@Maverick:
Lo2k here
Well, have a look at this shot.
That's your cc-line with 47th sector.
To know what happens, I tweaked shiftangle value (using -5) in order the 3deditor cc-line looks like what we experiment in game whithout the 47th sector.
As you can see, the only section where cc-line is no more smooth is the 47th sector and it then is obvious for me, that it is why GP4 doesn't work, but how will I explain you that ?
The matter with your track is that your artificialy made the cc-line looking perfect in 3DEditor.
But if you run a short race (without 47th sector), you will quickly notice how cars are starting to run off-road little by little all along the track.
As this is the way GP4 interprets the cc-line, the best way to see what's wrong is to simulate the cc-line as you saw it in game and thus as it should be displayed in 3DEDitor without tweaking if 3DEditor was wysiwyg.
After having trying several values, -5 seems to approximate what we experience in game.
When you're looking at 37th sector, you can clearly see that this sector is the first one having an accident.
When 3DEditor encounters an anomaly, it does not crash but compute a wrong value, causing the sharp corner, but GP4 does not compute a wrong value, it does crash.
And that's why 37th sector is causing you crashes.
So using the -5 tweak shiftangle value, you can preview approximately how will be the cc-line in game and will reduce for you risks it crashes the game.
@Xero: .dat files are only storing integer data, none is a floating point value.
The float value I used was only used in 3DEditor to compute a finest display, it doesn't change anything to the .dat values. Only the changes I did to curves were saved in the .dat.
What kind of explanation do you need ?
.dat only store integer values between 0 and 65535, so to bypass this limitation, they store values with two integer ones and once the .dat has been read, game engine create a longest integer from the two "short" integers using formula above.