GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 12:29AM
Posted by: zeppelin101
That's what I've been doing recently anyway but that's fine.

A note about .3ds import, it seems that if you perform a detach function in ZM, then you need to reorient faces in order for the object to show up, could there be an option for it to automatically do this in the future?
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 03:51PM
Posted by: Floris_Koop_GP4Freak
Hi Guys.. I'm kinda new in this thread, 'cause I've just started to make my own track, I want to show you guys a WIP shot.. And I'm asking how the layout is and what you guys think of it.. Maybe could some1 give a golden TIP for me as I'm completely new in this area of GP4..


Track length: 5289.7 Mtrs.

_________________________________





Edited 1 time(s). Last edit at 11/15/2005 05:19PM by Floris_Koop_GP4Freak.
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 04:57PM
Posted by: Turbo Lover
Very nice layout, fast sweeping turns and long straights, challenging.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 05:52PM
Posted by: MarcLister
Yeah, very nice. The shape reminds me of the old (classic and best version) Hockenheim.
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 06:15PM
Posted by: Turbo Lover
It's a shame that they ruined Hockenheim, very sad. :(



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: November 15, 2005 06:16PM
Posted by: zeppelin101
Pitlane heights need fixing from what I can see, but obviously this a good start. Since you've got the banks at the default values for banks as the original, it's best to build up run-offs from those, and then if you feel they need editing further, you can tweak bits one at a time once the basic elements are down.

Good start
Re: GP4 Track Editing - new new thread
Date: November 16, 2005 09:29PM
Posted by: erwin_78
@lo2k, not sure if it's a known issue, but i haven't seen it around yet.
Now that i'm working at bahrain and importing some buildings back and forth...it seems that if i export objects from the 3deditor to gp4 file format doesn't match my original imported object.

Try it,
1) export an object from ZM to gp4
2) import the gp4
3) then export it to gp4 again
4) import it back in ZM
5) taadaa, to x,y location coordinates are mirrored

it's fun to see, but it doesn't help me much ;)
Re: GP4 Track Editing - new new thread
Date: November 17, 2005 10:47AM
Posted by: Auradrummer
I'm building a track, and it isn't crashing at esc. What is going right? eheheh I'm not using the default carset.
Re: GP4 Track Editing - new new thread
Date: November 17, 2005 10:55AM
Posted by: b-tone
you still think its related to cars.wad ;-)
one of mine was crashing, then i built a new bin (or col?), and it stopped crashing.
so i'd say its bin (or col?) related, but hopefully patrick or lo2k know more than me about it :)

____
Tony

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 12:36PM
Posted by: Lo2k
@Erwin: ZM is [censured] :)
Seriously, I doubt I will add more support for ZM I/O.
The best thing to do is to mirrored x and y vertices coords in 3ded before exporting you object to ZM.
Or maybe can you try to save the track before exporting. (I assume that if you save the track, open it again in 3ded and export the object, it's not mirrored anymore isn't it ?)

@b-tone: It was bin related most probably. I fixed an old error in pitlane .bin creation in 16.4 (and next one will do the same for .dat to .gp4 pitlane conversion).

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 02:21PM
Posted by: b-tone
good :)
so it was a pit bin problem? if not i'd guess its to do with the last/first sector overlap
i often dont create pit bins till later and still have the crash. but nurburgring - with untouched last/first sectors doesnt crash.

is it possible to have an automatic 100/200m marker board? i cant test my tracks too well as i keep missing the turns :(

____
Tony

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 02:33PM
Posted by: Auradrummer
Really, I have the same problem here. Then I drive always in T-Cam starting at last place, but I've destroyed my cars too many times
Re: GP4 Track Editing - new new thread
Date: November 17, 2005 04:06PM
Posted by: zeppelin101
b-tone Wrote:
-------------------------------------------------------
> good
> so it was a pit bin problem?

I never ruled out that it was a .bin problem, but I believe cars.wad can cause problems if it's excessively large or got dodgy files in there. Anyhow, remaking .bins a lot of the time seems to fix it, but there's still that issue with the flickering pitlane... :)

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 05:46PM
Posted by: Lo2k
but there's still that issue with the flickering pitlane...

...due to the fact the .gp4 pitlane is not built the same as the new .bin files.

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 06:35PM
Posted by: zeppelin101
Ok, hope there is a fix soon because there's no dodgy grey bit at the end with the new .bins :)
Re: GP4 Track Editing - new new thread
Date: November 17, 2005 07:39PM
Posted by: b-tone
i'm using 16.4 and noticed i have a cc line showing wrong in 3de but right in game :(

____
Tony

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 09:25PM
Posted by: Lo2k
@b-tone: yep, will be fixed on next version too :)

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 09:30PM
Posted by: b-tone
ok :) (but i thought it was fixed already :p)
thanks fort he orthographic view - perfect!

____
Tony

Re: GP4 Track Editing - new new thread
Date: November 17, 2005 11:54PM
Posted by: Lo2k
yep it was fixed but not as perfectly as we thought first.
Thanks for the ortho view, glad it could help you :)

Re: GP4 Track Editing - new new thread
Date: November 18, 2005 12:35AM
Posted by: erwin_78
ok, you're right i can work with the 3ds file format.
but i don't understand the bug, because in previous versions (let's say until v12) it worked fine...what happend?
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