GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: September 14, 2019 12:07AM
Posted by: TomMK
Those AI behaviour problems you're posting look more like because you've modded the game physics or performance, rather than a problem with the CC-lines.

Try reverting to a vanilla version of the game and checking the behaviour again.

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: GP4 Track Editing - new new thread
Date: September 14, 2019 12:29PM
Posted by: klausfeldmann
TomMK schrieb:
-------------------------------------------------------
> Those AI behaviour problems you're posting look
> more like because you've modded the game physics
> or performance, rather than a problem with the
> CC-lines.
>
> Try reverting to a vanilla version of the game and
> checking the behaviour again.


Yes, that could maybe solve this problem to a high degree. Nevertheless we know these issues also by the original (vanilla) game. E.g. in Melbournes third chicane (Clark-chicane) or in Suzukas hairpin the AI sometimes (especially at the start) also tries impossible moves by braking way too late an reeving in again just before crashing into the front man's rear.
Re: GP4 Track Editing - new new thread
Date: October 01, 2021 10:20PM
Posted by: zifox
A particular page of this thread popped up in google while looking for information on cfp files, and I realized that, like the crowd flash position file, there are some bin (tarmac) files in GP4\Maps\#Track#2001. So I'm digging up this thread ! :)

I'm wondering whether (and when) they are used ? Should I updat these files as well ? I'm puzzled by their existence, my jerez track seems to work pretty well as it is.
Re: GP4 Track Editing - new new thread
Date: October 02, 2021 12:21AM
Posted by: Turbo Lover
They are needed for dry and wet sections.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 02:10AM
Posted by: Alesi no1
I was wondering how you get the starting lights positioned on the gantry at the start?.. what coordinates do you use for them to show up in right order as i cannot seem to line them up as they should

here is a pic of what i mean..

[i.postimg.cc]

thanks
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 01:42PM
Posted by: Turbo Lover
I think you have to use the program Starting Light Editor 1.0 to edit the starting light positions: [www.grandprixgames.org]



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 04:43PM
Posted by: Alesi no1
Turbo Lover Wrote:
-------------------------------------------------------
> I think you have to use the program Starting Light
> Editor 1.0 to edit the starting light positions:
> [www.grandprixgames.org]


I am doing it through TSM so i have to put the coordinates in the .ini file,like so

[StartingLights]
X1 =116.163
Y1 =382.146
Z1 =1.738
X2 =113.753
Y2 =378.922
Z2 =1.134

so i check the position in gp4bulder of the lights and input them into the .ini file but the lights are still coming up like the pic i showed,is there a tutorial or guide for starting lights anywhere?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 05:57PM
Posted by: Turbo Lover
If I am right the coordinates of X1, Y1 and Z1 should be the coordinates of the starting light at the top left corner.
The coordinates of X2, Y2 and Z2 should be the coordinates of the starting light at the bottom right corner.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 05:58PM
Posted by: Prblanco
The coordinates X1, Y1 and Z1 are the center of the upper-left light, while X2, Y2 and Z2 are the center of the lower-right light.

You can create a temporary vertical surface in GP4Builder, Align it to the start gantry (Edit menu) then move/rotate/scale it until it's positioned like the picture below. Then you can see the vertex coordinates and use those in the track's .ini.

EDIT: For original tracks, the size of this vertical surface is approximately 2.11 (width) x 0.29 (height) meters. For modded tracks, you can use these as a starting point but may need to scale depending on the gantry mesh.




My unfinished tracks: [www.grandprixgames.org]
Send bug reports and track editing questions to f1virtualblog@gmail.com



Edited 1 time(s). Last edit at 01/06/2023 06:04PM by Prblanco.
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 06:41PM
Posted by: Alesi no1
Prblanco Wrote:
-------------------------------------------------------
> The coordinates X1, Y1 and Z1 are the center of
> the upper-left light, while X2, Y2 and Z2 are the
> center of the lower-right light.
>
> You can create a temporary vertical surface in
> GP4Builder, Align it to the start gantry (Edit
> menu) then move/rotate/scale it until it's
> positioned like the picture below. Then you can
> see the vertex coordinates and use those in the
> track's .ini.
>
> EDIT: For original tracks, the size of this
> vertical surface is approximately 2.11 (width) x
> 0.29 (height) meters. For modded tracks, you can
> use these as a starting point but may need to
> scale depending on the gantry mesh.
>
> [i.imgur.com]


Thanks for that Prblanco will try it at the weekend when i am off work and see if that works:)
thanks
Re: GP4 Track Editing - new new thread
Date: January 06, 2023 09:03PM
Posted by: Alesi no1
Prblanco Wrote:
-------------------------------------------------------
> The coordinates X1, Y1 and Z1 are the center of
> the upper-left light, while X2, Y2 and Z2 are the
> center of the lower-right light.
>
> You can create a temporary vertical surface in
> GP4Builder, Align it to the start gantry (Edit
> menu) then move/rotate/scale it until it's
> positioned like the picture below. Then you can
> see the vertex coordinates and use those in the
> track's .ini.
>
> EDIT: For original tracks, the size of this
> vertical surface is approximately 2.11 (width) x
> 0.29 (height) meters. For modded tracks, you can
> use these as a starting point but may need to
> scale depending on the gantry mesh.
>
> [i.imgur.com]


So i managed to try it tonight and it worked a treat..
[i.postimg.cc]

Thanks so much Prblanco for the tip:)(B)
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