Hello,
I am a beginner in track modding, this is my first one and it is taking a lot of time because of that. Im learning through errors and headaches.
As for constructing the tarmac, I didn't create one from scratch: I corrected what I found wrong in the original GP4 Monza track.
I tried using other mods' versions of the track, but it resulted in so big a mess and so much trouble I was spending much more time trying to glue parts together and modify sectors and create small segments, that I simply started all over from scratch.
So, I imported the original GP4 Monza track.
I layed it over a satellite image of Monza 2018 and the tarmac matched the photo imagery perfectly, very well done, cumpliments to Geoff&team on that!
So, having all these already done by GP4's team (Parabolica, Ascari, Rettifilo, Biassono, Rettilineo dei Box) - I just needed to create Variante Rettifilo, move further Variante della Roggia, move away the f1st Lesmo, and correct radius for the 2nd Lesmo.
Editing polygons in Blender is no secret and I have no special technique, just patience and lots of elbow grease.
This is my clumsy take on the subject:
GP4Builder:
- I opened the vanilla GP4 Monza track, deleted everything but the tarmac objects, then selected the scene containing it and exported it as a single object in .3ds format.
- I did NOT save the file because I want to use it as it is - vanilla GP4 - for now.
Blender
- clicked File->Import->Autodesk 3DS (.3ds) : selected the file to import it.
- selected the imported object, and using Edit Mode, merged all the vertexes by proximity (0.01m), cleaned the mesh tesselating the triangles into quads. That resulted in the same object but with welded vertexes and clean faces for easy vizualization;
- I imported a .jpg image with a 1987 Monza track layout to use as a reference plane;
- using Viewport / top / ortographic view, I edited the 3d object to my liking, according to the blueprint of Monza;
--- by that I mean, selecting vertexes, moving them, or selecting some faces, separating from the object, creating others and merging vertexes, and positioning them by hand/mouse over the background image;
------ that is very basic and boring 3d vertex/face editing, I don't have the superfast editing knowledge of those 3D wizs / tutorials online (like Andrew Price, aka Blender Guru, an awesome 3D artist and a true Blender master);
- by having "Edge Length" enabled I checked every quad face length to see if they indeed had 16 feet. the last one did not, because it was shorten in order to meet the starting one;
- having this tarmac ready and clean, I selected it;
- clicked File->Export->Autodesk 3DS (.3ds) and named it tarmac.3ds
GP4Builder
- opened monza2001.gp4 having the track015.dat in the same directory so it opens the physics tab
- created an extra scene, into which I imported the tarmac.3ds
- renamed the object as "trackbase"
- clicked the Physics tab
- in the main menu , selected "Action->Get .dat layout from .gp4" which will use the object which is called "trackbase" as the ... huh.. source for generating the physics for the track.
- - - - - - You must have a .dat file already - - - - - - - This will NOT generate a .dat file, it will overwrite the .dat file being used - - - - - GP4Builder for what I know does not create .dat files from zero - - - - - -
- Then begins the hard work part - editing physics verges, banks, kerbs, elevations, correct surfaces, smooth them, the CC line, surface attributes and behaviour, etc etc that GP4Builder does a FAB JOB once you learn it by reading the GP4Builder's guide.
That is all there is into it.
Just a matter of selecting an object, and importing/exporting and having GP4Builder generate the .dat file automatically. Just a matter of following instructions or refering to Gp4Builder's guide.
As for the video, sorry, I won't be doing a video showing editing polygons in Blender : that would be a subject for Blender tutorials.
This is my bozo take on the problem - surely experienced modders do it much easier and probably laugh at this - which is not a problem for me!
- I might be wrong, always.