GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: December 03, 2014 06:16PM
Posted by: salvasirignano
Don't edit the bumptable, the game will crash.

Edit this line...

14968 ; bump factor

a value of say 30000 will give a very bumpy track.

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
Re: GP4 Track Editing - new new thread
Date: December 03, 2014 06:38PM
Posted by: klausfeldmann
I am more a fan of editing the DAT-file to get a bumpy track, but of course it's up to your taste to choose one method. I really love jcaranti's bumpy singapore-verison (Y).
Re: GP4 Track Editing - new new thread
Date: December 03, 2014 07:39PM
Posted by: cleberpister
OK! Thanks guys...(Y)

AYRTON SENNA FOREVER!
Re: GP4 Track Editing - new new thread
Date: December 03, 2014 09:33PM
Posted by: TGF1DRIVER
Yeah I also remember that Singapore is a very bumpy track! ;)
Re: GP4 Track Editing - new new thread
Date: December 03, 2014 10:46PM
Posted by: Lo2k
Would these settings in cmagic?

[bumptable]

41,1
73,0
274,1
293,0
329,2
361,0
864,2
880,0


They mean :
from sector 0 to 41, apply a bumpiness strength of 1
from sector 42 to 73, apply no bumpiness (0)
.
.
from sector 880 to the end, apply no bumpiness (0)

Not sure anyway if first value is the beginning of a range of sectors of the end of this range... I'm sure some people know it anyway here.





Edited 1 time(s). Last edit at 12/03/2014 11:05PM by Lo2k.
Re: GP4 Track Editing - new new thread
Date: December 05, 2014 06:50PM
Posted by: klausfeldmann
I tried to add a fence via FenceBuilder for the pitlane, but the fence is not really created (all vertices have the same coordinates).

The GP4Builder User's Guide writes about it:
'In pitlane, fences won't be created if no bank command exists. Thus if you want to create fences for these sectors, simply create banks command with a fence height of 0.'

But this is exactly what I did. Here is a picture of the bank-settings in the pitlane:

Re: GP4 Track Editing - new new thread
Date: December 05, 2014 08:37PM
Posted by: Lo2k
Hmm, didn't you set fence gates for all of your pitlane sectors ?

Re: GP4 Track Editing - new new thread
Date: December 05, 2014 08:38PM
Posted by: auscain
Try turning off pit start pit end commands
Re: GP4 Track Editing - new new thread
Date: December 06, 2014 03:52PM
Posted by: klausfeldmann
Thanks to you both for help (Y).

Lo2k schrieb:
-------------------------------------------------------
> Hmm, didn't you set fence gates for all of your
> pitlane sectors ?

You're right, all the pitlane sectors had a fence gate. I didn't know, it affects the FenceBuilder. Switching the fence gates off solves this problem and fences are created correctly (Y).


auscain schrieb:
-------------------------------------------------------
> Try turning off pit start pit end commands

I also tried your solution and deleted the pit-commands temporary, but without disabling fence gates for the pitlane it did not work for me ;-).

Now work can go on. Thanks once again (Y).
Re: GP4 Track Editing - new new thread
Date: December 07, 2014 03:30PM
Posted by: klausfeldmann
When I add Bank Descriptions manually for a few sectors, I have to insert the arm directions manually as well. As a result, here it is '0' for all those sectors. Let me show a picture of what I mean:



Is there a way to calculate the original 90°-arm direction or is there a way to give those sectors the native arm direction automatically?
Re: GP4 Track Editing - new new thread
Date: December 07, 2014 04:59PM
Posted by: Prblanco
Use the "Modify Track Sectors" window to set the arm direction for multiple sectors at once, and you can specify the angle directly in degrees.


My unfinished tracks: [www.grandprixgames.org]
Send bug reports and track editing questions to f1virtualblog@gmail.com
Re: GP4 Track Editing - new new thread
Date: December 07, 2014 08:37PM
Posted by: klausfeldmann
Prblanco schrieb:
-------------------------------------------------------
> Use the "Modify Track Sectors" window to set the
> arm direction for multiple sectors at once, and
> you can specify the angle directly in degrees.


Great! Thanks :-).
Re: GP4 Track Editing - new new thread
Date: December 14, 2014 10:48PM
Posted by: salvasirignano
So...

I'm updating my Tahiti track, but have come across a problem. I'm experimenting with a new tarmac I've created but I'm having some strange mapping problems. Here's what it looks like in GP4 Builder...



So far so good (needs more work).... but then when I copy the texture into my wad along with the new updated .gp4 file it looks like this...



Any ideas why the mapping is completely different ingame? Also, if you look where the Ferrari is in the picture the mapping is completely different to where the Jordan is.
I replaced the original melborne2001_page_019 file with the new texture, and also made a copy of this and named it as tarmacmap.tex which I put in the resources folder. I'm stumped!


Any help would be appreciated. :)

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
Re: GP4 Track Editing - new new thread
Date: December 14, 2014 11:00PM
Posted by: Lo2k
Yep, it's normal.
The game replaces all TRACKxxx .gp4 tarmac parts with the mesh from the trackname_track.bin file.
On top of that, as TRACKxxx parts are ignored, their texture assignment is too and tarmacmap.tex is mapped over trackname_track.bin mesh.
And on top of that (again), .bin files use an hardcoded texture lod that will automatically reduce size of the texture depending on distance...

All of this results in what you can witness above :/

Re: GP4 Track Editing - new new thread
Date: December 14, 2014 11:11PM
Posted by: salvasirignano
Lo2k Wrote:
-------------------------------------------------------
> Yep, it's normal.
> The game replaces all TRACKxxx .gp4 tarmac parts
> with the mesh from the trackname_track.bin file.
> On top of that, as TRACKxxx parts are ignored,
> their texture assignment is too and tarmacmap.tex
> is mapped over trackname_track.bin mesh.
> And on top of that (again), .bin files use an
> hardcoded texture lod that will automatically
> reduce size of the texture depending on
> distance...
>
> All of this results in what you can witness above
> :/


Thanks for your explanation Laurent! :-)

Hmm a bit of a shame... If I were to lower the .bin files in altitude, and rename all the TRACKxxx parts to something else, then I guess that would be a workaround? I imagine that might cause problems in wet weather though..

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]



Edited 1 time(s). Last edit at 12/14/2014 11:12PM by salvasirignano.
Re: GP4 Track Editing - new new thread
Date: December 15, 2014 06:56PM
Posted by: Lo2k
Yep, no wet tarmac, no jip mapping lines and no skid marks if you do that.





Edited 2 time(s). Last edit at 12/15/2014 06:57PM by Lo2k.
Re: GP4 Track Editing - new new thread
Date: December 15, 2014 07:31PM
Posted by: tumyeto
the only way I know to the tarmac problem is to rename all sectors "track."
I already tested that, but I've never been totally satisfied.
Re: GP4 Track Editing - new new thread
Date: December 22, 2014 10:41PM
Posted by: salvasirignano
Thanks guys, I've managed to make my tarmac look a little better now.
I've happened upon another problem though, does anyone know how to fix this? I've played with various cameras and clipping distances, but nothing seems to have an effect. As you can see, the trees and people are invisible against the light blue lagoon texture...



===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]



Edited 2 time(s). Last edit at 12/22/2014 11:07PM by salvasirignano.
Re: GP4 Track Editing - new new thread
Date: December 23, 2014 06:28AM
Posted by: salvasirignano
maxi82 Wrote:
-------------------------------------------------------
> problem solved!! tex texture correction (format
> =dtx1 / transparency = semi)


Ahh, just seen this post, will give it a try..

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
Re: GP4 Track Editing - new new thread
Date: December 23, 2014 07:57AM
Posted by: salvasirignano
Hmm, that didn't work for me unfortunately, any suggestions chaps?

===================================================================================
Tahitian GP Circuit
[www.grandprixgames.org]
Easter Island Circuit
[www.grandprixgames.org]
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