IndyCar Series 2016 - RELEASED (30/04/2017)

Posted by rracunis 
Re: IndyCar Series 2016 - WIP
Date: November 25, 2016 06:57PM
Posted by: Turbo Lover
Maybe you can use the physics and engine sound from the 05/06 champ car mod by lwc.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: IndyCar Series 2016 - WIP
Date: November 25, 2016 07:59PM
Posted by: rracunis
Turbo Lover Wrote:
-------------------------------------------------------
> Maybe you can use the physics and engine sound
> from the 05/06 champ car mod by lwc.

I actually considered to use those stuff , thanks anyway by the support .
Re: IndyCar Series 2016 - WIP
Date: February 22, 2017 01:05PM
Posted by: rracunis
It's unbelievable but I didn't give up yet of this project . I have been struggling for many months to optimize and adapt the MOD to GP4 because the original Verizon Indycar 2016 season has more than 11 teams and , more than that , each team has a specific car shape and texture for each track of the season . I finished all the cars , set up the specific car configuration according to the tracks and made the lower lods as well . Then tried all of the cars and other files ingame . And , unfortunately , there is a bug with the cars which I have tried to solve without sucess ( only happens if the car that has the bug is not selected ) . The images below show what I mean , any help from you would be most welcome .

Image 1



Image 2



Image 3





Edited 2 time(s). Last edit at 02/22/2017 05:09PM by rracunis.
Re: IndyCar Series 2016 - WIP
Date: February 22, 2017 01:47PM
Posted by: Meteoro405
BRAVO!

Mods & Tracks for GP4 - [www.mediafire.com]


Keeping alive the GP4
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 01:45PM
Posted by: rracunis
HELP please (I)
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 02:25PM
Posted by: Meteoro405
Tomorrow send you f1graphics to test this problem

Mods & Tracks for GP4 - [www.mediafire.com]


Keeping alive the GP4
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 02:59PM
Posted by: gezere
When one car is selected, the game uses only the Lod0 whatever the distance.
When it is not selected, depending of the distance, the game uses Lod0 to Lod4...

From what I see on the picture, when not selected, the texture is not displayed on differents parts of the car which could be linked at a same texture. Do they are?

For GP4, and to not have this kind of problem, the mapping coordinates have to be IN the texture.
Often when you convert a car coming from another game, the mapping coordinates are OUTSIDE the texture.

You can check it with Zmodeler by displaying the wireframe of a texture. (Use the Lod0 of one of your car)
If the wireframe is IN then the problem is elsewhere.
If it is OUT, then move it verticaly to match perfectly with the texture displayed in the UV mapper of Zmodeler, and the problem is solved.

Well.... solved... but you will have to do it for all cars (LOd0) and re-do all the lower lods... May be not a good news....

Look at this thread: [www.grandprixgames.org]
and this one [www.grandprixgames.org]

By the way, great job for the conversion of this mod (Y)





Edited 3 time(s). Last edit at 02/23/2017 03:12PM by gezere.
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 04:06PM
Posted by: rracunis
Thanks Ariel and Bernaud for your quick replies .

#Ariel :Tomorrow send you f1graphics to test this problem

Please do that (Y)

#Bernaud :From what I see on the picture, when not selected, the texture is not displayed on differents parts of the car which could be linked at a same texture. Do they are?

Yeah , the texture which is not displayed is the same in those cases I have noticed so far . The main texture is displayed in the cockipt but is not on the sidepods , front and rear wings and the engine cover and that's why I was quite confused .

#Bernaud :Well.... solved... but you will have to do it for all cars (LOd0) and re-do all the lower lods... May be not a good news....

Unfortunately I was already expecting for that . The news are really not good because I have converted at least 7 different shapes of each team and have made the lower lods for all of them and have already set all the textures . Unfortunately , I was only able to check ingame after had finished all the cars and built the MOD itself and probably I will have to repeat all the process . Hope It helps me to learn for the next time .

Thanks for the support



Edited 1 time(s). Last edit at 02/23/2017 04:08PM by rracunis.
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 06:14PM
Posted by: rracunis
Excellent news , the f1graphics sent to me by Ariel ( Meteoro405 ) solved the problem , didn't check the parameters of his f1graphics but now all the textures are perfect . I still have to test all the shapes ( different tracks ) to be sure the same problem won't come back but seems it will not . It means that 2 or 3 working months won't be necessary to redo all the cars . Thank you so much Ariel .

However and at the same time , the teachings from Bernaud are absolutely correct and make all sense , I suspect and almost can assure that there are mistakes made by me when I did the conversion of the cars , especially related with the lower lods and the textures assigned to each specific object of the shapes . But don't want to think about that , being positive about the solution given by Ariel . Anyhow , thanks a lot Bernaud .

Here some images of the cars already corrected .

Image 1



Image 2

Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 06:18PM
Posted by: kedy89
I seem to remember experiencing it with one of the new DTM mods, line that did the trick was
1 ; Enable AdvancedCarShader v2




Some mods
F1 1996 | F1 2002 | F1 2007 | F1 2011 | F1 2013 | F1 2015 | F1 2018
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 06:25PM
Posted by: Meteoro405
I'm glad!!

You no longer have excuses ... release it! ;)

abraço!

Mods & Tracks for GP4 - [www.mediafire.com]


Keeping alive the GP4
Re: IndyCar Series 2016 - WIP
Date: February 23, 2017 07:20PM
Posted by: rracunis
I will, thanks Ariel
Re: IndyCar Series 2016 - WIP
Date: February 24, 2017 12:01PM
Posted by: gezere
@rracinis: Good news!!!:-) Glad you will not have to fully redo this boring job

@Meteoro

Could you confirm that setting the following line like below and explained by Kedy is enough?
1 ; Enable AdvancedCarShader v2

I surely missed this fix and it's always good to know

Re: IndyCar Series 2016 - WIP
Date: February 24, 2017 02:09PM
Posted by: Meteoro405
No, Bernard i dont time now. In weekend i see file (i dont remember all changes in file) and I tell you.

Mods & Tracks for GP4 - [www.mediafire.com]


Keeping alive the GP4
Re: IndyCar Series 2016 - WIP
Date: February 25, 2017 10:01AM
Posted by: nhorry
Great work so far, can't wait for it! (Y)
Re: IndyCar Series 2016 - WIP
Date: February 25, 2017 07:24PM
Posted by: rracunis
Don't want to bother anyone but , at the same time , want to go ahead with the MOD . All the cars are ready and working well , shape and textures , excepting the the specification of the track 8 , no matter the trackpack I use . When loads the MOD , the game crashes . The MOD's configurations are not totally ready yet but in all the others tracks ( 1-17 ) work perfectly . Please can someone have a look at the gpxpload below and give some idea about what has to be fixed .
Thanks in advance

Starting log
GPxPatch version: 4.44
GPx version detected: decrypted GP4 v1.02
Date/time: 25-02-2017 22:11
Verbosity level is 1
OS version info: Windows 7 build 7600
Total physical memory: 3893 MB (free: 1950 MB)
Debugging gp4.exe
Process will run on CPU 0 only
Waiting for debug events...
Debug event: CREATE_PROCESS_DEBUG_EVENT
Entry point = 0x005ddec6
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x777509bd
Exception flags: 0x00000000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>> FTH: (8968): *** Fault tolerant heap shim applied to current process. This is usually due to previous crashes. ***
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x005ddec6
Exception flags: 0x00000000
Injecting DLL loading code...
Injection succesful
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x76ebc113
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00c42151
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x76ebc113
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x00c44c05
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D Constructor!
>> Starting WinMain
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
>> WM_ACTIVATE (active)(not minimized)
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Game thread into win95_startup(0)
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000021c
Start address = 0x7368a3f5
Thread local base = 0xfffda000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000230
Start address = 0x6e7e9682
Thread local base = 0xfffd7000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000244
Start address = 0x77711c7f
Thread local base = 0xfffaf000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000248
Start address = 0x6bebf1ac
Thread local base = 0xfffac000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000308
Start address = 0x73706f14
Thread local base = 0xfffac000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x0000030c
Start address = 0x6e7a4819
Thread local base = 0xfffa9000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> MMX Enabled
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000428
Start address = 0x77712c91
Thread local base = 0xfffd7000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000468
Start address = 0x763e7bbd
Thread local base = 0xfffd7000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000004a0
Start address = 0x77712c91
Thread local base = 0xfffac000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000004fc
Start address = 0x77712c91
Thread local base = 0xfffa9000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> atiu9pag.dll
>>
>> ATI Mobility Radeon HD 5650
>>
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1600 x 900 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1600 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1600 x 900 (format 22) confirmed
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1600 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1600 x 900 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1600 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1600 x 900 (format 22) confirmed
>>
Win95_Startup : 1600 x 900
>>
win95_initialiseD3D : 1600 x 900
>> Initialize3DEnvironment(1600 x 900 TNL:1)
>> Initialize3DEnvironment() - Requested width x height x format found in mode list
>> Puredevice set
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000630
Start address = 0x77712c91
Thread local base = 0xfffa6000
>> D3DDevice created =
>> HAL (hw vp): ATI Mobility Radeon HD 5650
>>
>>
GP_win95 :: Running gfx at 32/24 bit
>> win95_startup() - Initialize3DEnvironment ok

Debug event: LOAD_DLL_DEBUG_EVENT
>> No joysticks found
>> Game thread finishing win95 startup(0)
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000007c8
Start address = 0x71f62f69
Thread local base = 0xfffa3000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000860
Start address = 0x77712c91
Thread local base = 0xfffa0000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000007c8
Start address = 0x6e86e4a1
Thread local base = 0xfffa3000
Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x00000894
Start address = 0x71f62f69
Thread local base = 0xfff9d000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000008a8
Start address = 0x6e86e4a1
Thread local base = 0xfff9a000
>> Bink init completed
Debug event: LOAD_DLL_DEBUG_EVENT
>> D3D: Start of D3D_Init()
>>
D3DDevice GetInfo Results [CONSTRUCTOR]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> D3D: fontmanager
>> D3D: message manager
>> D3D: Add Animation Objects
>> Allocated 40000 bytes for animation replay storage.
>> D3D: Menu Init
>>
D3DDevice GetInfo Results [Leaving D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000008b0
Start address = 0x745b91f0
Thread local base = 0xfff97000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000008b4
Start address = 0x777117d9
Thread local base = 0xfff94000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread handle = 0x000008c4
Start address = 0x6e844f9d
Thread local base = 0xfff91000
Debug event: LOAD_DLL_DEBUG_EVENT
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> Setting MenuEventCurrentScreenID
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Debug event: UNLOAD_DLL_DEBUG_EVENT
>> D3D_SetDeviceSpecificFeatures: Disabling fog
>> D3D_SetDeviceSpecificFeatures: Disabling reflections
>> D3D_InitialiseGameFromMenus() ok

>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = 0
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>> D3D: Render texture manager [5%]
>> D3D: LOD manager [8%]
>> D3D: CarDynamicTexture init [9%]
>> D3D: CReflectedScene [10%]
>> D3D: Haze manager [12%]
>> D3D: CGP4Vdu [13%]
>> D3D: D3D_LoadCockpit [14%]
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>> D3D: D3D_LoadCars [14%]
>> *WARNING* Emissive material via illuminated diffuse
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_0.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_0.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_1.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_1.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_2.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_2.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_3.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_3.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_4.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_4.gp4
>> ]
Debug event: EXCEPTION_DEBUG_EVENT
First chance exception
Exception address: 0x0045b267
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x0000000c
Debug event: EXCEPTION_DEBUG_EVENT
Unhandled exception
Exception address: 0x0045b267
Exception flags: 0x00000000
Exception code: EXCEPTION_ACCESS_VIOLATION
Process tried to read from virtual address 0x0000000c
Stack trace:
0045B267: Program Files (x86)\Infogrames\Grand Prix 4\gpxpatch.exe! <no symbol>
00457FCA: Program Files (x86)\Infogrames\Grand Prix 4\gpxpatch.exe! <no symbol>
004864FF: Program Files (x86)\Infogrames\Grand Prix 4\gpxpatch.exe! <no symbol>
776E3B23: Windows\SysWOW64\ntdll.dll! RtlImageNtHeader + 2879 bytes
776E3B4E: Windows\SysWOW64\ntdll.dll! RtlImageNtHeader + 2922 bytes
0044F5EC: Program Files (x86)\Infogrames\Grand Prix 4\gpxpatch.exe! <no symbol>
Registers:
EAX=03FD5EA8 ECX=00000000 ESI=00000000
EBX=00000000 EDX=00000000 EDI=03FD5EA8
CS:EIP=0023:0045B267
SS:ESP=002B:0018E1B4 EBP=03FD53B0
DS=002B ES=002B FS=0053 GS=002B
Flags=00010212
Stack dump:
0018e1b4: 00000000 03fd5e68 00000000 3f800000 '....h^.........?'
0018e1c4: 00000000 00000000 00000000 00000000 '................'
0018e1d4: 3f800000 00457fca 0018e20c 0018e1f0 '...?..E.........'
0018e1e4: 03fd5c08 00a4cd08 be08b439 bdf645a2 '.\......9....E..'
0018e1f4: be34d6a1 3e08ce71 3e3e00d2 bdd64942 '..4.q..>..>>BI..'
0018e204: bd6f8398 bcb54fec 03fd5ea8 006445a8 '..o..O...^...Ed.'
0018e214: 03fd53b0 004864ff 0018e2d4 03fd5ea8 '.S...dH......^..'
0018e224: 00000000 00000000 00000000 00000000 '................'
0018e234: 0182c2c8 03fd980c 00a4cd08 006448e8 '.............Hd.'
0018e244: 006445a8 ffb49cac 00000003 03fd54bc '.Ed..........T..'
0018e254: 7466654c 7261625f 625f6567 6472616f 'Left_barge_board'
0018e264: 00000000 3f800000 00000000 00000000 '.......?........'
0018e274: 00000000 00000000 3f800000 00000000 '...........?....'
0018e284: 00000000 3e49ba5e bed2f1aa 3f800000 '....^.I>.......?'
0018e294: 00000000 0018e294 00c90000 0318e2c4 '................'
0018e2a4: 0018e1ec 0682c298 0018e37c 7772041d '........|.....rw'
0018e2b4: 02ba28b6 fffffffe 776e3b23 776e3b4e '.(......#;nwN;nw'
0018e2c4: 00004bb4 00004bd0 03fd53aa 03fd53a8 '.K...K...S...S..'
0018e2d4: 00000000 00000000 00000000 3a031200 '...............:'
0018e2e4: 3c4f41f0 3d10637a 00000000 00643ba8 '.AO<zc.=.....;d.'
0018e2f4: 03fd53b0 00000000 0044f5ec 0682c298 '.S........D.....'
0018e304: 004841c2 67da92cd 00000019 0a0137c4 '.AH....g.....7..'
0018e314: 0018e344 7777fd6e 00c90000 00000000 'D...n.ww........'
0018e324: 00004bb4 00c90000 00000001 00000004 '.K..............'
0018e334: 00000000 03fd53a8 00000000 00c90000 '.....S..........'
0018e344: 0018e38c 777805f2 00c90138 777805d6 '......xw8.....xw'
0018e354: 75cf0c2a 00000000 00000000 00c90000 '*..u............'
0018e364: 0000007f 00000000 03fd53b0 01c90174 '.........S..t...'
0018e374: 0018e354 00000006 0018e460 7772041d 'T.......`.....rw'
0018e384: 02ba2146 fffffffe 777805d6 7773ac4b 'F!........xwK.sw'
0018e394: 00c90000 5000016b 776e3b23 75cf0bd6 '....k..P#;nw...u'
0018e3a4: 00000000 00000000 00c90000 06040002 '................'
0018e3b4: 039193c8 33040037 00000000 00000011 '....7..3........'
0018e3c4: 0018e4b0 776e3aaa 776d159e 77708b9d '.....:nw..mw..pw'
0018e3d4: 0018e6bc 0018e3e0 00000001 00010007 '................'
0018e3e4: 00000050 00000000 00c90000 00c90150 'P...........P...'
0018e3f4: 06821080 00000000 00c90150 00000000 '........P.......'
0018e404: 00c90000 7772df5e 03d45238 00027db0 '....^.rw8R...}..'
0018e414: feeefeee 00000000 00c90000 03d45228 '............(R..'
0018e424: 000003f8 0000007f 00000000 03cf8d30 '............0...'
0018e434: 4000006a 1053b7e0 00c90150 00000000 'j..@..S.P.......'
0018e444: 0018e484 00000000 00c90000 00c90000 '................'
0018e454: 00000000 0018e3a0 00000000 0018eb98 '................'
0018e464: 7772041d 02ba28b6 fffffffe 776e3b23 '..rw.(......#;nw'
0018e474: 776e3b4e 00004bb4 00000000 00000000 'N;nw.K..........'
0018e484: 0018e4e4 00000000 00000008 00004bb4 '.............K..'
0018e494: 0018e70c 767cb727 75cf0023 00000202 '....'.|v#..u....'
0018e4a4: 0018e6bc 03d4002b fffffffe 776e3b23 '....+.......#;nw'
0018e4b4: 34313b4e 00000050 00000068 f5c54f0a 'N;14P...h....O..'
0018e4c4: 0018e508 76aad220 0018e4e8 09a0e8dc '.... ..v........'
0018e4d4: 00000000 0018e554 00000200 0018e564 '....T.......d...'
0018e4e4: 00000004 00000000 00000000 0018e564 '............d...'
0018e4f4: 0018e514 0018eb98 005ed74e 00000000 '........N.^.....'
0018e504: 0048d7d8 03936ff0 00000001 0018e569 '..H..o......i...'
0018e514: 0018e589 00363026 00000000 00000000 '....&06.........'
0018e524: 00000000 67da92cd 00000000 00000000 '.......g........'
0018e534: 76e914dd 00363026 00c9cdb9 00c7d1cf '...v&06.........'
0018e544: 00212024 00000001 000f0b09 00201c1a '$ !........... .'
0018e554: 00e3dccf 007b6129 000a0a0a 00e9e9e1 '....)a{.........'
0018e564: 03fd53b0 63696d01 696c6568 7261006e '.S...michelin.ar'
0018e574: 315b2073 0a5d2534 00000000 00c90000 's [14%].........'
0018e584: 03d45228 7700306a 03d45228 00c90000 ';(R..j0.w(R......'
0018e594: 00c90000 776db76a 03d45228 0018e5e4 '....j.mw(R......'
0018e5a4: 77780d18 00c90138 00363026 63696d02 '..xw8...&06..mic'
0018e5b4: 696c6568 00c9006e 00000000 00c90000 'helin...........'
0018e5c4: 67f609d0 0101e628 0018e5b0 670030e0 '...g(........0.g'
0018e5d4: 0018e6c8 7772041d 02ba2096 fffffffe '......rw. ......'
0018e5e4: 77780cfc 7773a967 00c90000 50000063 '..xwg.sw....c..P'
0018e5f4: 00363026 63696d03 696c6568 00c9006e '&06..michelin...'
0018e604: 03d45230 7771487e 76e914d1 00000000 '0R..~Hqw...v....'
0018e614: 00000002 67003058 0018e67c 777149ab '....X0.g|....Iqw'
0018e624: 67f60a64 0018e660 00c90000 00000002 'd..g`...........'
0018e634: 00000000 0018e67c 00c9cdb9 63696d04 '....|........mic'
0018e644: 696c6568 0002006e 03d45228 77764f35 'helin...(R..5Ovw'
0018e654: 00027da2 00000004 77764f35 030030d2 '.}......5Ovw.0..'
0018e664: 77764fa0 00000008 03d45230 03d45228 '.Ovw....0R..(R..'
0018e674: 00c90000 0018e698 00000011 00000000 '................'
0018e684: 00c9cdb9 63696d05 696c6568 03d4006e '.....michelin...'
0018e694: 00000001 00c90000 0018e6e0 0018eacd '................'
0018e6a4: 76ebb309 0000300c 767cb715 0018e70c '...v.0....|v....'
0018e6b4: 767cb727 0018e6bc 40010006 00000000 ''.|v.......@....'
0018e6c4: 00000000 767cb727 00c7d1cf 63696d06 '....'.|v.....mic'
0018e6d4: 696c6568 0000006e 0018e950 0018e924 'helin...P...$...'
0018e6e4: 76ebb309 00000124 033fa370 03003030 '...v$...p.?.00..'
0018e6f4: 03d45228 0018e71c 67daa25d 00c90000 ';(R......]..g....'
0018e704: 00000000 03d45230 0018e978 767d256b '....0R..x...k%}v'
0018e714: 00c7d1cf 63696d07 696c6568 767d006e '.....michelin.}v'
0018e724: 00000000 76ebb309 00000124 00000000 '.......v$.......'
0018e734: 00000043 000030cc 00000000 0000000c 'C....0..........'
0018e744: 0018eacc 00000000 03936ff0 00000001 '.........o......'
0018e754: 0018e78c 005dca2d 00212024 63696d08 '....-.].$ !..mic'
0018e764: 696c6568 09a0006e 0018e7a8 67da92cd 'helin..........g'
0018e774: 00a03a28 76e914dd 00a03a28 670030cd ';(:.....v(:...0.g'
0018e784: 0046b0d0 00a03a28 0018e7a8 000000ff '..F.(:..........'
0018e794: 0018e7a8 0064a054 0018ebb0 00000000 '....T.d.........'
0018e7a4: 00212024 63696d09 696c6568 7372006e '$ !..michelin.rs'
0018e7b4: 77720400 02ba2146 fffffffe 777805d6 '..rwF!........xw'
0018e7c4: 7773ac4b 00003000 5000016b 776e3b23 'K.sw.0..k..P#;nw'
0018e7d4: 75cf0702 000002b8 00000000 00c90000 '...u............'
0018e7e4: 00000000 00000118 00000001 63696d0a '.............mic'
0018e7f4: 696c6568 0547006e 00000000 00000070 'helin.G.....p...'
0018e804: 0417c8b8 0018e90c 00000000 04003048 '............H0..'
0018e814: 000000a8 6a52f2aa 04178648 04178648 '......RjH...H...'
0018e824: 0018e90c 0018e8b0 05456618 00000001 '.........fE.....'
0018e834: 00000001 63696d0b 696c6568 0081006e '.....michelin...'
0018e844: 00000000 00000024 00000000 00000000 '....$...........'
0018e854: 000000a8 05003018 00000000 00000000 '.....0..........'
0018e864: 00000024 4000006a 00000000 00000144 '$...j..@....D...'
0018e874: 00000000 00000000 000f0b09 63696d0c '.............mic'
0018e884: 696c6568 6a52006e 0018e7d4 05456618 'helin.Rj.....fE.'
0018e894: 0018e96c 7772041d 02ba28b6 ff0030fe 'l.....rw.(...0..'
0018e8a4: 776e3b23 776e3b4e 000002b8 00000000 '#;nwN;nw........'
0018e8b4: 00000000 0018e918 000002b8 00000008 '................'
0018e8c4: 000f0b09 63696d0e 696c6568 0018006e '.....michelin...'
0018e8d4: 04178648 6a8a207e 00000000 00000000 'H...~ .j........'
0018e8e4: 00000000 000030e8 6a52e325 04178648 '.....0..%.RjH...'
0018e8f4: 0018e9f4 0018ea24 0419c690 0018ea40 '....$.......@...'
0018e904: 00000000 00000000 00201c1a 63696d0f '.......... ..mic'
0018e914: 696c6568 0000006e 00000000 0bb62563 'helin.......c%..'
0018e924: 00000042 ffffffff 0000000c 000030c0 'B............0..'
0018e934: 00000000 0018e970 005db0b6 0018e950 '....p.....].P...'
0018e944: 00642921 033faf84 033fa370 033fae32 '!)d...?.p.?.2.?.'
0018e954: 00201c1a 63696d10 696c6568 0046006e '.. ..michelin.F.'
0018e964: ffffffff ffffffff ffffffff 033faf84 '..............?.'
0018e974: 00000126 03003000 033fa370 0046fc2e '&....0..p.?...F.'
0018e984: 67da92cd 00000000 00000000 76e914dd '...g...........v'
0018e994: 04eb65a0 00000002 00e3dccf 63696d11 '.e...........mic'
0018e9a4: 696c6568 0101006e 01010101 01010101 'helin...........'
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread exit code = -1073741819
Debug event: EXIT_PROCESS_DEBUG_EVENT
Process exit code = -1073741819
Re: IndyCar Series 2016 - WIP
Date: February 25, 2017 11:07PM
Posted by: n00binio
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_0.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_0.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_1.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_1.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_2.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_2.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_3.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_3.gp4
>> ]
>> Reverting to default car [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_4.gp4
>> ]
>>
ERROR :: Failed to load car mesh :: [
>> CARS\CAR_A.J.Foyt_CAR1_LOD_4.gp4
>> ]

Seems all lods for this car are missing or not named properly. I guess the cars.wad is not built correctly when selecting track 8, have a look at your configuration files and the folders containig the .gp4 files. Could also be a wrongly named folder, something like this. All I know is that it's A.J. Foyt's mistake. I wouldn't rule ou that you can't use dots in the filename but I'm not sure about that.



used to be GPGSL's Nick Heidfeld
Re: IndyCar Series 2016 - WIP
Date: February 26, 2017 09:19AM
Posted by: rracunis
Thanks for the reply . I suspected the problem was related with the A.J.Foyt's team but had checked all the configurations , dots , commas and so on and didn't find anything wrong . Actually , the car_lod.gp4 files don't have the teams names but the driver name that's why I got more confused with the gpxpload .
As the configuration of the track 8 and 13 is the same , I just changed the car file from 8 to 13 in the cars.ini in the data/cars/cars.ini . Don't know yet which was the problem but it is solved .
Thanks a lot .
Re: IndyCar Series 2016 - WIP
Date: March 03, 2017 03:00PM
Posted by: rracunis
I'm not sure if it's possible , I guess it is not but maybe someone knows how to make that . The Indycar 2016 season had many different track specific car liveries and I would like to make specific grid cars according to the teams and tracks because , different than the F1 , in the Indycar most of the teams have 2 or more cars with different textures in the same team .
Thanks in advance



Edited 2 time(s). Last edit at 03/04/2017 10:10PM by rracunis.
Re: IndyCar Series 2016 - WIP
Date: March 06, 2017 02:18PM
Posted by: rracunis
I would not like to insist but , unfortunately , have to do it . Just want to know if it is possible or not to make specific grid cars according to the teams , having , therefore , 22 different cars in the grid cars .
Thank you (Y)



Edited 1 time(s). Last edit at 03/06/2017 02:18PM by rracunis.
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