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

Posted by Forgotten-Boy 
Re: *****GP4 Track editing - The new thread*****
Date: July 08, 2005 07:24PM
Posted by: Paco
Lo2k, the problem i told you about (not keeping track sectors) isn't fixed in 14.5, is it too difficult to fix or you just forgot about it?



I'm against sigpics
Re: *****GP4 Track editing - The new thread*****
Date: July 08, 2005 07:28PM
Posted by: Lo2k
I quickly checked it and there's obviously a bug but I need a bit more time to fix it, sorry.

Re: *****GP4 Track editing - The new thread*****
Date: July 08, 2005 07:30PM
Posted by: Paco
no problem, 13.5b works great for that matter :)



I'm against sigpics
Re: *****GP4 Track editing - The new thread*****
Date: July 10, 2005 09:28PM
Posted by: shutt1e
@lo2k
as you can see in my video the shadows on kerbs are missing, the .col has been generated with the 14.4 version, i've tried to remake the .col with the 14.6 too but no changes. what i need to check?
Re: *****GP4 Track editing - The new thread*****
Date: July 10, 2005 10:05PM
Posted by: Lo2k
Really ? weird.
I will check that...

Re: *****GP4 Track editing - The new thread*****
Date: July 10, 2005 10:56PM
Posted by: Lo2k
Hmm, I just checked with an original and a fantasy track and .col files have kerbs.
So you can check your .col file to check if it has kerbs (hard surface).
Else you can send me your .dat file and I will see what's wrong but it's rather weird.

Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 10:27AM
Posted by: shutt1e
yes,they are in the col as hard surface. i'll send to you the dat when i'm at home.
Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 11:38AM
Posted by: Lo2k
It seems we missed that trouble before...
I also checked Maverick's Bahrein on which I did my tests and it appears that half of the kerb receive shadows and the outer part let it fall through the kerb on verge.
I noticed since the beginning that if surfaces overlap in a .col, the upper surface should be close enough to the verge surface to receive shadows, else shadows fall through the upper surface...
So maybe is it the matter afterall and this will lead to use lower kerbs on tracks to be sure to get shadows on them :/

Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 09:13PM
Posted by: diaboko
Lo2k if in GP4 the max number of sector for a circuit is 1500 or 1600 why your 3deditor can build more sectors?? We are building a circuit, it has 1825 sectors and it dnot load because is too long.
Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 09:24PM
Posted by: Tom2681
That's because we're all hoping that somebody will be able to patch GP4 and unlock the limit. That's Why we need a 3DEditor that can handle more than that.

But Lo2k said he'd put some kind of warning. I guess he just forgot about it.
Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 09:34PM
Posted by: Lo2k
No, I didn't forgot, it's here but maybe if you added many sectors in the middle of the track, warning did not pop'd up as it should.

Past versions of 3DEditor had the 1500 sector limit and guys complain they can't add more sectors, so I enabled up to 3000 sectors and now you are complying you can create too much sectors...

I will check to be sure the 1500 warning arise as it should at least.

Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 10:52PM
Posted by: Tom2681
I've tried many times with 3DE 14.6. The warning never came up.
Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 10:57PM
Posted by: shutt1e
Lo2k Wrote:
-------------------------------------------------------
> It seems we missed that trouble before...
> I also checked Maverick's Bahrein on which I did
> my tests and it appears that half of the kerb
> receive shadows and the outer part let it fall
> through the kerb on verge.
> I noticed since the beginning that if surfaces
> overlap in a .col, the upper surface should be
> close enough to the verge surface to receive
> shadows, else shadows fall through the upper
> surface...
> So maybe is it the matter afterall and this will
> lead to use lower kerbs on tracks to be sure to
> get shadows on them :/
>
>

ok, so it it unuseful sending my dat to you right?

i'll keep a low profile :P



Re: *****GP4 Track editing - The new thread*****
Date: July 11, 2005 11:11PM
Posted by: Lo2k
@Tom: Yep, it seems it does not pop-up...I will check my code.

@Shutt1e: Yep, you can keep it finally.
I tried to export .col another way but I got more troubles than expected yet.

Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 04:50PM
Posted by: Lo2k
I see, in fact I fixed the warning message but my changes were lost someway and thus it does not display as it should. I fixed it for next version.

@Shutt1e: You were (and are) right : slicing .gp4 tarmac mesh is the solution to have a perfect .bin display.
I finally decided to put my time getting the .dat to .3ds export function slicing the tarmac mesh and finally fot it working.
Result was immediate : perfect .bin as you experimented from your manual slicing.
Well, sorry to havn't worked on it before.
Anyhow, it's now working and I will surely release new version soon.

Another news is that tarmac .gp4 names do not need to be exact but just to start with TRACKXX or PITLANEXX.
So TRACKXXNew objects like those imported with 3DEditor work straight after import (meaning they are not visible).

Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 06:13PM
Posted by: <Maverick>
i was just wondering a bit lo2k. you know have a descent .gp4 knowledge right? would it not be possible now to have a multiple scene import of gp4 objects? So we can totaly cut out the zmodeler part in gp4 editting? (wel, for the basic stuff that is?)

great news about the bin, finaly :)

Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 07:09PM
Posted by: Lo2k
I'm also eager to get rid of ZM step but I don't know when I could cut it.

Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 07:22PM
Posted by: Tom2681
That would be a direct physical to graphical conversion, wouldn't it ?

I'd love that coz' I really can't see myself importing 60 TrackXX sections one by one. ;-)

It's so frustrating to create an entire dat track, knowing that you will only be able to see it after you've exported and imported all the physical stuff (track, verges, pitlane, banks, etc...).
Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 07:51PM
Posted by: <Maverick>
yes. it would be enough to have a 3d programms thats can export al objects in a scene as seperate objects. i tried 3dsmax, it can export a selected object from a scene, thats definitly an improvement over zmodeler.

Re: *****GP4 Track editing - The new thread*****
Date: July 12, 2005 08:37PM
Posted by: shutt1e
Lo2k Wrote:
-------------------------------------------------------

> @Shutt1e: You were (and are) right : slicing .gp4
> tarmac mesh is the solution to have a perfect .bin
> display.
> I finally decided to put my time getting the .dat
> to .3ds export function slicing the tarmac mesh
> and finally fot it working.
> Result was immediate : perfect .bin as you
> experimented from your manual slicing.
> Well, sorry to havn't worked on it before.
> Anyhow, it's now working and I will surely release
> new version soon.

finally :)
have you discovered some useful thing on the unks? you can have all the part sliced but if the unks are wrong the part does not appear from one of the views (t-cam, tv-cam or cockpit i mean)
Sorry, you can't reply to this topic. It has been closed.
Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy