http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked
collected and (very little) formatted by addie walti
The start of a thread is on top right below the title
Scenery Ribbons
Tracks Won't Start (freeze)
bridged fences + pit lane attachement
replacing trees
fence extentions loc code D
Posted by JeanA from 62.254.0.7:
I have a problem with the track I'm editing. I cannot get the scenery ribbons to
show up. I have a track section 89 units in length. I have the ribbons switched on
from track sector 0 around the whole course and in the sector I want ribbons, I have
a 0xee command and arranged the ribbons in the way I want. Also in this sector I
have several 0xe9 commands to apply textures to these ribbons, which I know work
because I have seen them working,But I have removed some scenery commands from sector
0, does anything else need applying to either track sector 0 or to the one I am trying
to edit?. This is really irritating me now. All help greatly appreciated :)
Posted by addie from 194.191.82.34:
switching them on and off should work as expected, at least as long as you use 0xea
and 0xeb for switching. do NOT use 0xec and 0xed as they are for special occasions
only. eventual 0xec and 0xed could simply be replaced by 0xea and 0xeb with same
arguments. please post whether it worked.
Posted by JeanA from 62.254.0.7:
Thanks Addie, In fact I think I half workedit out last night, but got too tired to
test it out, what you have just said just confirmed what I did last night confirmed
it.
Posted by Jean from 62.254.0.7:
Right, it still doesn't seem to work, With one 0xea command in sector 0 with Arg2
set to 11 (L1?) L2, L4 and L5 become active with 10 0xea commands in sector 0 with
arg2 set to each ribbon number, L1, R1,R3, R4 and R5 are in active wilst the rest
are active... but I still can't apply a texture to the ones that are active. Could
the 0xc8 commands in T0 be conflicting with the 0xe9 commands I am trying to use?
Once again, any help is appreciated
Posted by Schubert from 203.197.42.149:
They couldn't conflict. Even if they do, the latest texture cmd will affect the ribbon.
Check if you have specified a length for 0xe9 that is more than the amount of that
ribbon that is visible. Sometimes (or maybe always) this is what causes it to stay
gray.
Hoep it helps
Posted by addie from 194.191.82.34:
and you are sure the texture-id used for mapping really exists in the tracks jam-list
? (you tried one of the "standard" ids e.g. 906?)
Posted by JeanA from 62.254.0.7:
Right, its been solved :)
I had tried to activate the Ribbons with the wrong location code, I had been using
the C-type location code when I should have been using the B-type code
It's all good now, Thanks Addie and thanks to Schubert.
Posted by RBASTI from 195.121.38.35:
When I start my track GP3 freezes!!! You click the 'Race' button and the game freezes!!!!
Does someone knows this problem??? Can anyone solve it???? PLEASE!!|!|!||!|!|?!?!
Posted by Flo from 217.226.120.57:
Run GPxPatch in debug mode.
Posted by dave b from 80.225.21.93:
maybe it is sdi's revenge for people who post the same message in this form twice
under diffrent headings?
Posted by addie from 194.191.82.34:
though some dont like to be told to go there, maybe you find a hint @
http://www.grandprix3.ch/TEIC/index.html
follow "troubleshooters FAQ" ...
(i'm afraid the debug mode of gpxpatch does not prevent gp3 from freezing, but maybe
removing the cc-line from the track does ?)
Posted by RBASTI from 195.121.160.20:
I've tried everything that you and the FAQ said, but it still FREEZES!!!!!!
?????????????????????????????
Can't someone take a look at my Track???? PLEASE????
Posted by Schubert from 203.199.168.101:
OK. me. send!
Posted by Schubert from 203.199.167.202:
Check your mailbox. These were the problems due to which the track wouldn't load.
-Wrong Cc-Line. CC-Lines made along the track are wrong. See CC-lines of original
tracks. You have to make them sector by sector checking all the way in gp3.It does
not appear in the TE as it will in the game. Read the CC-Line Tutorial properly
-More than one 'Pit fence begin' (0x9f) command in t[1] and t[9]
-Wrong value for Pit End Length (0x9e) command in p[22]. Muse be 2 less than remaining
pit length.
-Pit lane entry & exit JOIN pink sections were messed up a bit. I have corrected
them and joined the fences correctly.
-There were invalid Black Flag Area Commands which had speed values of 999 or something.
Posted by RBASTI from 195.121.161.192:
Thanks, I'll fix all the things you said.
Posted by Dark from 194.134.213.247:
I have some turn where I can't get the fence to the fences are cutting the corners.
and how do you make that puple line by the Pits shorter
Posted by addie from 194.191.82.34:
"fence cutting corner" is also called "bridged fences" sometimes.
its a checkbox in the track-sector-dialog box. just uncheck it if you dont want them
cutting the corner.
decreasing the purple lines means having the cmds 0x9f-0xa4 in appropriate positions
and suiting verge-width there. but beware, they must not be TOO short. see original
tracks for good examples.
Posted by chrissy from 80.128.194.202:
i´m doing now the raod america 2002 track, but i have one problem: how can
i place trees around the rack?
i tried nearly everything else, but nothinbg works. hope someone can help me
Posted by gap from 151.29.5.1:
first you has to insert the Jam file for the tree you wish to add: in the track tree
- Jam Files section, select any jam file, right click, and choice "Insert Jam
File" in the appearing popup menu. Remember to add a SW jam, unless you checked
"Use HW Jams" in the Option menu.
The second step is to define the tree objects you wants to add to the track: Objects/Jams
- Insert New Object Definition. A window will appear: select 5 - gp2 defined object
as ID1, check the Jam Preview box, then play with the ID2 untill you see your choiced
tree.
Other parameters to be settled: Detail = it determine if the objects are visible
or not according to the detail level you settled in the GP3 graphic menu. Choice
detail level high, low or medium. Y DFC is the distance from the center of the track
(negative values = left), other Position & Orientation fields to be ignored for
tree objects.
The object offset is the ID for the current Object definition. Keep it in mind for
the next phase:
Insert the object anchor: in the track tree - Track Data, select the track sector
where you wish to see the tree. Right click on it and select "Insert Track Command"
in the popup window. Then slect the 0x80 command (the last one) in the appearing
command list. In the Object Position Dialog window you has to settle the distance
from the start of the sector (first box, remember that you can't add two objects
in the same sector to the same offset) and, in the second box, the ID for the object
description formerly created by you. When you press OK, the tree is yet added and
a new Object Anchor icon appears between the commands relative to the choiced track
sector. Double click on it if you wants to modify something and remember that if
you modify the object description, it will affect all the trees added with the same
Object Definition, not only the one you double clicked on.
Repeat the procedure from the last step if you wants to add trees with the same Object
Definition, otherwie, for new trees having different shapes or Y positions, repeat
the procedure from the first point.
I hope I was clear,
Gabriele
Posted by chrissy from 80.128.194.229:
thx, gap, it works fantastically.
my track is nearly finished, just some adverts to place and some gravels. but my
question: how to place a gravel? the adverts and objects i added were every time
such placed behind the walls. now i want to place the gravel in front of the wealls.
hope you, or someone other, can help me
Posted by Nik from 62.254.0.7:
Just as easy as placing trees, You need to map a gravel texture to the grass area
of our track using the 0xe9 command for example (gp3jams/genjam/magsand.jam) is the
gravel/sand jam that Monza uses. You don't have to worry about it feeling like gravel
as (I think) the jam is coded to give that effect when driving over it... so GP3
does all the hard work for you there
The Magsand.jam will have two textures in it one plain gravel texture and one gravel
bleeding out to the road. the first is best applied to the fence side verge and the
second to the roadside verge
If it helps I find a command that works similar in one of the gp3 default tracks
and copy it into my track and just change the texture if necessary and it's mapping
length
Nik
Posted by gap from 151.29.4.26:
Cool, it seems we will sooner have an adjourned Elkharte track :)
BTW are you using as base the GP3 convertion by Marc Aarts of the Roland Ehnström
& Martijn Keizer track for GP2?
Anyhow, if you wants some objects to be visible before the fences, you has to settle
the detail level of their Object Definition to "Show before fences". On
the Contrary, gravel traps are not objects added on the side of the track, but textures
mapped on the verges:
As I described you in the former post, import in your track one of the standard Jam
files with gravel canvas on it. remember: YOU CAN change the jam name,the canvas
bitmap, the texture size, etc. before to import it, BUT NOT the texture ID number,
otherwise you risks that the gravel in your track behave like grass!!!
Commonly (at least for standard tracks), for any kind of gravel to be mapped on your
track, you has to import/edit two different gravel jams: the first jam, containing
just one texture with the main gravel bitmap on it has to be mapped on the fence
side verges for the whole gravel trap extention, with the 0xe9 command (see the Track
Command Library for more details about it).
The second jam has two texture (on both of them the ID can be changed) relative to
the areas where the gravel lies with the grass (to be mapped on the fence side verge,
to the left and right sides of the gravel trap area)or with the road edge (to be
mapped on the road side verge, for the whole extention of the gravel trap area).
I hope even this time my intervention will be helpful,
Gabriele
Posted by chrissy from 80.128.194.22:
yes, your advices are very helpful, although i look every time in the trackedit tutorial,
but your explanation is much better to understand.
but i have at least one problem: my gravel is every time exact by the street, and
the width is the same as my shape (2001), but equal to every changes, the gravel-stripe
doesnßt move, it only becames longer or shorter, but how to change this value,
i know. hope you could help me one more time :)
i don´t use marc aarts track, his version is not exactly the original layout,
till i was last year there and saw the cart-race, i know now the exact heights and
length etc, so that i decided to do a new road america track.
Posted by gap from 151.29.11.127:
Hehe Chris,
several peoples (many of them not more corcerned in track editing) wrote very good
tutorials. We will never thank enough these persons because without their experimenting
and divulgating activity a GP2/GP3 track editing community could not exist. Neverthless,
as you can understand, it is unpossible to have guides relating to all the possible
track editing stuffs, and even when you find the "right" tutorial, they
can only treat the matter in general, so that they can't solve all the particular
problems coming from the application of general rules. This is why the personal experience
is irreplaceable, just like this forum, where peoples share their experiences! ;-)
But let go to the particular point:
I'm not sure I've well understood your problem, anyhow, if you means that you can't
get out changing the gravel areas DFS (distance from start) it has something to do
with the 0xe9 command:
locate the 0xe9 commands mapping the gravel on a particular area of your track; cut/paste
it if they are placed in other track sector than the one where you wants the mapping
starts, then doubleclick on the command and settle the correct values in the 2nd
(Begin Offset) and 9th (Lenght of mapping) boxes. The "Begin Offset" is
the distance from the start of the sector where the mapping starts, and the "Lenght
of the Mapping", obviously, determines how long the mapping will be applied.
Both the parameters are expressed in track lenght units, and they can be longer than
the lenght of the track sector where the particular 0xe9 command is applied, because
the mapping can last on the following sectors. Also be warn that the next 0xe9 command
on the same track part (fence side verge, road side verge, ecc.) starts AFTER the
range of the former one as defined by the 2nd and 9th parameters, because if you
overlays two of these commands, the last one will overwrite the effect of the preceding
one in the overlapping area, and it could be difficult for you to well predict the
effects of your changes.
If you has still problems, or if my explanations weren't relating to your question,
don't exitate to ask help again. :)
Gabriele
Posted by chrissy from 80.128.193.149:
OH NO! my track doesn´t work anymore!
i made a few changes on the pitlane and its speedlimiters, and a few changes in the
first corner at the gravel, and every time i want to drive the track, gp3 goeas back
to windows!
@ gap: could you write down your e-mail adress? than i send you the track and you
see what problems there are with the gravel, ok?
Posted by gap from 151.29.11.37:
Peraphs you put the "speed limiter on" command (0x96) in the very same
pit lane sector as the "pit lane fences begin" command (0x9f). Try to restore
the original speed limiter on position.
Another hypothesys: after the changes, you forgot to check/uncheck correctly the
pitlane unk check boxes: they have to be checked depending also from the speed limiter
on/off commands position, otherwise the track freezes GP3.
In both the cases refer to the "Guide to Pitlane Editing" and the "Trouble
Shooter FAQ" by Addie for more details.
Another good solution should be to keep on the editing from the last working back
up track ;)
Regarding the gravel trap stuff, send the track with the eventual custom Jams to
this adress: gabriele.profeta@email.it . Also tell me more extensively where exactly
and how do you want the gravel... but I can't ensure you that I will immediately
have a look to your track, because I'm very busy with my Hockenheim track final touches.
Posted by gap from 151.29.8.243:
wich is the GP3 location code D for the left fence extentions. I essayed the GP2
value for fences and walls (4), but it did not worked.
BTW. Did someone published an adjourned loc code D/E table for GP3, as many of the
location values changed from GP2?
Thanks,
Gabriele
Posted by addie from 193.247.102.133:
hi gap, hi all
this is what i found in the collection (i've no idea why i missed to put it in the
cmdlib, sorry dan !):
Posted by Danc from 142.58.213.36:
Here are the values that I find work for 0xC5
2=fences
4=road
8=verges
16=all ribbons
32=pitlane road entry
64=L5
128=L4
256=L3
512=L2
1024=R2
2048=R3
4096=R4
8192=R5
16384=L1
no R1???????
The fields are the same as before, a4=turn on type D
a5=turn off type D. Not sure about a6. a7,a8 angle of view as before.
Dan
Posted by gap from 151.29.8.41:
Thanks Addie,
now I'm checking if the fences value workrs also for fence extentions
end of list