First thanks everyone for your kind words / congrats /girl friend leaving
and so on :p
To answer Xero's question for what has been done by Maverick, what has been done by me and what has been done by 3DEditor (well, me too but on an automatised form
) :
Maverick did all the .dat physics (track layout, track width, verges and bank descriptions).
Then 3DEditor automatically build me a .3ds file from the .dat with all different objects (track, verges, banks and rails).
These objects are then loaded in ZM wich will be used only to convert .3ds format to .gp4 one (3DEditor's actual .3ds import only support 1 object).
These .gp4 objects are then loaded in 3DEditor on top of Melborne's track (just as you did to install Bahrein).
Then here is the only manual operation I did : I hit "compute coords" button for each object to be sure their won't be any visibility problem and chose a texture for each new object.
The graphical part was ended.
I then deleted the whole cc-line and rebuilt it manualy too using no special tricks or no new 3DEditor feature.
Just testing and trying. I just had and used successfully a small idea about how building end of cc-line when 3deditor display is a complete mess, but I can't describe this idea here to avoid lengthening this post too much
)
I forgot to tell the .col file is also created from the .dat file by 3DEditor automatically (even if it only covers track tarmac for now).
That's all
Well OK, that's the story as I did the last time of the hundreds of tests, dozens of ingame runs and 2-3 game crashs I did/encounter to successfully export .dat to .3ds, import back ZM .gp4 objects to 3DEditor without needing to displace/rotate them and to export .col from .dat but it finally works as you can see
Edited 1 time(s). Last edit at 05/07/2005 12:39PM by Lo2k.