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The start of a thread is on top right below the title
Question about ideal line (jams, jips,
bmps ?)
Armco bleeding through scenery
Problems with transparency
Horizon base mapping problem!
track loads in gp3-2k but refuses
to load in gp3 1.13
pit exit trouble (cc-cars going off
the road)
Big problems with textures
Problems with Objects
Posted by SchimmyMike from 145.254.81.156:
Hi,
do you know which jams or bmp's are used for rubber ideal line in gp3 (2k)???
for example: e:\gp32k\gp3jamsH\...
If yeah please tell me which file it is...
please via mail...
Thanks...
Posted by James Burgess from 62.7.25.13:
I don't know! But I don't THINK there are any .jam files or .jip files for it!
Posted by Flo from 80.128.223.75:
The ideal and wet surface jams are SW jams, so you need the GP2/GP3 Jam Editor.
They are in the GP3jams/Main directory:
Bestdrk5.jam - Ideal line
Dprd6.jam - Road Surface ?
Wetfade.jam - wet/dry surface
Wpatt_a0.jam-Wpatt_f4.jam - wet surfaces (a0 is nearly dry, f4 is completely wet)
Posted by James Burgess from 213.123.51.36:
cool, me never knew that!
Posted by SchimmyMike from 145.254.82.170:
Thank you Flo.
i will make a more realistic ideal line for me.
THanks again. ;)
Posted by Flo from 217.224.27.226:
At my moon track I have the problem that at some corners the armco of the following
straight is bleeding through the scenery.
Look at the screenshot to see how ugly this bug is:
http://www.grand-prix-3.de/prob.JPG
Does anyone know if it is possible to fix this with a special view distance command
or s.th. else??
Posted by Larry O'Meara from 204.74.20.11:
Do you have a swivel arm right at the turn or only dummy arms around the bend. If
not, I think that adding a left swivel arm on the inside of the turn will help. After
all, ribbons before a swivel seem to hide objects after the same swivel.
Posted by Alesi from 155.198.17.121:
You can fix it using 0xd0 cmd, which uses loc. code type F (see cmd library).
Posted by Flo from 217.226.121.225:
Thanks Alesi, the oxd0 command fixed the bug.
I've found another bug: In the track cameras the horizon is not visible, are there
any unknowns I have to change?
Posted by Polonor from 212.234.172.12:
I've made a jam file "toto.jam" with a texture which contains transparency.
In SW mode, it works.
I've made another jam (the same toto.jam in GP3JamsH) with the transparency color
of HW Mode (cyan)... It doesn't work ! My track is based on A1-Ring. Is there possible
that the transparency color in certain track is different as the traditionnal color
of transparency in HW Jam ?
Thanks for your answer.
Posted by gap from 62.211.61.143:
do you checked the traparent flag in the right texture?
Posted by Polonor from 62.147.78.59:
Euh, how can i do this ?
I don't understand what is "checking the transparent flag in the right texture"
?
Is it a track command ?
An option in the object definition ?
A property of the jam in TE ?
A options in the Jam Editor for HW jams ?
Thanks :-)
Posted by Polonor from 62.147.78.59:
just, on my last post , i have forgotten to say that i read the post about Flags
in the Posting Furum Collection, but i don't understand :)
Posted by gap from 62.211.250.102:
Hi Polonor,
the flags are properties for both HW and SW jams, editable under the respective editors.
Try just to click the texture ID in the texture tree (on the right side of these
editors), then click on the "flags" folder.
Gabriele
Posted by gap from 62.211.250.102:
ops, I said on the right side but the tree is on the LEFT side. Sorry...
Posted by Karl Sanders from 172.180.213.14:
Im working on a North San Francisco track but to make it look good I need to know
if its possible to have horizon base maps in the center of the bottom of the screen
- what I mean is, horizon base maps usually go directly beneath the horizon jams,
but I also want to have horizon maps placed after these so that the whole underneath
of the track has Jam textures beneath it.
Can this be done?
Thanks.
Posted by Alesi from 155.198.17.121:
Nope, sorry - Best you can do is make the horizons as big as possible and lower it
as much as possible before the sky starts to distort.
Posted by addie from 194.191.82.34:
you mean a underlay texture for the whole "ground" ? in gp2 it was a texture
with id=32. as soon as a texture with id=32 was somewhere in the jam-list, the program
mapped it on the whole ground ...
maybe this still works in gp3 ?
Posted by Flo from 217.226.118.198:
With the 0xcc Command you can shift the horizon vertically. If you also use large
jams for the base horizon (e.g. 256x256), it should work.
Posted by Karl Sanders from 172.180.56.189:
Addie, you mean the landscape Jam in Gp2. I don't think this works in GP3. Im going
to try resizing the Jam file that I use for the ground to 512x256.
Posted by Larry O'Meara from 216.239.66.154:
Karl, Voodoo card owners won't be too happy because their cards can't handle textures
bigger that 256x256.
Posted by addie from 194.191.82.34:
looking at the screenshot of the arrows approaching junçao in interlagos (the
screenshot with a good overview of the interlagos track), i tend to the opinion it
even works in gp4 !?
Posted by addie from 194.191.82.34:
and
i'd be surprised if textures, even jams, with size larger than 256x256 work at all
!?
Posted by Karl Sanders from 172.181.59.44:
I got it to work by using a 256x256 texture, it covered the whole of the underside
of the track but from the TV camera view it still showed dark green from a distance,
any fix for this?
Posted by addie from 194.191.82.34:
i assume you mean you solved the problem by talking a 256x256 texture as a subhorizon
? (and not as underlay id=32)
which original gp3 track did you use as a base ?
dieter, do you copy ?
Posted by addie from 194.191.82.34:
i had a look at the gp3 and gp3-2k interlagos and silverstone tracks and made a few
more tests, now i dont tend anymore to the mentioned opinion :(
Posted by Augusto Dewey from 24.232.68.170:
well definitly i found that is a problem with objects... Thanks to Bruno Gourdo to
give me the tip about a problem with the track size file... Looks like 1.13 doesnt
support to much objects as gp32000, so it will take me same days to change the track,
and the 1.13 version will not have the same details as the gp32000, but at least
you will have a good working one.
Posted by addie from 194.191.82.34:
for gp2 it was 62000 bytes (thanks grammy).
for gp3 its 140000 and for gp3-2k its 200000 (thanks SDI).
its not really a limit for objects (object shapes), but as the objects are the by
far biggest parts in a trackfile, the limit turns out to hit when working with objects
most of the time. if you intend to include many custom object best bid is to choose
a base track with small size, or even remove the object-shapes you dont need befiore
starting including your own ones. but beware, removing object shapes is a dangerous
task, if you did it you may want to test the track whether it REALLY works yet.
btw if you do not use gpxpatch for running gp3 then gp3 will not crash when hitting
this limit, it just informs you “Wrong file type” ...
Posted by Flo from 217.224.22.14:
By the way: I removed all objects from a track and I cannot import new ones anymore.
What can I do?
Posted by Augusto Dewey from 24.232.68.170:
yes the problems for 1.13 starts over 140k.. so i can confirm that, it is strange
flo that you can´t import new objects????? Finally the version for 1.13 will
be ready next sunday-monday for the peoples who ask me about it. And also the sw
version. One more tip is that after you are over that limit at least in this case
i can´t come back... removing objects or commands to be under 140k doesn´t
help because the file continue being corrupted.... :-(((
Posted by Karl Sanders from 172.180.90.93:
Its a good thing I read this thread because I've just finished a track and its 137kb.
Phew, talk about cutting it close.
The track is San Francisco, but before I release it I need the permission of the
original author, and I haven't had a reply yet.
Posted by Kent from 62.254.128.5:
Shubert,
Have you managed to get the problem with the cc cars going off the road at the pitlane
exit on your Valencia track sorted out?
I have managed to get the problem sorted out and working on my version without any
problems at all.
...
Kent
Posted by Schubert from 203.197.55.180:
Yes we have, in a way. We extended the pit exit a bit more so it runs over the track
as if it were a part of the track.
What was your solution?
Posted by Kent from 62.254.128.5:
Schubert,
I have cured the pitexit problem in much the same way as you, I also out a bit more
radius on the last pit curved section in order to force the cc cars to go around
the corner instead of onto the gravel.
Kent
Posted by Bruno GOULIER from 62.147.79.153:
Hello I have big problems on a circuit which I am developing. My jams files SW gives
completely unpredictable colours, whereas file HW works very well.
I have new textures Id, for example id:1600, Id:1601...
In HW mode, it's perfect, but in SW mode, the colors are completly absurd, and blinking.
So, i have used the Jams Editor, but perhaps problems with jams params :
Scaling info
Untextured colors
Unknows
Flags
Help, i don't knows which colors entering in those params.
Has somebody had this problem ? Does anybody help me ? Thanks
Posted by addie from 194.191.82.34:
hi bruno
you are aware the SW-textures have their own special colors palette ?
you could take a jameditor, export an original texture to bmp, and look at the palette
of this bmp in your favourite gfx-tool. with new textures, you need to convert the
regular palette to this special one ...
this should do it.
if you use the jameditor of mal ross you also may be sure you set to gp3-palette
and not gp2-palette ...
and if you have transparency, you need to fill the transparent parts of the texture
with color 0 in the palette.
i hope it helps
addie
Posted by Schubert from 203.197.41.140:
My Object Editor has never worked. It never opens an exported object (exported from
TE). It says "Bad Magic number". But never mind that.
So i use the TE itself. I don't know whether the Object editor works for all of u
or do you too use the TE itself.
My question is...
In the TE how do u know which texture is applied to which polygon. (maybe i could
speed up my work in progress) I just thought maybe i was missing something.
Posted by addie from 194.191.82.34:
you can view them in the "View 3D Object"-window. check "Fill Objects"
and "Texture Map Objects" in one of the toolbars. but beware if you made
a new assignment you have to close/open the track to see the new texture. and dont
expect the texture to look always perfect. sometimes rotating the object improves
the visiblity.
for being sure where you are, you could look in the tracktree, the texture data entry
of the object, there you see e.g. "v_list=(1 2 -3 -4)", these are the involved
vertice numbers, and if you show the vertice numbers in the 3D window, you may see
which area is meant.
i hope its useful
Posted by Schubert from 203.197.43.24:
OK Thanks addie. It helped
end of list