How to build a track in 60 minutes [v0.51]

Posted by <Maverick> 
Re: How to build a track in 60 minutes [v0.51]
Date: August 04, 2005 11:04PM
Posted by: Paco
i think they just made a mistake there... Melbourne should still be Melbourne in american english :)



I'm against sigpics
Re: How to build a track in 60 minutes [v0.51]
Date: August 04, 2005 11:39PM
Posted by: Tom2681
@Gildoorf:

>>noticed that pitlane flags were missing. Even so, tried on but the game crashed

The game automatically crashes if some flags are missing.

"Connect pitlane start" and "Connect pitlane end" flags have to be put in track sectors (not pitlane sectors).

-Go to the track sector where the pitlane begins
-Add one item
-Add the pitlane start flag (86)
-Go to the track sector where the pitlane ends
-Add one item
-Add the pitlane end flag (87)
Re: How to build a track in 60 minutes [v0.51]
Date: August 05, 2005 05:34AM
Posted by: gildoorf
Hi Tom, thank u very much!!!

Eventhough, it still crashes.

I created bin files and put them on "maps" folder of the extracted indianapolis2001.wad.

And saved my dat as s1ct16.dat on circuits folder at GP4


Assure that pit end and start were in accordance to track sectors, just as Maverick warns.

Then ran gpxpatch, and it still shoot down. :(

I'd like to send u the dat file to say something. Would you? What's your mail?

Mine is gildoorf@hotmail.com.

Thanks in advance.

Re: How to build a track in 60 minutes [v0.51]
Date: August 05, 2005 07:14AM
Posted by: gildoorf
Hi there.

Finally, done!!!

I forgot to put in maps folder a new version of .col file!!!!

Now I have to re-build the cc line, what means a crap! Only deleted, as Maverick recommended three sectors, which is a relief.:)

But it doesn't work with gpxpatch, only original gp4.exe.

Any help?

Thank you!



Re: How to build a track in 60 minutes [v0.51]
Date: August 09, 2005 01:14AM
Posted by: gildoorf
Hi there you all

Just finished the cc line - finally. It's really some to put the nerves up!
Also done with the Kerbs. (Maverick, for tutorial stuff and Tom, thank you very much)

[i11.photobucket.com]


Now I'm rebuilding pitlane, and starting the banks.

CC cars set a 1:05.670s lap. Track is 4500m long which means a nice low pressure :). Also three overlapping points.

Would anyone help with the objects?

Thanks
Re: How to build a track in 60 minutes [v0.51]
Date: August 11, 2005 05:31PM
Posted by: iliveonthemoon
hey Maverick or Tom2681,

just a quick question, is it possible to create a track without a CC-line for use in free-practice only? I am having problems getting it to load with a CC-line

thanks
Re: How to build a track in 60 minutes [v0.51]
Date: August 11, 2005 05:37PM
Posted by: <Maverick>
jup, just delete the ccline and you're fine. You can even race on it, but the cc's will crash in the first corner.

Re: How to build a track in 60 minutes [v0.51]
Date: August 12, 2005 01:38AM
Posted by: gildoorf
Hi Maverick!

What do you suggest?

Keep all the scenes on .gp4 files to keep some objects to your own scene or delete them all and start from zero?

I'm sorry to ask if you know someone who's modelling standard boxes, grandstands and other track stuff to download.

Thanks for your great job.
Re: How to build a track in 60 minutes [v0.51]
Date: August 12, 2005 10:07AM
Posted by: <Maverick>
It depends on what you might want to recycle into you track, i would start by leaving stuff in, you can always delete things you dont need later.

Re: How to build a track in 60 minutes [v0.51]
Date: August 12, 2005 10:53AM
Posted by: iliveonthemoon
Thanks Maverick! Loving your tutorial!
Re: How to build a track in 60 minutes [v0.51]
Date: August 12, 2005 11:47PM
Posted by: _Erix_
I've created the physical part of a track and it works ingame. My problem is that at the start the cars are not facing the right way. They face the s/f line under an angle of about 45°. Where do I set that angle?



[1991] [2003] [2004] [gp2 world series]
Re: How to build a track in 60 minutes [v0.51]
Date: August 13, 2005 12:34AM
Posted by: Tom2681
You probably forgot to compute the track pitch.
3D-Editor -> Open Dat -> Action -> Compute 1,2 and 3 -> Save Dat.
Re: How to build a track in 60 minutes [v0.51]
Date: August 13, 2005 04:26PM
Posted by: _Erix_
hmmm, does not seem to work, I will do some more tests...



[1991] [2003] [2004] [gp2 world series]
Re: How to build a track in 60 minutes [v0.51]
Date: August 13, 2005 06:14PM
Posted by: <Maverick>
i had this problem in my early tracks, solved later thanks to (onder andere ) betetr calculations. Maybe your first and last sector dont line up nice enough?

Re: How to build a track in 60 minutes [v0.51]
Date: August 14, 2005 01:28PM
Posted by: Anonymous User
Does anyone know if there are any plugins for zmodler to import track objects
from nascar racing 2003 to gp4 ????



Edited 2 time(s). Last edit at 08/20/2005 12:55AM by jimbob1.
Re: How to build a track in 60 minutes [v0.51]
Date: August 18, 2005 11:00AM
Posted by: Mini Maestro
Maverick.
Using your "template" i created a track but it just crashes GP4.
I have removed the CC Line, tweaked it, rebuilt it, rebuilt sectors and still no success :(
Can i send it to you to look at?
Re: How to build a track in 60 minutes [v0.51]
Date: August 18, 2005 03:34PM
Posted by: <Maverick>
sure, mail ahead.

Re: How to build a track in 60 minutes [v0.51]
Date: September 02, 2005 12:06PM
Posted by: Vicente
Hello everybody.

First of all i have to tell that the tutorial
is fantastic, so thanks Maverick to make this
nice and useful tutorial.

I wrote to tell to all the people that want
to make a gp4 car or a track can read my tutorial:

Making a gp4 car. ( [www4.uji.es] )


The tutorial have a web version and a pdf version, all in english and spanish.

In the tutorial is explained how to use
ZModeler, how to map..., this is very interesting
for track editing.

The contents of my tutorial are:


In this tutorial I try to explain the esential steps to modify an original gp4 car.
The parts of this tutorial are:
ZModeler basics.
Introduction
Working with the views
Objects box
Status bar
The axis
The material editor
Modes
Snapping tools
Other important tools
Numeric Bar #1
Create
Modify
Surface
Select
Display
The gp4 filter
How to create a good mesh
What we need?
Get car out GP4
Objects in the car
The photos
Creating the 3D mesh
Some tips
Adjust the normals
What is a normal?
A slightly bended surface
A very bended surface
The front wing of a GP4 car
The body of a GP4 car
Map the car
How to map the car
Saving the car1 and car2 (lod_0)
The car_lod_4
The materials (textures) in a GP4 car
Paint the car
How to paint the templates.
Texture shading
Car body lines and screws
Logos
Paint a cockpit
Paint a helmet
Paint pitcrews
Finaly, get the car and the textures in the game
the gp4 files, the lod_0, lod_1, lod_2, lod_3 and lod_4
The tex files
Make a wad file
some adjustments with team editor
Modify car phisics with GP4 Phisics Editor
Summary: the most important steps
The most important links and tutorials




I hope that the tutorial helps the people
to build cars and tracks.




*********************

Vicente


Re: How to build a track in 60 minutes [v0.51]
Date: September 03, 2005 06:06PM
Posted by: Anonymous User
I've one problem when i import a tier, some faces are hidden.
Do someone know how to do ? I've tried to separate each faces in differents scenes, but it does work like that.




Edited 1 time(s). Last edit at 09/03/2005 06:08PM by Twins27.
Re: How to build a track in 60 minutes [v0.51]
Date: September 04, 2005 10:36AM
Posted by: Anonymous User
.]



Edited 2 time(s). Last edit at 10/08/2005 04:36PM by jimbob1.
Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy