

i had to change the sign of the dfc value (like bob p says) and rotate the crew to get it right in a track i experimented with.


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jam file gp2 to gp3

Posted by mortalwombat from 203.109.243.129:

Hi guys, I'm looking for some info on jam file conversion if there is any

Posted by David Schneider from 213.3.140.47:

Yes....

....you can convert both into Bitmap files. So you can take a GP2Jam to GP3.

But the Quality will not be very good....

Posted by JackieMatra from 205.188.192.162:

Actually, the quality depends on the particular graphic. Some of the addon adverts for GP2, for example, are really excellent.

Posted by Andrew from 205.188.192.44:

Well they may be excelent but scene as gp2 has a limited palette they are not good quality compaired to what is possable with gp3




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Ai Lines (cc-line)

Posted by Matt from 203.108.0.57:

How come when you open up a track the ai lines are like 500 meters away from the actual track? It makes it totally confusing.

Posted by addie from 194.191.82.27:

i assume you mean "open a track in the TE"
- whatever it is it is not the fault uf the TE. there were several hard tries to resolve it in the past and they all failed. so for the moment it looks like we have to live with it.
for us common trackediting people this means we have to make a cc-line the hard way by starting over at 0 (remove cc-line) and then checking every new inserted or changed sector in the game.
you find a guide for cc-line editing on my page http://www.grandprix3.ch/TEIC/index.html
follow "writings"


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S/F Line

Posted by Dikkie from 213.116.142.69:

Hi guys

I downloaded addie's tutorials and it really helps me understanding things much better, but I faced a problem.... It seems I can move all parts of the track around, except the 1st tracksector (and s/f line).... And I need that one on another place.... In Addies 'how to make an accurate track' tutorial he moves it to the s/f line of Fiorano, but I can't get it there.... PLEASE HELP ME!!!!

Thanks
Dikkie

Posted by addie from 194.191.82.27:

in gp3 its the same as in gp2, you move the beginning of the track by setting start-x and start-y in the track config section.

but if you mean the s/f-line itsself, the white line that goes perpendular at the beginning of the track, this is just a "jip", watch out for cmds 0xe8 near the end of the track, some of them "paint" the grid and one of them makes the s/f line




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SW-BACKGROUND BLUES (transparency)

Posted by KEV. C from 213.1.152.152:

Hi I have finished my track and have spent a bit of time converting HW jams to SW jams with the help of John Jerheijen(HW TO SW Guide),thanks. How ever I seem to still have the wrong colour blue back ground even on jams that had not had the 00 to 08 conversion ,so from that I take the colour is wrong .I did use the JamEdtor0.52 palette with PSP
Any one ??
Many thanks
Kevin Clover

Posted by Marcos Gauguin from 200.190.238.126:

Use the good old MSpaint.
Open a bitmap extracted from a SWjam, save the transparent color, paste the bitmap you extracted from the HWjam, paint the light blue with that color and save the file.

Posted by addie from 194.191.82.27:

maybe you missed to check the transparency-flag ?
however, in sw-mode it should be easy to get the right transparency-color if you make the palette-mapping first. this way you have a 256-colors palette to choose from, where the transparency-color is the very first one.


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how works track editor

Posted by Jean-Paul Nièpce from 213.116.118.173:

how works track editor

Posted by addie from 194.191.82.27:

- launch TE (trackeditor)
- open exisiting track
- modify and save track
- test track in gp3
- look up "trouble shooters FAQ" @ http://www.grandprix3.ch/TEIC/index.html
- modifying track again etc.

(dont expect easy going, especially at the beginning)
(in case you alter the layout of the track, do "cc-line / remove cc line" first)


Index

Mapping the 3d crowd

Posted by Andrew from 205.188.197.176:

Hi, i know how to map them but the question is do i have to do a 0xC8 command for all different 3d crowd textures or can i just put either of them in and all different textures will appear, if i am not being clear enough i will explain

Posted by addie from 194.191.82.27:

you just need to map one of them (as they have the same texture-id anyway), and you will need cmd 0xe9 for this. but figuring out the right dimensions (arguments) so they "work" properly will be a bit tricky. if you find some rules here, please post them (or even more appreciated: write a workshop on it)

Posted by Andrew from 152.163.206.178:

Thanks, but there are several all with a different texture Id and thats my question, the ids are 960,61,62,63,64 and 65 so do I need a cmd for each of them or just one?

Posted by addie from 194.191.82.27:

as far as i can see you just need to map (0xe9) the texture 960 and gp3 manages the rest (depending on distance and weather and session). see original f1ct12 in t107 for an example.


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Bumptable

Posted by Knud Unser from 195.249.161.222:

What is a bumptable ?

Posted by addie from 194.191.82.27:

a table where you can define the "bumpiness" of the track. the pair of values mean DFS (distance from start) and "bumpiness".


Index

gp3jam editor ???

Posted by Adalberto from 151.35.71.185:

how can I edit the jam file in gp3???

it' s impossible for me make realistic tracks without a good jam editor ( like the great gp2 jam editor )

Adalberto

Posted by addie from 194.191.82.27:

the gp2jameditor of mal ross works for SW-jams in gp3 also. you just need to switch the palette (there is a button for this in the toolbar)

as for the HW-jams there is the gp3jam tool of garrenT to convert the jams to bmp and back. sven mitlehner made a tool where you can change the texture-Ids. the transparency flag you need to switch with a hexeditor so far. its the byte following the ID.

addie

adalberto zapparoli ? please get in touch with me


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Night racing.............

Posted by Tom from 195.44.0.224:

Is it possible to have night-rider circuits like in gp2?

Thanks for any response
Tom

Posted by addie from 194.191.82.27:

the trick i used in bern-grauholz could be possible for SW-version in gp3, but not in HW-version ...

addie


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Is there an (pit stop) editor?

Posted by Palicz György from 145.236.112.200:

Is there an editor, with i can set the cc cars pit stops with no fuel load. I mean they only should change tyres, and no fuel load? It would be more realistic for older seasons.

György

Posted by addie from 194.191.82.27:

so far i dont see a way to control what they should do in the pits. in the magic-data you just can decide over the pit stop strategy as a whole ...

addie


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gpxpatch

Posted by Amdrew Smart from 195.92.194.16:

just wondered why my track should work in gp3 using gpxpatch in debug mode but when you put it in normally without using gpxpatch it crashes back to windows

Posted by David Schneider from 213.3.171.110:

It`s because your Track don`t have a CMagic-File, and if you don`t have this you can`t use your Track in any Slot...

Posted by SDI from 213.84.65.29:

The actual problem here is that gp3 asserts (int 3) because of some problem (e.g. bump table too long). Normally this will stop the application immediately, but in gpxpatch debug mode I'm catching the int 3 (working as a breakpoint then), ignore it (but logging it in assert.txt if you enabled that), and let gp3 continue as if nothing happened.





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