new pitboxes 2003

Posted by Rush 
Re: new pitboxes 2003
Date: January 04, 2004 09:42AM
Posted by: fongu
hmm, your track updates seem not to work in csm :/

took a few new screenies, they look great now :)






Post Edited (01-04-04 17:10)


Re: new pitboxes 2003
Date: January 04, 2004 10:21AM
Posted by: Rush
Bingo !

Re: new pitboxes 2003
Date: January 04, 2004 10:27AM
Posted by: fongu
any ideas why zaz's CSM wont work?




Re: new pitboxes 2003
Date: January 04, 2004 11:17AM
Posted by: MarioB
fongu,

It can't have anything to do with Zaz's CSM because you have only 1 specific circuit-file.
Re: new pitboxes 2003
Date: January 04, 2004 11:21AM
Posted by: ColdBlood
@Rush

Can you just release ptibox textures?

The reason is when I use your track pack, I usually lose 20fps. (And, My Com is not a supercomputer :) )

You might say "just use the track packs!" But, I still want to have those awesome pitbox textures. Please do that for GP4 communities.



Post Edited (01-04-04 18:23)



Race with no fear! - Gilles Villeneuve


Re: new pitboxes 2003
Date: January 04, 2004 12:19PM
Posted by: mudshark
@MarioB

I have several garage tgas that are the old sizes of 256x128 (x2) for the sides, 128x128 for the back wall, and 32x32 for the toolbox. If it is possible to utilize the larger 512x256 (x2) for the sides, I will make some for my fictional team.

If I try to put larger (512x256) tgas into the game using GP4 Master to convert the tgas into the tex (downsample, etc.), and then put the tex files into the game using Wadupdater 2.9, I only get half of the graphics and they are, or course, out of proportion.

I'm assuming there must be a change necessary to one of the other files to accept a larger tga(tex) file.

Thanks for your help - without your wizardry and that of others like you, GP4 would have ceased being fun a long time ago..........



Re: new pitboxes 2003
Date: January 04, 2004 02:07PM
Posted by: MarioB
@Mudshark,

Thank you for your nice words.

The new boxes (Ferrari, williams, Sauber, Bar, Jaguar and Toyota) have all larger sizes. That's very simple to, just use Texresizer from Lo2k.
Actualy that's the easy part, the difficult part is the number of textures used by gp4 circuit-file.

For example in the first pic of the bar-box from fongu, you can see the original boxes used 2,5 times one texture. With Lo2k's great 3Deditor i have change it into 1 time for the new boxes and 2 times for the older ones.

Actualy by changing the U-V coordinates it is possible to change every texture in the game you want, that's why every logo (for example the jaguar) is facing almost the correct way.

If you need some help, please contact me, i will be glad to help you.

Greetz

MarioB
Re: new pitboxes 2003
Date: January 04, 2004 04:20PM
Posted by: fongu
dont know what you mean MarioB, Ive got all of the wads and dat files in the csm folder and csm file......... this is my csm file:
[General]
Name=2003 track specific wads
Version=0.95
Preview=trulli_mon.jpg
[Settings]
Team Dependent=1
Physics=MorabitoPhysic.g3p
Performance=Morabito2003Perf_Generic.TXT
Qualify Laps=3
QuickRace Length=20
[Wheel color]
Team01=
Team02=
Team03=
Team04=
Team05=
Team06=
Team07=
Team08=
Team09=
Team10=
Team11=
[Arm color]
Team01=
Team02=
Team03=
Team04=
Team05=
Team06=
Team07=
Team08=
Team09=
Team10=
Team11=
[Camera]
File=2003.car
[SwapFile]
Count=6
File#1=tweaker\Gp4tweak.bin;Gp4tweak.bin;;
File#2=tweaker\gp4tweak.ini;gp4tweak.ini;;
File#3=tweaker\objects.ini;gp4tweaker_data\objects.ini;;
File#4=f1graphics.cfg;f1graphics.cfg;;
File#5=f1gstate.sav;f1gstate.sav;;
File#6=gp4.exe;gp4.exe;;
[Wad]
Anim=anim.wad
Cars=2003d.wad
[Points]
Place#00=10
Place#01=10
Place#02=8
Place#03=6
Place#04=5
Place#05=4
Place#06=3
Place#07=2
Place#08=1
Place#09=0
Place#10=0
Place#11=0
Place#12=0
Place#13=0
Place#14=0
Place#15=0
Place#16=0
Place#17=0
Place#18=0
Place#19=0
Place#20=0
Place#21=0
Place#22=0
[TrackPerformance]
Track01=01Morabito2003perf_Melbourne.TXT
Track02=02Morabito2003perf_Sepang.TXT
Track03=03Morabito2003perf_Interlagos.TXT
Track04=04Morabito2003perf_Imola.TXT
Track05=05Morabito2003Perf_Barcellona.txt
Track06=06Morabito2003Perf_A1Ring.txt
Track07=07Morabito2003Perf_Montecarlo.txt
Track08=08Morabito2003perf_Montreal.TXT
Track09=09Morabito2003perf_Nurburgring.TXT
Track10=10Morabito2003perf_Magny Cours.TXT
Track11=11Morabito2003perf_Silverstone.TXT
Track12=12Morabito2003perf_Hockenheim.TXT
Track13=13Morabito2003perf_Hungaroring.TXT
Track14=14Morabito2003perf_Spa.TXT
Track15=15Morabito2003perf_Monza.TXT
Track16=16Morabito2003perf_Indianapolis.TXT
Track17=17Morabito2003perf_Suzuka.TXT
[Tracks]
DatTrack01=S1CT01.dat
DatTrack02=S1CT02.dat
DatTrack03=S1CT03.dat
DatTrack04=S1CT04.DAT
DatTrack05=S1CT05.DAT
DatTrack06=S1CT06.DAT
DatTrack07=S1CT07.DAT
DatTrack08=S1CT08.dat
DatTrack09=S1CT09.DAT
DatTrack10=S1CT10.dat
DatTrack11=S1CT11.dat
DatTrack12=S1CT12.dat
DatTrack13=S1CT13.DAT
DatTrack14=S1CT14.DAT
DatTrack15=S1CT15.DAT
DatTrack16=S1CT16.dat
DatTrack17=S1CT17.DAT
TrackGridLeft=GRIDLEFT.JIP
TrackGridLine=GRIDLINE.JIP
WadTrack01=melborne2001.wad
WadTrack02=sepang2001.wad
WadTrack03=interlagos2001.wad
WadTrack04=imola2001.wad
WadTrack05=barcelona2001.wad
WadTrack06=a1ring2001.wad
WadTrack07=monaco2001.wad
WadTrack08=montreal2001.wad
WadTrack09=nurburgring2001.wad
WadTrack10=magnycours2001.wad
WadTrack11=silverstone2001.wad
WadTrack12=hockenheim2001.wad
WadTrack13=hungaroring2001.wad
WadTrack14=spa2001.wad
WadTrack15=monza2001.wad
WadTrack16=indianapolis2001.wad
WadTrack17=suzuka2001.wad

[TrackCarsWad]
Track07=2003monaco.wad
Track10=2003france.wad
Track11=2003GB.wad
Track17=2003suzuka.wad
Track01=2003australia.wad
Track16=2003Indianapolis.wad
Track12=2003Germany.wad
Track13=2003hungary.wad
Track15=2003Monza.wad
Track09=2003Europe.wad
Track08=2003Montreal.wad
Track06=2003Austria.wad
Track03=2003Brazil.wad
Track04=2003Imola.wad
Track05=2003Spain.wad
Track02=2003Malaysia.wad




Re: new pitboxes 2003
Date: January 04, 2004 11:38PM
Posted by: mudshark
@MarioB

The new boxes (Ferrari, williams, Sauber, Bar, Jaguar and Toyota) have all larger sizes. That's very simple to, just use Texresizer from Lo2k.

got it - thanks

Actualy that's the easy part, the difficult part is the number of textures used by gp4 circuit-file.

For example in the first pic of the bar-box from fongu, you can see the original boxes used 2,5 times one texture. With Lo2k's great 3Deditor i have change it into 1 time for the new boxes and 2 times for the older ones.

Actualy by changing the U-V coordinates it is possible to change every texture in the game you want, that's why every logo (for example the jaguar) is facing almost the correct way.


a little trickier (hey, at least you've got me working with 3DEditor!!)

Let's start with something easy so I can get the hang of it.

If you can walk me thru changing the toolbox from 2 "bays" to three, and how to attach the correct tex file to each "bay", that would help me start to understand how to utilize 3DEditor.

Also, how do you change camera views - I'e got it down to where I can get a decent view of each garage, but how do you adjust the camera view so it is in front of a garage better.

Thanks again -



Re: new pitboxes 2003
Date: January 05, 2004 09:32AM
Posted by: MarioB
fongu@

Do you have circuits in your gp4-file and in your csm-file???? If that's so; change both circuits. Ore at least install Ricardo's circuits in your csm circuit-file.

Mudshark@

Great, another one who's working with 3dEditor. But i,m sorry i really didn't understand your question, what do you mean with bay. My english is not so good.

Abouth the camera's; no there are other guys who are doing a much better job. Pics from Rush are made from 3Deditor

Greetz

MarioB
Re: new pitboxes 2003
Date: January 05, 2004 09:44AM
Posted by: fongu
i have thanks, i gave up and just changed the ones in my gp4file




Re: new pitboxes 2003
Date: January 05, 2004 10:04AM
Posted by: mudshark
@MarioB -

i really didn't understand your question, what do you mean with bay

In the "old" garage, the toolbox at the back of the garage is two sections across (wide). The tex file that is attached to the object is used twice.

In your "new" garage, the toolbox is three sections across (wide). The tex file that is attached to the object is used three times.

If you could walk me thru the process of modifying the toolbox, step by step, I believe I would get a pretty good idea of how the other tex files are attached to their respective objects and how to modify them.

@Rush

there are other guys who are doing a much better job. Pics from Rush are made from 3Deditor

How did you get such a clear, centered view of each garage? My views using 3DEditor are always impeded by other objects (usually pitstands) and are not centered.

Thanks -



Re: new pitboxes 2003
Date: January 05, 2004 11:36AM
Posted by: MarioB
Mudshark@
In the old circuit the toolbox was also 3 sections wide, i didn't change that at all, but it is easy to do;
Open the circuit gp4-file with 3deditor. Open scenes, than scene 1, find a pitbox in the objects level. If you find one, open the part you like to change, toolbox is mostly part 5.
There are a lot of faces you can open, every face is a triangle so 2 faces are a square. Find the faces at the front and open them. Here you get the vertex, every vertex is a corner. In this level you can move the object by changing the x and y values ore make it higher ore less by changing the y-value. One advice; don't change to much in one time.
The best part is the UV-maps, here you can see the number of tex-files used by the object. In the right-vertex (finding one by clicking on a vertex) there are the number of tex-files used from left to right. In the down-vertex there are the number of tex-used from up to down.
By changing the two right vertexes, the upperright and lowerright, you can change the number of textures. So when you are opening the toolbox and opening the rightlowervertex you can see to values U and V U=wide V=height. If it is alright the U=2.999 and V=0.999, so almost 3 textures wide and 1 high. Changing the first value into 1.999, you have 2 textures wide but you have to change also the rightupper vertex. Changing the hide, change also the lowerleftvertex.

Oke, it looks like it's very difficult but it isn't, just try it out and than you discover it's great fun to do.

Good luck

MarioB



Re: new pitboxes 2003
Date: January 05, 2004 02:11PM
Posted by: mudshark
@MarioB -

OK, I think I know what you're saying. We'll give it a try tonight and I'll let you know.

Again thank you!

later tonight

It's slow going, but I've got it - you have a lot more patience than I do! I'll be playing with this for days. Thanks for all of your help.



Post Edited (01-06-04 07:07)

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