GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: May 29, 2013 06:26PM
Posted by: truecrysis
Lo2k Wrote:
-------------------------------------------------------
> glu32 is an opengl dll.
> It doesn't mean your opengl files are wrong
> (moreover if you use an Nvidia card, as I use an
> NVidia too for all my tests) but that some opengl
> function is not working.
> It could also come from the file format of your
> tga (yep, there are several, despite the .tga
> extension).
> Or from your tga dimensions (please try to keep
> power of two dimension : 256, 512, 1024...)
> Be also sure to use a 32bit tga (with an alpha
> layer)...
>
> Just some ideas though...

Thanks Laurent works fine now :)

_________________________________________________

For a list of EVERY download for GP4, look here: [docs.google.com]
Re: GP4 Track Editing - new new thread
Date: May 29, 2013 08:29PM
Posted by: addie
hi

I had a look at that section of the track and noticed track segments 167 to 170 which partly looked not as straight as they could. I selected 167, clicked the move-button (F6) ("Force 16 feet distance" checked !) and slightly wiggled it, and did the same to the following up to the "problem corner" and noticed them nicely straighting out. then the track looked still about the same, but the cc-line was scrambled from that corner, which is very suspiciuous. I deleted all sectors after the corner from cc-line sector 19 onward (so 19 was still there), and ... it loaded

you may want to go around the whole track the mentiond way, starting at s/f. that way you are sure, the track is as "straightend" as it gets, and all segments ar 16 feet.

I hope it helps
addie

- - - - - - - - - - - -
please no PMs; but you're welcome at: [addie3 at waa63 dot ch] and [www.waa63.ch]
Re: GP4 Track Editing - new new thread
Date: May 29, 2013 09:55PM
Posted by: neldav03
That solved it, thanks Addie. :)
Re: GP4 Track Editing - new new thread
Date: June 02, 2013 06:48PM
Posted by: neldav03
Got some objects into the gp4 now, have a query regarding sloping though.



Is it possible for me to have it sloping down (Z axis) from 3.569 at the far end, to 0 nearest to the screen? I can't find a simple method for doing this. I think I could do it through the vertices', but wouldn't I have to do it one by one then?



Edited 1 time(s). Last edit at 06/02/2013 06:49PM by neldav03.
Re: GP4 Track Editing - new new thread
Date: June 02, 2013 07:01PM
Posted by: Lo2k
Hmm, you can do that with influency distance on.
To use that, get to vertex level as if you wanted to move a vertex and select one of the vertex that will move the most (I assume it's one of the closest of the screen).
Then go into Preferences, Computation Tab, Vertice options.
Check ignore altitude (if not done yet) and sinus option. Then input slight less than the length of your road (if your road is 24 segments long, then it is 24*4.877m=117m, set it to 115m)
Move your vertex as usual with move mode on and right mouse button to move it on Z axis.
If everything is done correctly, you will see the slope created in realtime :)

you might need to make some tiny adjustments as "left" and "right" vertices of the road won't be at the exact same altitude but most of the job is done :)

PS : .dat sector have a feature to apply perfect slope at will through the multiple sector edit window (and Track Profiler for refinement). Then you can convert .dat to .gp4 to get the 3D mesh.

Re: GP4 Track Editing - new new thread
Date: June 02, 2013 07:13PM
Posted by: neldav03
Lo2k Wrote:
-------------------------------------------------------
> Hmm, you can do that with influency distance on.
> To use that, get to vertex level as if you wanted
> to move a vertex and select one of the vertex that
> will move the most (I assume it's one of the
> closest of the screen).
> Then go into Preferences, Computation Tab, Vertice
> options.
> Check ignore altitude (if not done yet) and sinus
> option. Then input slight less than the length of
> your road (if your road is 24 segments long, then
> it is 24*4.877m=117m, set it to 115m)
> Move your vertex as usual with move mode on and
> right mouse button to move it on Z axis.
> If everything is done correctly, you will see the
> slope created in realtime :)
>
> you might need to make some tiny adjustments as
> "left" and "right" vertices of the road won't be
> at the exact same altitude but most of the job is
> done :)
>
> PS : .dat sector have a feature to apply perfect
> slope at will through the multiple sector edit
> window (and Track Profiler for refinement). Then
> you can convert .dat to .gp4 to get the 3D mesh.

Thanks for that Lo2k. :) I've got to the Preferences menu, but can't see a 'Ignore altitude' checkbox anywhere under any of the three tabs?

Edit - Done it!



Edited 1 time(s). Last edit at 06/02/2013 07:31PM by neldav03.
Re: GP4 Track Editing - new new thread
Date: June 03, 2013 08:05PM
Posted by: Lo2k
Yep, it's because it's an incoming feature :p (not that useful for your task though)

Re: GP4 Track Editing - new new thread
Date: June 04, 2013 03:04PM
Posted by: truecrysis
Quick question, whats the value to change which side of the pitlane the cars are on? I remember reading about it somewhere but can't remember where to find that value...

Edit: Found it in initial sector settings.

Never realised the second value under "Corrects pit lines" corresponded to which part of the track they head to upon leaving the pitlane! Changed it whilst looking for above with interesting

Completely seperate problem, whilst driving in the pitlane all ai cars move their steering wheels side to side very quickly, what causes this?

_________________________________________________

For a list of EVERY download for GP4, look here: [docs.google.com]



Edited 3 time(s). Last edit at 06/04/2013 03:18PM by truecrysis.
Re: GP4 Track Editing - new new thread
Date: June 04, 2013 09:52PM
Posted by: Lo2k
@Truecrysis : What do you mean by "corresponded to which part of the track they head to upon leaving the pitlane". In original tracks, I can only see -16384 as a value, not a sector number or such...

Such behaviors could appear if you didn't fix cc cars behaviour in Action menu or if you have some sectors that are not 16 feet long... For one track, none of these worked and only rebuilding the pitlane fixed it...

Re: GP4 Track Editing - new new thread
Date: June 04, 2013 10:07PM
Posted by: truecrysis
Lo2k Wrote:
-------------------------------------------------------
> @Truecrysis : What do you mean by "corresponded to
> which part of the track they head to upon leaving
> the pitlane". In original tracks, I can only see
> -16384 as a value, not a sector number or such...
>
> Such behaviors could appear if you didn't fix cc
> cars behaviour in Action menu or if you have some
> sectors that are not 16 feet long... For one
> track, none of these worked and only rebuilding
> the pitlane fixed it...

It seems i can't replicate it the way i want to... I changed a value somewhere and it seemed to force all the cars to head straight to the right of the track as soon as the left the pits...

Hmm maybe its due to the fact i constructed the pitlane completely using sector position/orientation rather than adding sectors in the right place, so a lot of them won't be 16 feet long. In that case it's not too much of a problem :)

_________________________________________________

For a list of EVERY download for GP4, look here: [docs.google.com]



Edited 1 time(s). Last edit at 06/04/2013 10:14PM by truecrysis.
Re: GP4 Track Editing - new new thread
Date: June 05, 2013 11:24PM
Posted by: Turbo Lover
Steer, you can try to set the CC dir value at the sector box of a pitlane sector to 0. Do this only at sectors which are straight and not curved.



My Grand Prix 4 Files

I'm a total dick. How many people can say that?
Re: GP4 Track Editing - new new thread
Date: June 10, 2013 05:04AM
Posted by: Prblanco
Just found out that the "Camera" and "Unk2" settings in the Object Attributes window are related somehow.

They must be both zero or both not zero for objects to appear correctly. If one of them is zero but the other is not, the object does not appear correctly. I didn't experiment with values different from what original objects have, as Unk2 doesn't make any sense yet.


My unfinished tracks: [www.grandprixgames.org]
Send bug reports and track editing questions to f1virtualblog@gmail.com
Re: GP4 Track Editing - new new thread
Date: June 10, 2013 07:07AM
Posted by: addie
Prblanco Wrote:
-------------------------------------------------------
> Just found out that the "Camera" and "Unk2"
> settings in the Object Attributes window are
> related somehow.
>
> They must be both zero or both not zero for
> objects to appear correctly. If one of them is
> zero but the other is not, the object does not
> appear correctly. I didn't experiment with values
> different from what original objects have, as Unk2
> doesn't make any sense yet.

as far as I know "Unk2" is "visibility set" related, which seems also related to the cams somehow. best results so far I had with deleting all visibility sets but the last and zero all values there, and zero all "unk2" and "cam" object attributes.

- - - - - - - - - - - -
please no PMs; but you're welcome at: [addie3 at waa63 dot ch] and [www.waa63.ch]
Re: GP4 Track Editing - new new thread
Date: June 12, 2013 12:06AM
Posted by: salvasirignano
Hi there chaps.
I'm tantalisingly close to being able to release my track, but I have a problem with it in wet weather. The wet track surface is only visible ten metres or so in front of the car when going uphill. When going downhill there is no problem. The flag for the track bits is set to 64, the wet reflection box isn't ticked but at a lot of the original tracks it isn't either, and the camera is 0. Any ideas what the problem might be? When I set the flag to be 0 (wet reflection ticked) the track is transparent and I can see my scenery underneath it, as I built the dat over my land, instead of my land around the dat. ;)

Here's a picture or three...





Re: GP4 Track Editing - new new thread
Date: June 12, 2013 07:25AM
Posted by: addie
salvasirignano Wrote:
-------------------------------------------------------
> Hi there chaps.
> I'm tantalisingly close to being able to release
> my track, but I have a problem with it in wet
> weather. The wet track surface is only visible ten
> metres or so in front of the car when going
> uphill.

so its dry in front of the car, but as soon as you are there, its wet ..



> When going downhill there is no problem.

hm, strange thing


> The flag for the track bits is set to 64, the wet
> reflection box isn't ticked but at a lot of the
> original tracks it isn't either,

thats OK, because actually the tarmac is where the reflections of the other objects show up. so the tarmac itsself does not reflect.


> and the camera is 0.

thats OK too. 0 means kind of "all track side cameras"


> Any ideas what the problem might be? When I set
> the flag to be 0 (wet reflection ticked) the track
> is transparent and I can see my scenery underneath
> it, as I built the dat over my land, instead of my
> land around the dat. ;)
>

just for a test, of course be sure to have a backup, if you replace your tarmac by one made by "track from .dat" ? (in the "convert .dat track"-window clear all checkboxes except "tarmac", and choose an appropriate texture) ..

but anyway, I'd rather suspect the *_track.bin file ...
if you open that file in the gp4builder, it looks "as expected" (compared to original files) ? normals all normal ? and if you recreate that .bin ?

maybe it helps
addie

- - - - - - - - - - - -
please no PMs; but you're welcome at: [addie3 at waa63 dot ch] and [www.waa63.ch]
Re: GP4 Track Editing - new new thread
Date: June 12, 2013 06:01PM
Posted by: Lo2k
if I remind well, any .gp4 object property is useless as GP4 uses the .bin file. (wet tarmac marks are some kind of jips after all)

Re: GP4 Track Editing - new new thread
Date: June 12, 2013 08:14PM
Posted by: salvasirignano
addie Wrote:
-------------------------------------------------------
> salvasirignano Wrote:
> --------------------------------------------------
> -----
> > Hi there chaps.
> > I'm tantalisingly close to being able to
> release
> > my track, but I have a problem with it in wet
> > weather. The wet track surface is only visible
> ten
> > metres or so in front of the car when going
> > uphill.
>
> so its dry in front of the car, but as soon as you
> are there, its wet ..
>
>
>
> > When going downhill there is no problem.
>
> hm, strange thing
>
>
> > The flag for the track bits is set to 64, the
> wet
> > reflection box isn't ticked but at a lot of the
> > original tracks it isn't either,
>
> thats OK, because actually the tarmac is where the
> reflections of the other objects show up. so the
> tarmac itsself does not reflect.
>
>
> > and the camera is 0.
>
> thats OK too. 0 means kind of "all track side
> cameras"
>
>
> > Any ideas what the problem might be? When I set
> > the flag to be 0 (wet reflection ticked) the
> track
> > is transparent and I can see my scenery
> underneath
> > it, as I built the dat over my land, instead of
> my
> > land around the dat. ;)
> >
>
> just for a test, of course be sure to have a
> backup, if you replace your tarmac by one made by
> "track from .dat" ? (in the "convert .dat
> track"-window clear all checkboxes except
> "tarmac", and choose an appropriate texture) ..
>
> but anyway, I'd rather suspect the *_track.bin
> file ...
> if you open that file in the gp4builder, it looks
> "as expected" (compared to original files) ?
> normals all normal ? and if you recreate that .bin
> ?
>
> maybe it helps
> addie


Thanks for your help addie, and Laurent too
So following your advice, i've tried the following...
I've deleted all track objects in the GP4 and recreated them from the .dat but that didn't solve it.
I recreated the .bin, but that didn't work.
However.. I have been deciding whether to use a skydome or not. This problem only came when I deleted the skydome. Putting the skydome back in the .GP4 solved it. The wet bin displays correctly. How strange! ;)
So I guess I'll have to use the skydome, and lose the dynamic weather. Never mind! :(




Edited 1 time(s). Last edit at 06/12/2013 08:18PM by salvasirignano.
Re: GP4 Track Editing - new new thread
Date: June 12, 2013 10:30PM
Posted by: addie
salvasirignano Wrote:
-------------------------------------------------------

..

> I've deleted all track objects in the GP4 and
> recreated them from the .dat but that didn't solve
> it.
> I recreated the .bin, but that didn't work.
> However.. I have been deciding whether to use a
> skydome or not. This problem only came when I
> deleted the skydome. Putting the skydome back in
> the .GP4 solved it. The wet bin displays
> correctly. How strange! ;)

indeed !

> So I guess I'll have to use the skydome, and lose
> the dynamic weather. Never mind! :(

well I really like the dynamic weather, so I could not live with that :)
there has to be another cause. if you like, I also could have a look at that ...

addie

- - - - - - - - - - - -
please no PMs; but you're welcome at: [addie3 at waa63 dot ch] and [www.waa63.ch]
Re: GP4 Track Editing - new new thread
Date: June 13, 2013 06:25PM
Posted by: salvasirignano
addie Wrote:
-------------------------------------------------------
> salvasirignano Wrote:
> --------------------------------------------------
> -----
>
> ..
>
> > I've deleted all track objects in the GP4 and
> > recreated them from the .dat but that didn't
> solve
> > it.
> > I recreated the .bin, but that didn't work.
> > However.. I have been deciding whether to use a
> > skydome or not. This problem only came when I
> > deleted the skydome. Putting the skydome back
> in
> > the .GP4 solved it. The wet bin displays
> > correctly. How strange! ;)
>
> indeed !
>
> > So I guess I'll have to use the skydome, and
> lose
> > the dynamic weather. Never mind! :(
>
> well I really like the dynamic weather, so I could
> not live with that :)
> there has to be another cause. if you like, I also
> could have a look at that ...
>
> addie

Thank you addie, that's very kind of you :)
I'll try and figure it out first beforehand, it might be something silly that I've missed ;)
Re: GP4 Track Editing - new new thread
Date: June 13, 2013 07:51PM
Posted by: Lo2k
What's the full name (class and name of the object) of your skydome ?
Can you capture the GP4Builder object window with skydome properties (with position, base...) and paste it here ?

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