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

Posted by Forgotten-Boy 
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 02:03PM
Posted by: Nickv
Triple post?!? WTF?



Edited 1 time(s). Last edit at 10/11/2005 02:19PM by Nickv.
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 02:14PM
Posted by: zeppelin101
Triple actually ;)

It takes a long time because they have to match perfectly in height as well, what you would be best to do, is to create a straight piece of track and displace / rotate it until it's in the correct position, otherwise you'll be there an awful long time
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 02:15PM
Posted by: zeppelin101
Damn internet lol



Edited 1 time(s). Last edit at 10/11/2005 02:15PM by zeppelin101.
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 02:20PM
Posted by: Nickv
Thanks! :)
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 03:36PM
Posted by: Lo2k
@Nickv, the best to do is to create multiple sectors on top of the chicane without keeping existing sectors (default option). this way your new sectors will replace the old ones.
But you will have to manualy smooth the new sectors positions to match rest of the track.

Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 03:39PM
Posted by: Lo2k
Did we reached again the thread maximal length to have triple posts everytime (due to white error screens when posting...) ?





Edited 1 time(s). Last edit at 10/11/2005 04:07PM by Lo2k.
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 03:40PM
Posted by: Lo2k
If that post could be read, I have two good news for track makers as I solved two long annoying bugs about tracks:
-first I fixed an obvious pitlane.bin corruption that could occur in some circonstances and that could crash Gp4
-second I finaly fixed the usual missing pitcrew bug, adding new hard behaviour faces under garages in generated .col files.

Here are two good features that should save debugging time in future :)





Edited 1 time(s). Last edit at 10/11/2005 04:10PM by Lo2k.
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 06:14PM
Posted by: zeppelin101
Nice one mate, I look forward to the .col addition as it just adds extra time on to making the track, te really is moving along at a rate of knots now!

And yes, I got the white screen when I posted ;)
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 07:58PM
Posted by: Turbo Lover
zeppelin101 Wrote:
-------------------------------------------------------
> Put the .dat in the circuits folder under
> whichever one you've replaced, and open up the
> .gp4 of that track, then you can either delete
> everything and add track, kerbs and pitlane from
> .dat, or you can keep the existing scenes and just
> create a new one, although if you're testing
> cc-line, I would delete everything and start with
> fresh graphics

So i must delete from trackname2001.wad everything and put only the trackname2001_track and trackname2001_pitlane bin files from my fantasy circuit in the wad to test it ingame?
Re: *****GP4 Track editing - The new thread*****
Date: October 11, 2005 09:58PM
Posted by: markko
[www.grandprixgames.org]

Continue in there, wouldnt want any posts not showing up :)
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