Q about track/pitlane editing

Posted by pirx 
Q about track/pitlane editing
Date: September 12, 2012 04:19PM
Posted by: pirx
is it a must that the pitlane crosses the S/F-line??

wanna build an old original track that had the pits long before the S/F-line. PLUS the original S/F-line of this track is exactly located on a bridge, so there´s no space for pits beside..

please rob or some other experts tell me what is possible!

thx!



Edited 1 time(s). Last edit at 09/12/2012 04:35PM by pirx.
Re: Q about track/pitlane editing
Date: September 12, 2012 08:54PM
Posted by: R_Scandura
unfortunately yes. the rule is that the pitlane ends at least 5-6 units after the finish line. you can build a fictional pitlane where the S/F is and simulate with grapèhic and objects the real pitlane where it is or directly move the s/f on a place that allows a realistic pitlane

-------------------------------




Edited 1 time(s). Last edit at 09/12/2012 08:54PM by R_Scandura.
Re: Q about track/pitlane editing
Date: September 12, 2012 09:43PM
Posted by: pirx
..ok

so my idea to extend the length of the pitexit and lead it over the bridge (normal racetrack) until it crosses S/F is not working?

please have a look at my screenshot:
Re: Q about track/pitlane editing
Date: September 12, 2012 10:12PM
Posted by: R_Scandura
you mean overlappining the track with the pitlane? There is a chance it works, but still not as an accelerating lane. Consider that also the Pitlane Fence Join Left/Right must fall after the S/F so you could drive the pitlane on a separate "world" than the track. you will drive the pitlane then will appear magically in the track.

On the other side it could work if you treat it as a normal pitlane exit, at the side of the track, running parallel til it joins

-------------------------------




Edited 2 time(s). Last edit at 09/12/2012 10:15PM by R_Scandura.
Re: Q about track/pitlane editing
Date: September 12, 2012 10:29PM
Posted by: pirx
thx rob, got it!

hmmm...the last thing I wanna do is moving S/F-line. Maybe make the bridge wider..but i´m not happy with such a change of reality :(

...a penny for a good idea!
Re: Q about track/pitlane editing
Date: September 12, 2012 10:57PM
Posted by: R_Scandura
there could be actually a workaround but never tested it so can have unpredictable results. you need to play with transparency and graphical tricks because once you put the necessary commands in the right places the game is already happy.



put the join commands as a normal pitlane after the s/f so it will follow the rules. then put the pitlane end fence and pitlane end lenght a bit after the 90deg corner. this will make visible the track again. make sure you set invisible the rest of the pitlane as it starts overlapping the track. in this way you'll have both cars in track and pit accelerating lane running on the same "world"

now it's about graphical tricks. the purple lines should be what you may see on the editor to show the connection track/pits, you need to set a transparent texture of 1 unit in the fences around where the pitlane joins the track so the game engine will automatically reflect it on the purple lines, making that distorting beam invisible too.. then you need to cover with ribbons, object and anything you can the eventual empty zones.
on the left you see the commands placement, on the right the possible effect, the downside is about the speed the cars may have exiting the pitlane. they may runs slow and obstacle the others...

remember also that the pitlane ingame not always appears as it is on the editor so you may need to add sectors here and there til you have it perfectly matching. i suggest you use a sky camera on the car

just an idea... have fun :)


now, my penny?

-------------------------------




Edited 5 time(s). Last edit at 09/12/2012 11:13PM by R_Scandura.
Re: Q about track/pitlane editing
Date: September 12, 2012 11:12PM
Posted by: pirx
wonderfull!!! - will try as you recommend

so here´s a rare one for you:



-but don´t bite into it!

& sure my next Q will take a while for me :)



Edited 1 time(s). Last edit at 09/12/2012 11:14PM by pirx.
Re: Q about track/pitlane editing
Date: September 19, 2012 01:16PM
Posted by: pirx
rob, I did as you suggested and my work went further, but now I reached a point where I´m really stucked :(


yesterday the track loaded and I could drive about 500m, then it produced a CTD with a message that something with bumptable is wrong.
I also saw strange, quite big triangular artefacts that looked like the track "leads to sky" on some places -but when I passed these artefacts with my car the artefacts went away.

very strange: today, after not changing anything at the track it produces a CTD as soon as it should be loaded..??

"Sanity Check" tells me everythings ok!


please check this part of the error-log:

...

Debug event: EXCEPTION_DEBUG_EVENT
Thread ID = 0x00000474
First chance exception
Exception address: 0x0048f6b1
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to write to virtual address 0x000000ba
Debug event: EXCEPTION_DEBUG_EVENT
Thread ID = 0x00000474
Unhandled exception
Exception address: 0x0048f6b1
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to write to virtual address 0x000000ba
Stack trace:
0048F6B1: Gamez\Grand Prix 3\GPxPatch.exe! <no symbol>
0267EDE8: <no module><no symbol>
0068006A: Gamez\Grand Prix 3\GPxPatch.exe! <no symbol>
Registers:
EAX=005B14F4 ECX=0000008E ESI=005A5874
EBX=005B2EF4 EDX=7FFFFFFF EDI=0000008E
CS:EIP=001B:0048F6B1
SS:ESP=0023:01F9FF1C EBP=005A5EF4
DS=0023 ES=0023 FS=003B GS=0000
Flags=00200202
Stack dump:
01f9ff1c: 005a5874 005a5874 000000d0 01f9ff3c 'tXZ.tXZ.....<...'
01f9ff2c: 005b2ef4 00000006 0000008e 0025439b '..[..........C%.'
01f9ff3c: 0048ae2a 00b59996 0048a737 00000300 '*.H.....7.H.....'
01f9ff4c: 0047ce51 0047e0c6 0040100c 004f0459 'Q.G...G...@.Y.O.'
01f9ff5c: 00150000 013c24d8 01f9ffb4 01f9ff7c '.....$<.....|...'
01f9ff6c: 013c24d8 7c91e4f4 01f9ffb0 00000474 '.$<....|....t...'
01f9ff7c: 0051e8d1 013c24d8 005231dc 00000000 '..Q..$<..1R.....'
01f9ff8c: 00150000 7c937764 013c24d8 c0000005 '....dw.|.$<.....'
01f9ff9c: 01f9ff8c 01f9fb40 01f9ffdc 00526f0c '....@........oR.'
01f9ffac: 0052c800 00000000 01f9ffec 7c80b713 '..R............|'
01f9ffbc: 013c24d8 00150000 7c937764 013c24d8 '.$<.....dw.|.$<.'
01f9ffcc: 7ffd9000 c0000005 01f9ffc0 01f9fb40 '............@...'
01f9ffdc: ffffffff 7c839ac0 7c80b720 00000000 '.......| ..|....'
01f9ffec: 00000000 00000000 00523185 013c24d8 '.........1R..$<.'
01f9fffc: 00000000 02180000 00150050 00000000 '........P.......'
01fa000c: 00000000 001d5000 001d5000 00000400 '.....P...P......'
01fa001c: 00000b00 19041944 11041104 11041104 '....D...........'
01fa002c: 19441904 11051104 19451145 11051145 '..D.....E.E.E...'
01fa003c: 11051945 11451145 19451945 19451945 'E...E.E.E.E.E.E.'
01fa004c: 19451945 19451945 19451945 19451945 'E.E.E.E.E.E.E.E.'
01fa005c: 19451945 19451945 19451945 19451945 'E.E.E.E.E.E.E.E.'
01fa006c: 19451945 19461946 19451945 19461945 'E.E.F.F.E.E.E.F.'
01fa007c: 19461946 19451946 19461946 19861946 'F.F.F.E.F.F.F...'
01fa008c: 21862186 21862186 21c62186 21c621c6 '.!.!.!.!.!.!.!.!'
01fa009c: 29c629c6 29c629c6 29c621c6 29c629c6 '.).).).).!.).).)'
01fa00ac: 29c629c6 29c629c6 21862186 21c721c6 '.).).).).!.!.!.!'
01fa00bc: 29c621c6 29c729c6 29c729c7 29c729c7 '.!.).).).).).).)'
01fa00cc: 29c729c7 29c729c7 29c72a07 2a0729c7 '.).).).).*.).).*'
01fa00dc: 29c729c7 29c729c7 2a082a07 2a082a08 '.).).).).*.*.*.*'
01fa00ec: 2a082a08 32092a48 2a092a08 32482a09 '.*.*H*.2.*.*.*H2'
01fa00fc: 32493248 32493249 32493249 32493249 'H2I2I2I2I2I2I2I2'
01fa010c: 32893249 32493249 32493249 324a3289 'I2.2I2I2I2I2.2J2'
01fa011c: 328a328a 328a328a 3a8a3a8a 3a8b3a8a '.2.2.2.2.:.:.:.:'
01fa012c: 3acb3a8b 42cb3a8b 438e430d 53d04b8e '.:.:.:.B.C.C.K.S'
01fa013c: 64125bd1 75176c94 8e1a7d98 9e9e965d '.[.d.l.u.}..]...'
01fa014c: a6de9e9e b75eaf1e c79eb79e d79ecf9e '......^.........'
01fa015c: d79ed79e d79ed79e df9edf9e e79edf9e '................'
01fa016c: f79ee79e ef9ef79e f79ef79e f79ef79e '................'
01fa017c: f79ef79e e79eef9e d79edf9e d79ed79e '................'
01fa018c: bedecf5e b65eb65e 9d59addc 8c958cd7 '^...^.^...Y.....'
01fa019c: 7c108412 634d6b8f 5b4c5b4c 534c534b '...|.kMcL[L[KSLS'
01fa01ac: 530c5b0b 530c530c 4b0c4b0b 42cb4acb '.[.S.S.S.K.K.J.B'
01fa01bc: 42cc42cc 3acc42cd 32cc3acc 32cc32cc '.B.B.B.:.:.2.2.2'
01fa01cc: 328c328c 324c324b 2a0a2a4b 2a092a0a '.2.2K2L2K*.*.*.*'
01fa01dc: 21c821c8 21c921c8 21872188 19462186 '.!.!.!.!.!.!.!F.'
01fa01ec: 19461946 19461986 21861946 19461946 'F.F...F.F..!F.F.'
01fa01fc: 19461946 19451945 19051945 19451904 'F.F.E.E.E.....E.'
01fa020c: 19041905 11051945 19051104 19451905 '....E.........E.'
01fa021c: 11451945 19451945 19461946 19871986 'E.E.E.E.F.F.....'
01fa022c: 21872187 21882187 21c921c8 2a0a2a09 '.!.!.!.!.!.!.*.*'
01fa023c: 2a4b2a4a 328b328b 3acc328b 42cd3acc 'J*K*.2.2.2.:.:.B'
01fa024c: 430d42cd 4b0e430e 4b4f4b4e 4b50534f '.B.C.C.KNKOKOSPK'
01fa025c: 5b905350 53905b90 5bd25bd1 64135bd3 'PS.[.[.S.[.[.[.d'
01fa026c: 6c546c55 74977454 7cd67c97 7cd874d7 'UlTlTt.t.|.|.t.|'
01fa027c: 7d187cd8 85188518 7cda84d9 7d197c99 '.|.}.......|.|.}'
01fa028c: 855a7d1b 8d9c859c 961d95dd 95de959e '.}Z.............'
01fa029c: 961e961e a69e9e5e a69e9e5e 9e5e9e5e '....^...^...^.^.'
01fa02ac: ae9ea65e a69ea69e a65ea69e a69ea69e '^.........^.....'
01fa02bc: a65e9e1e a65ea69e a69ea69e a69ea65e '..^...^.....^...'
01fa02cc: a6dfa69e aedfaedf af1faedf aedfaedf '................'
01fa02dc: aedfae9f aedfaedf b71faedf aedfb6df '................'
01fa02ec: b79fb75f c7dfbf9f d7dfcfdf d7dfd7df '_...............'
01fa02fc: dfdfd7df dfdfd7df dfdfdfdf e7dfdfdf '................'
01fa030c: d7dfe7df dfdfd7df cfdfd7df c79fcf9f '................'
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00000358
Thread exit code = -1073741819

...


thank you very much!
Re: Q about track/pitlane editing
Date: September 19, 2012 02:01PM
Posted by: R_Scandura
hi, the wrong bumptable means that you missed the magicdata in your track or it has a wrong bumptable (higher values than your track lenght).
check the bottom of the magicdata and assign a value that is 1 unit shorter than your track lenght to be safer, in example if your track is 700 units longer you should put something like
0,0
699,0
remember that everytime you save the track in track editor you must import again the magicdata with CMagic.

the artefact leading to sky happens at the end of the pitlane. in the last sector there is a command called "pitlane end lenght". this command MUST be placed 2 units before the end independently if placed on the last sector or before. it means that if you place it in the last sector, that sector must be of 2 units (argument offset =0). the beam should disappear. this command is the one that make the pitlane tarmac invisible after it

sorry, the log assert always been klingon to me...

-------------------------------




Edited 2 time(s). Last edit at 09/19/2012 02:08PM by R_Scandura.
Re: Q about track/pitlane editing
Date: October 19, 2012 09:39PM
Posted by: pirx
plz trackmakers I need your help again!

after deciding to move the pits parallel to the S/F-line everything went on normaly (I couldn´t handle robertos special idea, but cannot say it didn´t work - I was after trying 2 day just too unsure to go on with it).

Now my track and pits are done, all walls, banking, heights and width-changes. BUT I cannot get rid of some transparency&grafic problems on Pit-entry. Please have a look:







- from p(0)-p(3) I set "Bank" left and right to 0
- p(0) - p(3) I removed the textures from the walls like this:



Problem as you can see in screenshot is:

1. the walls show the track behind until the racecar reaches p(4), then everything is ok
2. the grass on the right side shows no texture and seems to be messed up ()


does anyone know how to solve this?
Re: Q about track/pitlane editing
Date: October 19, 2012 11:06PM
Posted by: EricMoinet
That's because pit lane and track lane are two separate worlds (as said Rob in his tutorial).

So when you are on the pit lane, the track lane doesn't exist no more. In a certain way, if I understood it correctly, you have to recreate the side of your track into the pit lane. So don't put banks to 0 and create an alternative scenery in the pit lane to match the track view at that part of the circuit.



Re: Q about track/pitlane editing
Date: October 19, 2012 11:40PM
Posted by: holemad
hi,
1. try to put left fence at t144 further; eventually also left fence in p4
2. this bug is in almost every track, sometimes small, some are wider like yours
Don't have a solution for this.

grts

Dirk
Re: Q about track/pitlane editing
Date: October 19, 2012 11:41PM
Posted by: pirx
ahh! I think I understood now... thx Eric & holemad!



Edited 1 time(s). Last edit at 10/20/2012 01:20AM by pirx.
Re: Q about track/pitlane editing
Date: November 03, 2012 12:24PM
Posted by: pirx
another Question:

Is there any possibility to round/smooth the zigzag of the track-edges that appear after usage of command "Track Width Change"?? - it really looks awfull!
(I know about fence-bridging)


thx



Edited 2 time(s). Last edit at 11/03/2012 05:58PM by pirx.
Re: Q about track/pitlane editing
Date: November 03, 2012 06:10PM
Posted by: holemad
did you try to put the transition length longer ? i.e. 20 or so.
Its the length that it takes to change the width; the longer it is, the more fluent the width will change.
Re: Q about track/pitlane editing
Date: November 03, 2012 06:47PM
Posted by: pirx
aha! - and for example "12" means track-sections or is it just "some" value?
Re: Q about track/pitlane editing
Date: November 03, 2012 08:59PM
Posted by: holemad
no, the value is a tracklength. lets say you have 5 sections with length = 2 and you put value 10, then this means that the track width change will take these 5 sections to modify the width.
The longer the value, the smoother it goes.
On the other hand, if your section is 20 long, you should set the transition length also to 20, or you will see some weird behaviour of the tracksides.
These are my experiences, maybe the real specialists have an other opinion; give it a go and see what happens.

Dirk
Re: Q about track/pitlane editing
Date: November 03, 2012 09:06PM
Posted by: pirx
thank you!!
(B)
Re: Q about track/pitlane editing
Date: November 03, 2012 09:25PM
Posted by: holemad
cheers ;)
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