The Ultimate Track Editing Guide V1

Posted by zeppelin101 
Re: The Ultimate Track Editing Guide V1
Date: April 29, 2006 01:46AM
Posted by: zeppelin101
Well you can trim it down later with multi-res. At the top it looks a bit dodgy. You can achieve a reasonable finish with a lot less polies than that I would think, although it depends what the terrain is like there too.

What you could do is have the first row as it is at the moment, then just weld the vertices after that to simplify it.

I'll post a pic of what I mean if you don't follow tomorrow ;-)
Re: The Ultimate Track Editing Guide V1
Date: April 29, 2006 03:25PM
Posted by: Daniel Knott
Hey cool, the full version of adelaide :)

H E L L O
Re: The Ultimate Track Editing Guide V1
Date: April 29, 2006 05:58PM
Posted by: Willb
erwin_78 wrote:

"I know that NTREE and FTREE are different, because FTREE will not show reflections in wet weather conditions. NTREE does. This might be the same for the NBUILD FBUILD, but never tested it."


Sorry, dont know if you know this, but if not then NTREE is a NEAR TREE and FTREE is a FAR TREE (see f1 graphics.cfg):).

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Edited 2 time(s). Last edit at 04/29/2006 05:59PM by Willb.
Re: The Ultimate Track Editing Guide V1
Date: April 29, 2006 06:03PM
Posted by: zeppelin101
Bugger I actually knew that, found it out months ago and forgot ;)

I'll add it in the next week or so
Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 01:15PM
Posted by: b-tone
there doesn't seem to be much (anything?) on textures in the guide. did i miss something?

____
Tony

Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 05:32PM
Posted by: zeppelin101
Feel free to add to it if you wish, just email Lo2k the new file once you've downloaded it and he'll put the changes up in his own good time
Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 06:29PM
Posted by: b-tone
i was hoping to be a pupil, not the teacher :|

____
Tony

Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 06:57PM
Posted by: zeppelin101
My point is that if you have something you wish to add that I haven't and that you think I should have, you can.

As for textures, what is there that you want in there?
Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 07:10PM
Posted by: b-tone
I just had a look at it to find out about textures - mainly where and how the 3 types are used and alpha channels too, but theres nothing there.
if i figure it out i'll see about adding it i guess

____
Tony

Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 07:21PM
Posted by: zeppelin101
3 types? What 3 types?

I forgot about alpha channels, I meant to add it but in a vain effort to get something out I guess I missed it.

I'll see what I can do, there's loads that needs improving really, the wording in places sucks and there are a number of holes that needs some filla in them
Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 08:19PM
Posted by: b-tone
dxt5 and dxt1 with or without transparency.
something on the Clipping values and Advanced Properties would be good too. You mustäve learnt something there importing 600 objects.
But I guess the unks are still unks :)

____
Tony

Re: The Ultimate Track Editing Guide V1
Date: May 08, 2006 09:03PM
Posted by: zeppelin101
Aye unks are still unks, I really tried digging around to find out what they might do but I'm fresh out of ideas at this point.

Plus I'm rusty having not been into a track .gp4 for ooo, all of 2 months now ;)

Clipping is pretty simple, the lower the value, the later you see it. That's what the ring around an object is for, I believe

Think I did something on advanced properties, and I wouldn't be surprised if I have notes on it somewhere, otherwise some more experiments will no doubt ensue ;)
Re: The Ultimate Track Editing Guide V1
Date: May 12, 2006 02:28AM
Posted by: SHEEPY
i opened the S1CT01.dat in 17.6 adn when i click a track section i keep getting this

"Violation d'acces a l'adresse 0994CD42 dans le module 'atioglx1.dll'. Ecriture de l'adresse CAB5BA29."

any ideas on what it is?
Re: The Ultimate Track Editing Guide V1
Date: May 12, 2006 05:43AM
Posted by: Berger_Fan
How is your Estoril coming along, Zep?


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Re: The Ultimate Track Editing Guide V1
Date: May 12, 2006 08:39AM
Posted by: Paco
it's not anymore, at least, not by him, he said he gave up on trackediting after releasing the Foetus :)



I'm against sigpics
Re: The Ultimate Track Editing Guide V1
Date: May 12, 2006 01:42PM
Posted by: zeppelin101
Berger_Fan Wrote:
-------------------------------------------------------
> How is your Estoril coming along, Zep?
>
>

Yeah Paco's right unfortunately. Maybe one day when I don't have so much work and other stuff to do, I'll make something else. Maybe ;-)

Actually speaking of Estoril, I have a file to upload to somewhere for the person doing the track in my stead :)


Re: The Ultimate Track Editing Guide V1
Date: May 28, 2006 12:00AM
Posted by: Zjokke
Ok I got a problem here with my adelaide circuit :
I had to flip the normals of the adelaide land i made in 3DS max (It wasn't visible in GP4)
But it seems the land is now very dark.

3D editor preview : users.pandora.be/Zjokke1977/GP4_Pics/Adelaide_darkland.jpg
Re: The Ultimate Track Editing Guide V1
Date: May 28, 2006 12:19AM
Posted by: Turbo Lover
Try computing normals in 3DEditor.



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Re: The Ultimate Track Editing Guide V1
Date: May 30, 2006 04:11PM
Posted by: zeppelin101
Unify Ground Normals in 17.6 fixes this ;-)
Re: The Ultimate Track Editing Guide V1
Date: June 02, 2006 10:52PM
Posted by: Turbo Lover
When adding the dat file to the gp4 file i get by the s/f line a graphical bug, it's the rails section, see pic below.

Is it a coordinates/mapping problem or is it related to the dat file?

Thanks in advance and cheers






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