GP4 Track Editing - new new thread

Posted by markko 
Re: GP4 Track Editing - new new thread
Date: March 21, 2006 09:03PM
Posted by: b-tone
about the being controlled before entering the pitlane, theres something in the magic data that could relate:

6656 ; pre pit speed limit

we really need a magic data expert don't we :p

____
Tony

Re: GP4 Track Editing - new new thread
Date: March 21, 2006 09:35PM
Posted by: Lo2k
Yep, I would like to meet such a guy too :)
Looking at another magic file, it's maybe a percent value with 100% being equal to one of the following values : 16384, 32768 or 65536.
It has to be checked, comparing the magic value with the real car speed when game take the hand on the car to lead them to pitlane.

Re: GP4 Track Editing - new new thread
Date: March 30, 2006 05:01AM
Posted by: belini
b-tone Wrote:
-------------------------------------------------------
> the only problem i have with entering pits is i
> get controlled a bit much. i guess its steering
> help? but also the speed drops then rises until
> the pit limiter comes on
>
> ____
> Tony
>
>


grandprix 3/4 use auto brake for player car when in the pits

pk






[www.belini.fsnet.co.uk]


Re: GP4 Track Editing - new new thread
Date: March 30, 2006 05:08AM
Posted by: belini
Lo2k Wrote:
-------------------------------------------------------
> Yep, I would like to meet such a guy too
> Looking at another magic file, it's maybe a
> percent value with 100% being equal to one of the
> following values : 16384, 32768 or 65536.
> It has to be checked, comparing the magic value
> with the real car speed when game take the hand on
> the car to lead them to pitlane.
>
>


all default magic has a hi of 20480, could well be a percentage, I didn't
noticed any increase in pit entry speed when values are used above 20480 but
it's a long time since I looked at it:)

pk





[www.belini.fsnet.co.uk]


Re: GP4 Track Editing - new new thread
Date: March 30, 2006 12:35PM
Posted by: b-tone
@belini - nice to see you in here :)

i guess you mean this:
desc69=pre pit speed limit

do you know what these one mean:
desc67=sectors to pit in 1
desc68=sectors to pit in 2

have you got any more infor about md? theres quite a few unknowns in the list, but that list must be 2 or 3 years old, so maybe someone has figured out more of the values?


@Ruboy
: The format of these lines is 'DFS, bumpvalue'. DFS is 'Distance From
: Start', which is the common term used in GPx Track Editing. By setting
: the bumps to a certain value in a certain place, that bumpvalue will be
: used until the next place on the track where you change it.

from the cmagic readme, so i guess if you set a hi value at sector x, then a low one at sector y it will be quite bumpy (hi) between those points, and not so (low) after sector y.



____
Tony

Re: GP4 Track Editing - new new thread
Date: March 30, 2006 02:43PM
Posted by: Ruboy
b-tone Wrote:
-------------------------------------------------------

> @Ruboy
> : The format of these lines is 'DFS, bumpvalue'.
> DFS is 'Distance From
> : Start', which is the common term used in GPx
> Track Editing. By setting
> : the bumps to a certain value in a certain
> place, that bumpvalue will be
> : used until the next place on the track where
> you change it.
>
> from the cmagic readme, so i guess if you set a hi
> value at sector x, then a low one at sector y it
> will be quite bumpy (hi) between those points, and
> not so (low) after sector y.
>

hm..don't get it completly:(
Could you create a simple image (or screenshot) of how it is meant to be?


Re: GP4 Track Editing - new new thread
Date: March 30, 2006 05:19PM
Posted by: Tumke
Hello,

Again a problems...

I made a few fences instead of the track. When i place a "stand" model before the fence, wich i made in zmodler. The the middle of the fence is gone..I don't see it in the game.

And also when i created a stand with the fence creator, it also don't shows one piece of the stand. I did invert normals and face creation just like the other pieces of the stand. The normals are in the good position...i have really no idea what it can be.. When i drive at the the track, there is a certain point in the track were i do see the missing piece...but than it suddenly dissapears

This cost me a lot of time..:(

anybody?

Re: GP4 Track Editing - new new thread
Date: March 31, 2006 01:51AM
Posted by: Mini Maestro
several n00bish quesitons coming.
i have only started to scratch build tracks. its works in game...cc line is done as is col file however some q's i would like answered if possible.

erm....
1 -- I only ticked fence gates on the left in the pits however the pitbox is still on the left not the right :S what am i doing wrong?

2 -- How do i smooth out the changes in height? For example a corner on the circuit is a hairpin similar to Loews in monaco however in mine the height increases then drcreases [hope you understand :s]

3 -- textures are not being recognised in the .gp4 in game despite being recognised in 3ded :S do i have to export the .dat everytime i make major changes to it? even if its only banking and verge lengths e.t.c.?

if you can answer thanks :)
Rgds
Mini.

Re: GP4 Track Editing - new new thread
Date: March 31, 2006 02:50AM
Posted by: Paco
textures are not being recognised in the .gp4 in game despite being recognised in 3ded

3deditor displays tga files, while in game you need the TEX ones, are you sure you have the TEX textures in the wad?



I'm against sigpics
Re: GP4 Track Editing - new new thread
Date: March 31, 2006 04:15AM
Posted by: Prblanco
@Tony: The sectors to pit in determine how many sectors before the Pit Lane Start flag (or Connect Pit Lane Start, maybe?) the cars start to follow the pitlane instead of normal cc-line. Its effect can be clearly seen in Interlagos.

I don't know the difference between 1 and 2... maybe one for player and another for ccs, or one for dry the other for wet.


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: March 31, 2006 06:00AM
Posted by: belini
b-tone Wrote:
-------------------------------------------------------
> @belini - nice to see you in here
>
> i guess you mean this:
> desc69=pre pit speed limit
>
> do you know what these one mean:
> desc67=sectors to pit in 1
> desc68=sectors to pit in 2
>

desc 67= pit in
the number of sectors before the ai look for the pit in $86

desc 68 = pit out
the number of sectors before the ai looks for the line after $87


> have you got any more infor about md? theres quite
> a few unknowns in the list, but that list must be
> 2 or 3 years old, so maybe someone has figured out
> more of the values?
>
>

MAGICDATA
15 ; FW AI DRY
14 ; RW
29 ; 1st
34 ; 2nd
39 ; 3rd
45 ; 4th
51 ; 5th
56 ; 6th
16 ; FW AI WET
16 ; RW
27 ; 1st
32 ; 2nd
37 ; 3rd
42 ; 4th
48 ; 5th
54 ; 6th
14 ; FW PLAYER DRY
14 ; RW
29 ; 1st
34 ; 2nd
39 ; 3rd
45 ; 4th
51 ; 5th
56 ; 6th
5688 ; DRY BRAKE BALANCE
14 ; FW PLAYER WET
16 ; RW
27 ; 1st
32 ; 2nd
37 ; 3rd
42 ; 4th
48 ; 5th
54 ; 6th
5738 ; WET BRAKE BALANCE
54 ; TYRE 1
53 ; TYRE 2
100 ; TYRE SELECT 0=HARD
16384 ;
16384 ;
16384 ;
16384 ;
15882 ; TRACK GRIP
16384 ;
16384 ;
24 ; DOWNFORCE :)
1018 ; RIDE HEIGHT :)
16975 ; LINKED TO REVS AND 2 DESCS ABOVE:)
8152 ; FUEL
384 ;
15453 ; PLAYER TYRE WEAR
64768 ; AI GRIP
512 ; LINKED TO AI GRIP
500 ; ACE REVS (500):)
514 ; ACE GRIP
500 ; PR
498 ; PG
490 ; SPR
486 ; SPG
473 ; AR
477 ; AG
455 ; RR
465 ; RG
512 ; RANDOM MIN (512)
2048 ; RANDOM MAX (2048)
47 ; AI ERROR
64 ; SPIN RECOVER RANGE (64)
2 ; PIT IN
19 ; PIT OUT
20480 ; PRE-PIT ENTRY SPEED
17515 ; PLAYER FUEL 100%
16275 ; AI FUEL
3343 ; AI RACE PERF
128 ; 2x2
86890 ; LAP TIME
0 ; TIME ADJUST
15400 ; A1 TYRES
21000 ; A1 TYRES
25 ; WEATHER %
6 ; PIT DATA
6 ; PIT DATA
256 ; AI RACE GRIP
20000 ; A1 TYRES
136 ; MAYBE PLAYER RELATED
10000 ; BLACK FLAG PENALTY
2048 ; BLACK FLAG 1024=80k
240 ; AI WET?
115 ; AI WET?
110 ; AI WET?
13 ; AI WET?
0 ; BOX POSITION
1814 ;
896 ; BOX SHADE
0 ; BOX ANGLE
0 ; PIT SIDE IN
0 ;
16384 ; DW
16384 ; DW
16384 ; DW
16384 ; DW
16384 ; DW
16384 ; DW
100 ; PIT GROUP 1 %
33 ; STOP 1
8 ; PIT WINDOW 1
0 ;
0 ;
0 ;
0 ;
0 ;
0 ; PIT GROUP 2 %
0 ; STOP 1
0 ; PIT WINDOW 1
0 ; STOP 2
0 ; PIT WINDOW 2
0 ;
0 ;
0 ;
0 ; PIT GROUP 3 %
0 ; STOP 1
0 ; PIT WINDOW 1
0 ; STOP 2
0 ; PIT WINDOW 2
0 ; STOP 3
0 ; PIT WINDOW 3
0 ;
744 ; SUSPENSION
0 ; LOOSEWHEEL
0 ; PUNCTURE
1489 ; ENGINE
0 ; TRANSMISSION
0 ; WATER/OIL LEAK
744 ; THROTTLE/BRAKE
744 ; ELECTRICS
16384 ;
16384 ;
16384 ;
16384 ;
19968 ; BUMP FACTOR
13 ; BUMP HEIGHT

:) ALL HAVE AN EFFECT ON EACH OTHER

pk





[www.belini.fsnet.co.uk]







Re: GP4 Track Editing - new new thread
Date: March 31, 2006 06:18AM
Posted by: b-tone
@Mini:
1 -pitbox side is determined in initial sector -Track Properties->Garage side
2 -either calculate good values and enter them by hand or use the 'Action->Track Profiler' to adjust them
3 -like Paco says, game uses tex, 3dE uses tga. if you have tex in the wad, in the right place they should be seen.
for changes to take effect in game you need to save the dat.

@belini - thanks, i'll study them later :)

____
Tony

Re: GP4 Track Editing - new new thread
Date: March 31, 2006 08:48AM
Posted by: Mini Maestro
thanks :)
of course i have .tex's in the wad thats just common sense :P
Re: GP4 Track Editing - new new thread
Date: March 31, 2006 08:34PM
Posted by: 32BOBO32
Hi to everybody! I'm new in track editing but i'm learning very quicly ^^
I'm building my first track (a real track of my country) and it run :D
But there's some problem...
I'm building now the ccline but it run in a strange way, other circuits are very cclinebuild friendly... but this no :( When i have to create a turn my ccline is very hard to set and never turn as i want..... But i repaet with other circuit i can create right ccline.. So the question is, there something to do or check in my dat file to try to have a normal ccline behaviour?
Thanks a lot boys ;)
Re: GP4 Track Editing - new new thread
Date: April 02, 2006 08:58PM
Posted by: b-tone
@Samuele - can you send it to me, or upload it? i can take a look :)

____
Tony

Re: GP4 Track Editing - new new thread
Date: April 03, 2006 01:11AM
Posted by: 32BOBO32
Thanks a lot Tony! I've rebuild the dat 7 times in this weekend and i can see the light now :D
Of course i'll send next version of my first track :D, I have intention to rebuild the dat for the 8th times :D
Re: GP4 Track Editing - new new thread
Date: April 04, 2006 01:31AM
Posted by: Auradrummer
Belini: I'm seeing that 512: linke to AI GRIP, I was wondering, the Magic data couldn't store the brake points? The dream of the ones that try Touring Cars MOD it that data!
Re: GP4 Track Editing - new new thread
Date: April 04, 2006 08:03PM
Posted by: belini
Auradrummer Wrote:
-------------------------------------------------------
> Belini: I'm seeing that 512: linke to AI GRIP, I
> was wondering, the Magic data couldn't store the
> brake points? The dream of the ones that try
> Touring Cars MOD it that data!


no, the ai looks at the radius of the curve for braking.

99% of the time the ai overrunning turns on custom tracks is because
the line needs improving, if you're running original tracks and still
have the problem try decreasing player/ai fuel, these need to be matched
so the players fuel cosumption is the same as the ai as it has an effect
of the competiveness of the ai.

theres' more on this subject in the gp3 forum

pk




[www.belini.fsnet.co.uk]
Re: GP4 Track Editing - new new thread
Date: April 08, 2006 09:02AM
Posted by: b-tone
how can you displace things more smoothly - with smaller movements?

____
Tony

Re: GP4 Track Editing - new new thread
Date: April 08, 2006 12:38PM
Posted by: orjanbye
Well, I have tried to learn how to make a track, but I find it very difficult.
I started with "how to make a track in 60 min." but the .dat file never loaded in GP4, I only got crash to desktop.

I am slowly coming to grip with the user interface in 3D-editor, but I still don't feel comfortable. And I have to learn everything on my way from file formats to which software to use etc..

I want to try to make something from scratch, but the guides I have read advice me to build the track over the old one. And move objects rather than delete.
It is very confusing even to select and move an object. I can see the object on the screen, but I don't know which it is on the list as there are hundreds of objects. How do I know which is which??
I thought maybe it is easier to just delete all objects, all track segments, everything. And start from a blank sheet of paper. At least to me it feels more logical and less confusing. Would this be possible?

I am sure I sound stupid, but I am very new to this and confused.
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