*****GP4 Track editing - The new thread*****

Posted by Forgotten-Boy 
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 03:07PM
Posted by: Lo2k
@Maverick: you surely didn't read the log entirely:
"New: create multiple pitlane sectors"

@Tom: Oui, ça fait partie de ces bugs vus en dernière minute et qui vont retarder la sortie de 3deditor. Je vais tacher de corriger cela.

Yep, it's part of these last minute bugs that force me to delay 3deditor's release. I will try to fix it.





Edited 1 time(s). Last edit at 07/02/2005 05:38PM by Lo2k.
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 03:18PM
Posted by: <Maverick>
Lo2k Wrote:
-------------------------------------------------------
> @Maverick: you surely didn't read the log
> enitrely:
> "New: create multiple pitlane sectors"

Hm, i'm sorry, my bad ;)

Thats what you get with too long lists ;-)



Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 08:15PM
Posted by: SuperSonic
Paco Escrito:
-------------------------------------------------------
> you're right, there's a chicane there, i don't
> know if it was already there, but i do hope F1
> won't use it!!
>
> with google maps you can find tracks, i've seen
> indianapolis and montreal (buenos aires too, but
> it's not a F1 track anymore )
>
> --------------------------------------
>


Hi,

I play GP3, but I also read this forum. Me and some friends found lots of tracks with google maps, I hope it helps:

[www.downforce.com.br]
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 08:23PM
Posted by: Paco
thanks SuperSonic, i see you have taken your time finding tracks!!!

if you could find the Hungaroring, that would be great! :)



I'm against sigpics




Edited 1 time(s). Last edit at 07/02/2005 08:25PM by Paco.
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 10:05PM
Posted by: SuperSonic
I failed to find a satellite photo, but I found a super hiper mega hi res map of the new layout, here it is:

[www.hungaroring.hu]
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 10:44PM
Posted by: Paco
i had that already, but thanks anyway for searching :)



I'm against sigpics
Re: *****GP4 Track editing - The new thread*****
Date: July 02, 2005 10:56PM
Posted by: Lo2k
Good news: I just got rid of the latest major trouble with 3deditor (too slow .gp4 import/read with high poly objects), so everything is in rails again for a possible tomorrow release.

On another side, the 1616 sector barrier seems inbreakable yet (at least by me).
I did a second test with a squared track this time ;) having 400 sectors by side and GP4 still crash (even with shr 7...).

If you want to test this one too, Shutt1e, you can grab it here.
My biggest track test so far is 1441 sectors long.

Anyway, GP4 does not like cars going too far away from the original track bounds.

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 03:48PM
Posted by: shutt1e
Lo2k Wrote:
-------------------------------------------------------
> Good news: I just got rid of the latest major
> trouble with 3deditor (too slow .gp4 import/read
> with high poly objects), so everything is in rails
> again for a possible tomorrow release.
>
> On another side, the 1616 sector barrier seems
> inbreakable yet (at least by me).
> I did a second test with a squared track this time
> having 400 sectors by side and GP4 still crash
> (even with shr 7...).
>
> If you want to test this one too, Shutt1e, you can
> grab it here.
> My biggest track test so far is 1441 sectors
> long.
>
> Anyway, GP4 does not like cars going too far away
> from the original track bounds.
>
>

good news about the new release :)

about the sector limit,maybe the exe does not allocate enought memory to read more than 1616 sectors,i've find where the dat is readed but still miss where and how much memory is allocated.


Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 04:27PM
Posted by: Lo2k
From my latest tries, 1501 sectors is the longuest working track I could build and a 1521 sectors long track is crashing game so maybe my 1500 limit was close to reality finaly :)

Anyway, I changed 3DEditor limit to only advise you you will exceed the 1500 limit but it won't stop you to create new sectors if you want (up to 3000).

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 07:04PM
Posted by: <Maverick>
so, all on scedule for a release today? :)

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 09:39PM
Posted by: Lo2k
well, all seems ok and I started to work on doc at 10 o'clock this morning but as I radically changed the way I write the user guide, it took me more time than expected and I'm still a bit far from the end.
So knowing I need about one hours to update site once doc will be finished, I can't guarantee that v14.4 will be online this night, I'm sorry.
On another side, even if I'm not writing a full tutorial, user guide should be more helpfull with many examples to show what 3deditor can do for you.
It's time vs quality fight, as usual :)

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 09:51PM
Posted by: <Maverick>
Arg, i hate quality, pro's dont need a manual anyway. :+

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 10:07PM
Posted by: Lo2k
lol, pros are often asking silly questions when they don't read the manual (and sometimes even when they read it ;))

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 10:19PM
Posted by: <Maverick>
i know nothing about that ;-)

Re: *****GP4 Track editing - The new thread*****
Date: July 03, 2005 10:28PM
Posted by: <Maverick>
Lo2k, one question, is there any way to know wich "shape" belongs to wich Jip/Jam ID?

Re: *****GP4 Track editing - The new thread*****
Date: July 04, 2005 12:01AM
Posted by: Lo2k
Hmm, no, there's no link between .dat jip/jam mapping commands and .gp4 meshes.

About 3DEditor release, I just finished the doc (and finally shortcutted some parts) but I just discovered that something could be wrong with cc-car direction.
As it's a key feature of this new version, I need to study what's happening (and already have an idea about what's wrong) but this means it will need more time and efforts.
It's too much for me this night, so release has to be delayed for tomorrow afternoon. So cya tomorrow.

Re: *****GP4 Track editing - The new thread*****
Date: July 04, 2005 12:14AM
Posted by: <Maverick>
Lo2k Wrote:
-------------------------------------------------------
> Hmm, no, there's no link between .dat jip/jam
> mapping commands and .gp4 meshes.

meshes? i mean the jipmapping on the tracksurface, you need a jip/jm id, some mean yellow line, some white line, others a startingposition etc, but wich is wich? i can now only look at other tracks to find out, but there are problably many ways of making nice shapes on the track if the id's were known.

> It's too much for me this night, so release has to
> be delayed for tomorrow afternoon.

G'night :)




Re: *****GP4 Track editing - The new thread*****
Date: July 04, 2005 07:28AM
Posted by: belini
<Maverick> Wrote:
> meshes? i mean the jipmapping on the tracksurface,
> you need a jip/jm id, some mean yellow line, some
> white line, others a startingposition etc, but
> wich is wich? i can now only look at other tracks
> to find out, but there are problably many ways of
> making nice shapes on the track if the id's were
> known.
>

the jip is the same one as used in gp3/gp32k, open it up with
jam editor 0.52b for the id's, sadly editing them is virtually
impossible.

pk






[www.belini.fsnet.co.uk]



Re: *****GP4 Track editing - The new thread*****
Date: July 04, 2005 07:36AM
Posted by: Tom2681
So, Belini, when are you going to make tracks for GP4 ? ;-)
Re: *****GP4 Track editing - The new thread*****
Date: July 04, 2005 08:52AM
Posted by: b-tone
@Lo2k
the 79 montreal gp had a very similar layout,as today but the s/f was at the hairpin, so i guess that means a complete rebuild?
which is where the import/export values would be great. to export allsettings, rearrange in excel and reimport would be a dream.

also with 3d->dat comnversion have you thought of making it possible only for 3de generated files?
so you can do dat->3d->dat. or a plugin for zmodeler for dat files.
even if it could just move fences or other non critical things?? just an idea :)

____
Tony

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