Forum Postings 2002 April

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

Pit Lane scenery visiblility
AI Cars crash in pitlane...
CC-Car fuel loads
0xd0 and 0xd2 cmds (venturi effect)
Idea: vertical af (cmd 0xaf)

17 tracks in GP3
Objects on the track
Drawing sequence commands?
dat cmd for gp2
straight pitlanes

a height problem
Pitmen in wrong postion?
100 % races without cc-pitstops
0x4 kerb selector
how to change grip data

Trackedit question (far-sight)
Height changes
Stripping down a track....
Flags for cmd 0xcd scenery ribbons lighten darken

end of file


Index

Pit Lane scenery visiblility

Posted by Karl Sanders. from 172.181.123.38:

The track is now finished but I have this problem - I have had to make the pitbuilding out of scenery ribbons instead of an object because of the 139KB restriction. I tried making it out of an object but it made the trackfile too big and it crashed. The problem is how do I make the pitlane scenery visible from the track? I can see the pitbuilding scenery when Im in the pits, but on track its not visible, how do I rectify this?

Posted by gap from 62.211.250.141:

I'm not sure that this problem can be easily sorted out. A pitbuilding of this kind is present in the original Monaco track, but in my knoledge it is umpossible to view it from the track. Anyway there is a group of track commands (from 0xd3 to 0xd8) regulating the pit scenery view from the track... try with it. Useful informations 'bout these parameters can be found in Addie Walti's "Guide To Pit Lane-Editing" and "Grandprix3 Trackediting - Command Library"

I hope this is of some help,
regards
Gabriele


Index

AI Cars crash in pitlane...

Posted by Karl Sanders from 195.93.49.7:

My San Francisco track is now finished and I was just about to release it when I noticed that the AI cars crash when they come into the pits, how do I fix this? The crash isn't severe but they lose their right front wheel and don't make it to their pitmen.

Posted by Major Tom from 217.4.141.153:

That can be fixed with the magic data. Sectors in pit one has to be changed.



Index

CC-Car fuel loads

Posted by Shaun Watkins from 62.60.50.233:

I'm racing the 1986 championship (where refuelling is banned). I want the cars to come in for tyres but not fuel. Would someone explain how the fuel setting in CC-Car setup in Track Editor is calculated as I want to fill them up for a full race distance?

Posted by addie from 194.191.82.34:

it looks to me like there is no way to separate refuelling from getting new tyres. you just can set up the pit strategy, and pitting means new tyres AND refuelling.
major tom do you copy ?

Posted by Major Tom from 217.4.142.116:

Yes Sir, I do copy but I am sadly telling you that I do not see a chance to manage a seperation from fuel loading and tyre changing while pitting. I cannot even tell them not to pit at all, so that they take the full fuel load from the start. The only thing is to increase the lap amount over 250 laps, so that they take more fuel from the start. but that first of all crashes the game and secondly you could not race the normal amount of laps anyway. So I don´t see a solution, but it would be nice if someone else has.

Posted by addie from 194.191.82.34:

if you have them (in the magic data) all pitting once, and the pit window is the amount of laps of the whole race, or greater, maybe there's a chance at least some of them do never pit ? or, tom, was it this you meant with lap amount over 250 ?

Posted by Major Tom from 217.4.139.109:

We will mostlikely never come to know, because after my testings here the game counts more than 100 laps as one lap and the race stops directly after the start. But I will give it another try.

Posted by Major Tom from 217.4.139.97:

I gave it another try and I can manage them to take the full amount of fuel from the start, but half of the field pits after one lap and they also refill the fuel in every pitstop and so on. It would need more editing to the exe to split one thing from the other. With magics I´m sorry, I can´t.


Index

0xd0 and 0xd2 cmds (venturi effect)

Posted by Matteo from 212.171.194.250:

hi guys,
and thanx for help with dat's data!

don't know if I arrive too late but I've find a quite good description about 0xd2 cmd effect:
is not really some related to grip and really not related to gravity as some one had said.
anyway the last sentence is the nearest to reality:

the 0xd2 cmd is related to the car body aereodinamic effect: don't know if some one of you knows the venturi effect, and some thing about bernoulli trinomial law...
any way the 0xd2 cmd define the pression gap between the top and the bottom of the car: higer 0xd2 value and higher gap: the cmd modifies the aereodinamic efficency of the car (body) fixed the tyre grip and the wing set!

bye,
Matteo

Posted by Flo from 80.128.213.163:

Could you explain what exactly the venturi effect and bernoulli trinomial law are?

Posted by Matteo from 212.171.194.250:

well,

the venturi effect is an "application" of the bernoulli concept at the base of his law.

well, really simply:
consider that every time you work with fluids (air ,water,etc...) the have really complex behaviours, anyway some times you could consider only some relevant elements of their behaviour...

now:
the basic concept (not really used but good for us) is the stationarity (hope this is right in english) of study: consider that the air have a constant flow: this mean that air try to pass with the same quantity all the time.

an example: consider a lot of people who runs in a large street, at 1 time the streat become tight, well if in the first part of the street people have a fixed speed occuping all the road widthness the can pass ten by ten .

now in 10 seconds are passed 10*10=100 people!
with a speed of 10 people per second

if the street is tight and they want to have te same flow (100 people in 10 sec) this means that they must accelerate 'coz now they can pass only 5 by 5.
now the speed is double then the previous one:

100/5=20 people per secon.

hope you understand.

now this is what (teorically) air does!

wait the next mail for the sequel (only few min.)

Posted by Matteo from 212.171.194.250:

well the venturi law sais that a fluid (air ) has a specific "energy" related to the high on the sea, the pressure, and the speed of the fluid.

simply: if the pressure encrease the energy related with it encreas and so on with all the energies.

now the stationarity of process says that the global energy is constant: this means that if the pressure energy encreases the others energies must decrease of the same ammount:
eg

pr.energy 10
speed energy 5
h. energy 5

total energy called H is
10+5+5=20.

if now the pressure energy encrease to 15 this mean that the rest of energy must be:
20-15=5.

ok in our choice we can consider that the hight energy is not important...

remember the sotry of the runners?
well the bottom of the car is built so that it works with air as the road works with runners, this means that the air speed in the bottom of the car encreases and with it the speed energy.
so the pressure energy must decreases and with it the pression.

well finally the effect is that the pressure at the top of the car is higher than the pressure at the bottom of the car and so this works as a glue effect in the race!
higher bottom air speed: better glue effect.
in game this is defined by 0xd2!
clear?
Matteo

Posted by Flo from 80.128.213.163:

Thanks for the explanation. I know understand what you mean, the "undergound-effect", right?

Posted by Flo from 80.128.213.163:

But why should GC implement the values for this effect in a track command? I think all physic related things are stored in the GP3.exe??

Posted by gap from 62.211.250.173:

Hi Flo,
I think the reponse to your question is related to the fact that, as well said by Matteo, the venturi effect depends from the air density changig with the height where any track is located. I think In gp3 MD and MD2 files there is a similar track related factor, interpreted as "air resistance?". Moreover you can also modify the general aerodinamic efficiency of the car bodywork, related to the venturi effect, in GP3 APE (see the html help file of the program). Also in this case the effect of the aerodinamic efficiency is indipendet from the wing settings.

Matteo,

Thanks for your always interesting explaination... I was knowing the existance of this effect from the time I was sailing on sailing-boats, but I never had so complete explainations...

Gabriele

Posted by AD from 62.30.112.2:

This is a good explanation of the WIERDO ENABLER command, where 16384 is the 'default'. Has anyone tested it in GP3? It's fine in GP2.

Posted by Matteo from 212.171.194.201:

hi,

well really don't know why gc has done this...

anyway there is no one 0xd0/2 cmd inside the original dats (right?) this maen that probably this is a not included feature (as the safety car inisde gp3)

yes the H energy changes with high, but this is not related to air density, and the air resistance is related probably to this factor:

there is a air res. value inside gp2/3 and probably this is related to the air density. but I'm not sure of this...

the air density value (in gp2) has a strange behaviour: if you set it to 64 in gp2 (turn it to binary... for gp3) you obtain the max rpm setted else the rpm doesn't arrive to the max...this means that the engine doesn't work propely.

now best fuel density and better engine work! an example is the TURBO which encreases the fuel/air density so that the engine works better: I think that the air resistance defines the car cx... the aereodinamic drug of car , something different form the "underground effect" of 0xd2!

bye,
Matteo

Posted by Matteo from 212.171.194.201:

sorry!
the density changes the H energy: higher density less sterting pressure energy!

any way my opinion about air res cmd remeins the same!

Posted by addie from 194.191.82.34:

matteo, thanks for the notes about the ground- effect. how did you find out about the connection of the vebturi-law and the mentioned cmd ?
and you have a description of the arguments ?

(but i guess you mixed something with cmd 0xd0, because the latter is in every track, gp2 and gp3, and it uses to stabilize the grafics. you meant cmd 0xdd instead by chance ?)

addie

Posted by Matteo from 213.45.253.124:

hi guys,

SORRY again, addie is right (as always)

I want to say 0xdd and not 0xd0: anyway this is the cmd you need to add if you want that 0xd2 works!

about description... well I've read your tutorials addie and the comments about 0xd2 the gravity variation was the "spy".

really is not the gravity but the "vertical" force generated by pressure gradient in the body of car!

if you encrease the arg 1 (1 right?) you show that car is really more glued to the ground and there is no added drug... this means that there is another "grip" not derived by wings: 2 are the ways so: new tyre grip and new downforce caused by the 2 aereodinamic element of a car: the bottom and the body of the car itself!

now I really don't understand how a tyre grip let the car glued on the floor (excuse my english) so the theory is that cmd is related to the body aereod. effect and expecially the ground-effect derived by the venturi effect and related to the pressure gradient (that could fix the car to the ground).

now the best description I have for the arg of 0xd2 cmd is:

car's efficiency,
or if you want a cooler one:

car's extraction efficiency, related to extract profile at the end of the car...

bye,
Matteo

Posted by Matteo from 213.45.253.124:

ho-ho really an IDIOT:
I 've written drug instead of drag...:)

also I want to say that a low value of 0xd2 cmd could be really good to generate aquaplanning into gp2!

Posted by gao from 151.29.8.31:

Always sex, drug and rock & roll in your head, eh?!!! ;-)
thanks for your torque curve informations, mate, you're irreplaceable...

Gabriele

Posted by Matteo from 212.171.194.226:

last sentence!

the 0xd2 cmd work also at the start when usually the most important grip factor is the mechanical one and not the aereo. one!

so my final definition for 0xd2 cmd (late is better then never!)

0xd2 cmd: pression (start) gradient.

where the 16384 value define the default pressure gradient at the start (gradient=0) and an higher value define a start level positive , instead a value16384 a negative one!

bye!
Matteo

hail murphy irish beer!!!!


Index

Idea: vertical af (cmd 0xaf)

Posted by NaBUru from 200.40.179.250:

If there´s an horizontal af, can´t there be a vertical one?
You´ll be able to do something over a tunnel, for example. Maybe it´s an unknown...

Posted by addie from 194.191.82.34:

the vertical aspect (or better the DFC- and Z-aspect) of scenery shaping is covered by cmd 0xee (0xb8 in gp2).
most tunnels you see in original and custom tracks are made by this ...
even my underground-pit lane is made with this idea.


Index

17 tracks in GP3

Posted by Nilles from 145.91.144.6:

Is there any possibility that you can drive all 17 tracks. GP3 only has 16. Can you add another track.

Posted by addie from 194.191.82.34:

not in the game (at least not that i know of).
but you can use gpxpatch and in particular its trackmanager.
or you can switch to gp3-2000 where you have 17 tracks ...

Posted by JackieMatra from 66.44.17.131:

With the GPxTrack extension of GPxPatch you can have as many tracks as you wish in GP3, just only 16 of them at any one time. But then, how would you drive on more than one track at a time, anyway?

If it's carrying over points from the first 16 races of a season to the remainder of a season that worries you, then GP3 Paddock Championship Editor solves that difficulty (or you could always just record the results from the first 16 races somewhere and then add in the results of the remainder of the season).


Index

Objects on the track

Posted by bigears from 195.92.168.172:

As to my other post about the problems with the objects. I think I have found the problem.
So when I am working on the TE, how I know what is the right place for a single object to be behind the barriers.
If I highlighted an object then I just place it behind the barriers but when I load it, it tends to leak into the track. So any tips there?

Finally as you know the Nordschleife contains a goddamn a lot of trees so how could I copy an other tree and then paste into the track?

Thank you for reading this double post

Posted by Flo from 80.128.210.247:

If you have inserted a tree, you can just right click the tree object and copy/paste it as often as you want to.
Or you can use scenery ribbons and map a forest texture on it (like in Hockenheim), but I'm not so good in scenery thing to tell you how...

Posted by bigears from 195.92.168.174:

Right ok.. I have tried to do your first tip and it didn't quite work as there is no copies on my clipboard, what I usually do is to double clikc on a tree object and select an object number like 1218 (tree) and change the object description, sometimes an other tree appears

I will give a shot at the scenery rippons tip

Cheers Flo

Posted by gap from 62.211.250.212:

I can't imagine why the copy/paste procedure don't work in your TE copy... you just need to right click on the proper object command (0x80)you want to duplicate the select copy in the following menu, right click on a track sector, paste, then you will see another 0x80 command, double click on it in order to set the offset (linear distance from the start of the sector where the object will be placed). If you clich on the "edit desc" you will be also able to change other datas like Y DFC (the axial distance from the center od the road, positive values for placing the object on the right, bnegative on the left, angles, object detail level, and even... object type (you change the inetrnal objects to be visualized with this object description)... but be prudent if you edit the object description, you will change ALL the objects corresponding to this decsription!!! If you want edit it peraphs you should better create another object description, then choose the object to be shown, the Y DFC the height the detail level and so on....

I hope I was clear and.... we can soon play a charming Nordschleife (or how hell is the name of the old Nurburgring :)

Gabriele


Index

Drawing sequence commands?

Posted by Karl Sanders from 172.181.129.89:

Does anyone know how to use these? I am having a problem at present. The scenery pops up and even the road surface. It is not a problem that can be solved with extended view to in front commands I've tried that already, but I don't know how to use the drawing sequence commans. Can anyone help?

Posted by addie from 194.191.82.34:

this probably has nothing to do with drawing sequence. the latter means "do we draw the pit lane first or the track", things of that class. to fix bleeding scenery you need to adjust the scenery editing. see scenery tutorial of martijn keizer and command library 0xaf, 0xee etc.
and if its not this kind of problem, you could try "stabilize scenery" cmds 0xd0. you had to apply them where the things bleed through. i mean in case scenery bleeds through track, then you fix ("stabilize") the track (and not the scenery). but in gp3, i'm afraid we have to live with much of this bleeding through. driving forward often looks ok, but as soon as you turn, 90degree or more things pop up everywhere. hopefully the "new renderer" of gp4 will do better ...

Posted by Karl Sanders from 172.180.25.243:

But its not just the scenery. The road itself pops up just as you drive up to it. At first the road is invisible even though your'e only a few feet away from it, so its not just a scenery problem.

Posted by addie from 194.191.82.34:

the road pops up, if you are just e few feet away ? ok, this sounds like a more fundamental problem.
what do you see there before the road pops up ? "horizon", something else solid (like specific scenery and/or objects), or something else undefined, flashing or whatever?

(btw normally there is a minimum view distance of 64 length units, which is some 300m, normally you cant go below that; see cmds 0x81 etc.)

Posted by Flo from 217.226.120.141:

Perhaps you did insert too many "stabilize scenery" commands or you did divide the track in too many pieces.
When I tried to divide a track in many single sections (500) I had a similar problem, but only in the external (TV) view.



Index

dat cmd for gp2

Posted by Matteo from 212.171.194.252:

hi,

I have some troubles with cmd storage into dat files.
I'm try to changing them using a c tool different from track editor (it does different things)
the trouble is that I able to change some cmd raws but not the 0xc9 cmd raws:
eg I've used the file space used normally by 0xbd cmd to store the 0xdd and 0xd2 cmd, modifing bit values

now I'm trying to do the same resetting a 0xc9 cmd (the one for the road surface (arg1= 0xba00)) but the tool changes args and after doesn't terminate.

I know is probably a programming trouble but the algorhytm is the same of 0xbd and so I want to know if there is something I don't know about cmds...

tnx,
Matteo

Posted by AD from 62.30.112.2:

It could be something to do with GP2 having the least significant byte first in the files.

eg 01 00
is actually 1
but 00 01
is actually 65536

Hope this helps!


Index

straight pitlanes

Posted by gap from 62.211.250.36:

I've a weird question and I yet know it is hard to obtain a simple answer:

is it possible to do an (at least apparently) all straight pitlane entrance as seen in this picture?

(http://andrees.150m.com/images/hockenheim_79/13A_13.jpg?50m=image )

the final effect should be like the pitlane was obtained from the width of a large S/F straigh line with not corners in the entrance.

As you can understand from the picture I need this help in order to do my Hockenheim late 70s early 80s track: I've yet done the pitlane but I'm not satisfied how it is currently looking because it is too many different from the real one.

Any tip or reference to existing tracks to be studied will be very appreciated. Thanks in advance.

Gabriele

Posted by Flo from 80.128.217.53:

This should be possible. Just look at the Monza track, there the pitlane is also nearly straight.

Posted by gap from 62.211.61.222:

Thanks Flo,
I'm yet studing the Monza track (after all I'm italian and Monza is our first national circuit so I know it very well ;).
By following the Monza example I should be forced to change slightly the Hockenheim S/F line layout by introducing a little curvature in it, but I don't want to do so and I want to see if there are alternative metods. Of course I will do as seen in Monza if I will get not more ideas in the meanwhile, then...

any other sample tracks or suggestions?

Posted by addie from 194.191.82.34:

the special thing is, in gpx the track and the pit lane are two different worlds where one is not just visible from within the other. you may have noticed this e.g. when entering the pit lane and the latter is only visible as soon as you pass the “attachement point” defined by cmd 0x9f in the pit lane. thats where you had to insert a cmd 0xd3 in the track to have a certain view into the entrance (and 0xd5 for the exit), you all know about these cmds.

now for an all straight pit lane like e.g. monza there is a different problem: when you are not even in the pit lane you also see beyond the exit, you see “through” it. at 2nd the range of d3 and d5 are limited. so thats a special case where 0xd3 and 0xd5 and the other usual suspects like 0xd7 and 0xd8 are not good enough. thats where 0xd4 and 0xd6 is used. i’m not 100.0 % sure how they work in particular, where to exactly they are to place etc, and most of all its difficult to avoid gfx-trouble, “bleeding through” armco etc. but as flo mentioned, there is at least one working example which is original monza.

gap, when you find out more information, please post it here ...

Posted by gap from 62.211.61.96:

Hi Addie, thanks for your reply :)

I'm still working on the pitlane. Currently I've terminated a version with a complete straight S/F line, and a slightly curved pit entrance. More, I've not still straightened the pit exit. Due to this facts I've not particular need of see through commands: I only added a 0xd3 (before the track sector with 0x86) with a high a2 argument value. the pitlane as it is now looks nice enough, with not warping or fence bleeding (I sent to you a screenshot) ...

... but I want experiment another pitlane layout: I want to see if I can do a really all straight pitlane where the contact points with the track (pitlane entrance and exit) are done with width changes commands in the corresponding track sectors. I think none has yet tested a solution like this one, and for sure, if I will get out, I will have to struggle with 0xd4 and 0xd6 commands. Be sure, I will keep in touch with all you and if I will get some new informations I will communicate it puntually on this forum

Gabriele

Posted by pk from 195.92.168.173:

hi addie,

I was messing with 9C when making oulton for gp3, sorry I don't have any more info,
but it's worth looking at.

9C: PIT LANE VISABILTY
a1: SECTOR POSITION
a2: IN
a3: IN
a4: VIEW
a5: OUT
a6: OUT
a7: VIEW

Posted by addie from 194.191.82.34:

thanks pk ! looks like another unk is just about to bite the dust !

i made a quick scan on the original tracks of gp3-2000. the following list is the arguments of cmd 0x9c in those tracks. you find the cmds in t0 if there is any.

01 melbourne 0 63744 63744 4 384 384 4
02 interlagos 0 1792 65024 4 63360 2048 4
03 imola 0 61440 8192 4 1536 1536 4
04 silverstone none!
05 barcelona 0 63329 2048 4 512 512 4
06 nurburgring 0 0 0 4 0 0 4
07 monaco 0 7680 7680 4 65340 65340 4
08 montreal 0 4096 4096 4 63744 63744 4
09 magny 0 6616 6616 4 62976 62976 4
10 a1 0 0 0 4 0 0 4
11 hockenheim0 64928 64928 4 455 60544 4
12 hungaro 0 65408 2048 4 1536 1536 4
13 spa 0 119 119 4 1227 57344 8
14 monza 0 65260 0 4 1792 1792 4
15 indy 0 63329 2048 4 512 512 4
16 suzuka 0 172 8192 4 1864 136 4
17 sepang 0 65408 2048 3 1536 1536 4

(should be TAB-delimited columns)

unfortunately i dont have the time at the moment to go after it. in case somebody is interested in digging it further please post eventual discoverings !
(just one note on the figures: the numbers above 32768 probably are to interpret as “negatives” which means figure= figure-65535-1; e.g. the first one reads 63744; which probably means in fact: 63744-65535-1; which gives 1792 ...)

good luck
addie

Posted by gap from 62.211.250.24:

Thanks Addie and PK,
I did it! I don't know if someone other tested it but I got out doing a COMPLETELY straight pitlane entrance (unlike Monza: not curved track sectors, not curved pit sectors). I simply did it by changing the the track width in this way: a drastic right side width change (a2:3600 a1:6) untill the track sector where the pitlane take origin and a more gentle right width change (a2:1310)from this last sector untill the track sector where the left pitlane fences are linked to the right track fences. All seems to be regular for now: not fences bleeding or other bugs.

Now, of course, (yes, Addie, I saw the missing pitlane scenery...) I will have to experiment with the "see through" commands like 0x9c, 0xd4, 0xd6...


zandvoort

Posted by addie from 194.191.82.34:

well, just for the files: its not a john verheijen track. originally its martijn “tunneltrack”-keizer who made this track “from scratch” for grandprix2, and it is one of the very best tracks you can get there. martijn spent huges amounts of time for it. in particular i recall he had some very bad fights to get the scenery right.

john verheijen then made a very nice conversion to grandprix3, with the permission of martijn of course.
its not at all my intention to diminish johns work, i just want to make sure you guys dont forget martijn keizer, the pioneer of scenery editing, and author of the groundbraking stuwlake- and tunnel-tracks for grandprix2, the latter track was also converted to grandprix3 by john verheijen.

after publishing zandvoort martijn left for GPL where he also got involved in trackediting. btw there he made the solitude-track that even was mentioned by one of the papy-guys in an interview once not too long ago, well done martijn !

you find the zandvoort-track on johns page @ http://www.grandprix-x.com/gp3/tracks.html


Index

a height problem

Posted by dave b from 62.64.134.66:

the problem is that i'm making series of tracks with challenging heights (uusing the default tracks) and at monza i get the track go up verticaly and my car becoming undrivable. THe cc caars just pass through. What is the problem? There is no height in that section.

Posted by Schubert from 203.197.43.121:

U mean the car is undriveable sliping too much when u accelerate??

If yes, then I think that's a bug in Gp3 i have seen before. The cars do not seem at the level of the road and go thru fences,etc

Posted by addie from 194.191.82.34:

sounds like "the grandma of all ramps" ...
for an explanation see the heights-chapter of "the guide to trackediting" @ http://www.grandprix3.ch/TEIC/index.html, follow "writings"

Posted by bigears from 195.92.168.167:

I got the same problem here as well with my Nordschleife circuit, I have to do the right calculations to make it drivable.


Pitmen in wrong postion?

Posted by Karl Sanders from 172.180.73.81:

I am currently working on a GP2 conversion, the problem is that the pitmen are on the wrong side of the track. The pit area is in the right place because the cars pit correctly, but the pitmen are in the other side of the pitlane next to the pitmanagers boxes instead of the garage. Is there a solution to this?
Thanks.

Posted by Bob P from 66.163.1.114:

Did you put the pits on the opposite side of the track from the original? If you did, make certain to have the pitmen (in the object tree) placed in opposite locations. That is, if a pitman object was located at -1024 change it to 1024 (distance from center)

Hope this helps.

Bob P

Posted by Karl Sanders from 172.180.7.26:

Cheers mate. Fantastic, now I can have the track finished by wednesday. Its called Palm Springs and is based on a GP2 track called Negev-galilee - one of the longest tracks ever made in the GPx series.


Index

100 % races without cc-pitstops

Posted by Dieter from 195.93.64.166:

Just a short info for those of you who don´t like the pitstop-stuff in GP3: There is a way to get rid off the cc's pitstops and still do a full-distance race - at least for those of you who run GP3-2000. You might all know that the cc's will not do any regular pitstops if you decrease the lenght of a race to about 40%. If you keep this in mind, you can use a little trick: You will need the excellent cmagic-2000-tool by Marc Aarts for it. Let´s say that your original 100 % race-lenght is 40 laps. If you want to race 40 laps without cc-pitstops, open cmagic-2000 and choose the track-file. Get the magic-data from the track-file first and backup! Then open "Edit GP3Info". Here you will find the numbers of laps. Remember the 40 %-rule? If your track has 40 laps up till now, just enter 100 laps in there. Save to track. Now your 100 % race-lenght would be 100 laps. But this would mean about 750 km race-distance instead of the original 300 km. So the original F1-race-distance would now just be 40 % :-)

But you have to keep in mind that the old cc-pit-strategy is still stored in the cmagic of the track. Which means: The cars will still stop at lap 10, 15 or 20. If you want to have the non-pitstop-race, you will have to open the cmagic-data of the track and change the pitstop-strategy there, too. I would recommand to have just one stop for all cars at lap 50. Insert the new magic-data to your track-file. Start gpxpatch and choose your track. Set the race-lenght to 40 %. And now you are able to have the full original f1-race-distance without any cc-pitstops - just like it used to be in the pre-1994 F1.

It seems to work out fine for all tracks. For example Monaco: 78 laps = 40 %. 195 laps = 100 %. But please remember that there is a limit of 126 laps in GP3. Which means: You will be able to store the 195 laps to the Monaco-file and do a 40 % race (78 laps) without pit-stopping for the cc's. But you will not be able to do a 100 % 195 lap-race. If you go behind the 126 laps-limit, the cars will stop immediatly after the start.

I am not sure if this trick can be used for the original gp3, too. I haven´t had the time for checking it.

Posted by addie from 194.191.82.34:

very nice idea !

Posted by knuckles from 203.212.144.70:

There is a much better way of doing this. When editing the Magic Data file if you want say a 78 lap race just set the cc cars to do 1 stop with the first lap for pitting being 79 or more. (Usually better to go for 80 or more as depending on fuel usage they may come in early).


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0x4 kerb selector

Posted by bigears from 195.92.168.169:

In the TE software, when you double click on a track section, you got a track change dialog rite?
At the bottom, it said left kerb, right kerb and 0x4 kerb selector.
What is the kerb selector and what is its function in the TE?

Cheers

Posted by addie from 194.191.82.34:

you can define different types of kerbs, and with this checkbox you can select which type you want to have in that tracksector. see also command-library @0x8e etc.

Posted by Schubert from 203.197.42.87:

Yeah.

In most tracks you have 2 types of kerbs (each for left and right). Usually one is flat one and the other is the higher one.

But we can have any amount of kerbs in a track, if we define the kerb-profile cmd wherever needed.

Actually, I don't quite understand why this wasn't done in the original tracks!

Posted by bigears from 195.92.168.164:

Ah I see what you mean, I have to adjust the four kerb profiles then I just select which of those profiles for a specific track sections.

Thank you very much once again for your help


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how to change grip data

Posted by nkola from 151.26.171.201:

how to change the grip data on any trac...what kind of software should i use???' please an answer..nkola

Posted by JackieMatra from 66.44.27.137:

Track grip values are stored in the gp3.exe or in the track dat file if you use GPxPatch. You need the Cmagic utility and a text editor to change the track grip data in the track dat files.


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Trackedit question (far-sight)

Posted by NS from 62.45.14.128:

I'm making a track with some sections where you drive over the track itself, like in japan, but I have a problem, when you drive the track, it looks like just a normal track (like Monza or so) so that you don't drive over sections of the track.. but I like to have the rest of the track visible (like in japan) but I can't find out how to do it (I don't know much about scenery editing :( and I hope you understand it :) )

Posted by Alesi from 155.198.17.121:

Your answer lies in the 0xc5 & 0xc6 cmds, see Command Library at www.grandprix3.ch/TEIC/index.html for the details :-)

Posted by gap from 62.211.250.173:

See also 0x81, 0x82, 0xbe, 0xbf

Posted by Alesi from 155.198.17.121:

They won't be any good if the overhead and underneath sections are separated by more than 255 units though


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Height changes

Posted by bigears from 134.220.2.2:

I know this is a very,very basic question but I am having poblems with it.
You lot already know that the Nordschleife got a lot of uphill and downhill sections,

When I try to apply the track hegiht changes, the track kept going up in the air and it crashes when my car enters the dodgy sections.

When I change the heights, when I have to look out for like keeping the cumulative atidule (spelling) or the gradient height in order to keep the track playable.

Thanks

Posted by addie from 194.191.82.34:

i really thought i described the heights-subject in general and the special limit of it in "the guide to trackediting" ?!

the missing piece may be: in the track config section in the track tree you can adjust track start Z which is the "starting cumulative altitude" so to speak. so maybe shifting the track upwards or downwards by adjusting this argument, may help ...

i hope its useful

Posted by Schubert from 203.197.72.2:

Yeh, As addie said there's a detailed explanation in the "Guide"
Another key statement that is not missing in the guide (thnx addie :) is that

"when you go up by a certain amount (+ve gradient) you have to come down (-ve) by an equal gradient."

and vice versa.


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Stripping down a track....

Posted by Tom C from 62.64.222.100:

I've heard it's a good idea to "strip down" a track (ie. removing parts of it) before attempting to edit. Can someone tell me what I should remove from the track before I start editing it?

Posted by Schubert from 203.197.72.2:

You remove the all the track heights, pit heights

Remove all scenery (but its optional since It won't render the track unplayable, if you don't remove scenery but it will cause gfx bugs when the layout is changed)

MOST importantly, remove the CC-Line, or else the track won't work once the layout is modified.

Also, In the remove menu, you also should remove all kerbs, walls, road signs, bridges, track side objects.

But 90% of the time the track won't work. Getting the track to work for your first time is really tough.

I didn't succeed without removing "all Track Sections (except t[0])"

Different people do it in different ways. I don't know.

Posted by Bob P from 66.163.1.114:

And once you have a stripped down track that works, back it up and use it as your base from now on. Saves having to tinker with stripping another track.

Bob P

Posted by
AD from 62.30.112.2:

I usually don't bother with strripping down to just 1 section, as it saves time when adding them later.


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Flags for cmd 0xcd scenery ribbons lighten darken

Posted by Schubert from 203.197.72.2:

There arent any flag values for fence extension for the command 0xcd - "Scenery Ribbons Lighten\Darken (Adjust Shadow)"

The missing loc codes i saw were 4 and 16 but they didn't work. How come?

Posted by Alesi from 155.198.17.121:

Dunno, try using the total summed bit value (-1), that way you can see if the fence extensions are affected at all or if Crammond left something else out ;-)

Posted by Schubert from 203.197.72.2:

Yeh that's what i did for now. The fence ext is affected so i'll stick with this anyway. But as a result, the whole area is adjusted including scenery, etc

Posted by Larry from 216.239.66.222:

I remember some location codes from the command library being mixed up when adjusting shadows on ribbons on my Montreal track, though I don't remember exactly which ones. I ended up isolating the right ones by trial and error. I didn't investigate any further once I obtained the results I needed, however.

Posted by Schubert from 203.197.72.2:

Well I tried all flags from 1 to 32767. Missing ones in the CMD LIB are only 4 and 8 (i think)

The rest are all used for ribbons.

Thanks. I have used -1 and it works fine.

Posted by Larry from 216.239.66.95:

I was a bit curious so I tried a few things and came to the conclusion that the location codes 1 and 2 affect the fences and their extensions simultaneously. So you can't affect them independently but at least you don't have to affect the ribbons and verges.

Posted by Schubert from 203.197.72.2:

Oh good Thanks. IT worked.






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