I'm almost finished with the track, now I need to take some time driving on it to make sure it's ok, but aside from a few tweaks (blue tyres are not the correct blue), it's almost done. I wanted to modify the terrain of the track, but too many things need fixing as soon a you move a vertex (UV values in particular, gave me headaches, I tried to simply cut a set of faces inby zifox - Grand Prix 4
I'm using 2 sided materials, but I think I went over the max vertice limit, and extra faces are not drawn. I need to do some math before I continue: I'm not sure I can refine much of what I initially wanted to change: tyrewalls, hills, tress, spectators, parked vehicles. I really didn't really realize how low polys tracks were. Thanks for all the info.by zifox - Grand Prix 4
Hello everyone. I'm struggling a bit with hardware/format limitation on track meshes. I'm trying to create 3D elements to replace the boxes that dot the track banks, starting with tyre walls. I'm created a simple tyre stack, made blocks with 4 tyre stacks, duplicated it it GP4 builder to create a tyre wall that looked quite nice: Then saved, ignored the warning messages,by zifox - Grand Prix 4
3D tyre walls coming soon, here with default UVs and the first texture I could find set on it. I made a proof of concept to validate the way I could create a mesh and add it in a track. Model the mesh in latest Blender, export via Collada to open it in an old version which has a 3DS export plugin, then import in GP4Builder. It does seem to work.by zifox - Grand Prix 4
A few pictures to show the progress I've made. Many thanks to Hega for allowing me to use some of his textures, and modify them. I'm done to most of the adverts, tarmac, grass textures. I need to rework the tyre walls (i'd like to make a 3d model for that, but replacing objects might prove very painful). After this, i'll have to address the elephant in the room: the natureby zifox - Grand Prix 4
Not easily. To do this you need to edit the cockpit shape mesh and remove the faces on which the icons are mapped.by zifox - Grand Prix 4
landex Wrote: ------------------------------------------------------- > It looks great! > Iam working on the 1986 version, and there are > lots of differences. I thought by modifying the > existing Jerez should be easier but it isnt! > Making a great txt its the most difficulty: The > differences of the grasses, some are less green, > others more sandy. And mergeby zifox - Grand Prix 4
The track is almost ready. Link to the beta version of the track: Jerez 2006 beta Enjoy! ================================================== Original post I've started to do some track editing to create a fictionnal Jerez version for the year 2006. Not an easy task since it's not been used for F1 this year, so I'm basically using Moto GP vidéos to alter the track visby zifox - Grand Prix 4
I have a question regarding "random" patterns and skid marks on the tarmac: how can they be controlled (if they can be)? I'm trying to use a bright tarmac texture, and these overlays are too visible to my taste, as if their color/opacity was fixed and the brigther the tamarc texture, the more we see them. Also, they are quite crude, is there a way to get more definition, have smooby zifox - Grand Prix 4
Prblanco Wrote: ------------------------------------------------------- > resources\tarmacmap.tex - Used only if "bump > mapping" is disabled in graphics options. This > could be any texture (you could make a Mario Kart > Rainbow Road with it), but tarmac color always > reverts to gray if bump mapping is enabled. I > don't know why there is a second textureby zifox - Grand Prix 4
As Turbo Lover mentionned, in your case it's surely the contents of the bin file that are visible, instead of the wad. You need to adjust the height of the parts that you have modified.by zifox - Grand Prix 4
landex Wrote: ------------------------------------------------------- > Is there any trick to make the banks or any plane > look alike has the same texture and material as > the track tarmac What do you want to do exactly ? Select all bank objects and assign the same texture/material to all of them ? Or have you done that already and the result is not correct ?by zifox - Grand Prix 4
Personnally I haven't been able to make dgvoodoo work, it had too many glitches/issues, so I use dxWnd. (only issue I have is some transparency in the tyres' thread.by zifox - Grand Prix 3
Hi everybody, I'm trying to start doing some track modifications, and I'm stumbling on crashes I have a hard time understanding/solving. Everything started from a 2011 Jerez track by xandy I would like to update. In the wad file, I can see that the track was using the "nurburgring" prefix. I can use it directly, without gpxtrack, by replacing the original nurburgring2001by zifox - Grand Prix 4
Which version are you launching ? 3.5 ? The message you get means "file access denied"by zifox - Grand Prix 4
You can't, only the position of the camera is editable, not its attributes. You can edit the position to have it closer to the helmet, or looking at it. Team Editor is quite practical to do this, as it load the actual meshes used by the game and allow you to have a preview of the final result.by zifox - Grand Prix 4
I'm digging this thread up as i'm trying to use this track (or so I think, I got the link on mediafire from the google document), and the game crashes while loading the track. It crashes while loading the env map, when replacing indianapolis. I tried using another slot (nurburgring), as mentionned earlier in the thread and it works, thing is, I don't understand what could causeby zifox - Grand Prix 4
Nevers had such an issue. What is your setup ? (OS, GPU, software/hard render, are tout using dxwnd or dgvoodoo)by zifox - Grand Prix 3
Damn I can't wait for the track to be released. I'm really amazed by the quality of the tarmac textures. Unlike many others hi res textures, they don't have that crisp/pixelated look and are much more nicer to look at.by zifox - Grand Prix 4
I had an issue with some tracks coming from a trackpack for which the AI max speed was limited by the rev limiter. For example in france, germany, italy, the cars were reaching their max speed several hundred meters before the braking zone, as if the cars had an extra 50-100bhp. (i talked about it in another thread) To try fix this issue, I had a look at magic data, tried a few things withoutby zifox - Grand Prix 4
Thanks for your answer. I tried to see if i could *fix* the dat file, but I couldn't find one particular value to edit. At first I though the wind resistance was the key, but it had no effect. I ended up injection the magic data from 2001 files into the 2006 ones, and it does the trick, so I'll leave it like this.by zifox - Grand Prix 4
Ok so i did more tests and I see the issue. Some tracks, coming from trackpacks 2006 & 2007, seem to have issues with AI. I've opened the dat files with GP4 builder, but I don't understand what I should look for to fix that kind of issue. How does the game read data and decides what speed will the AI do ?by zifox - Grand Prix 4
I did a few more checks, and saw indeed a difference between my installs. Top speed at Imalo is indeed around 350kph on a stock install (so it is faster than GP3), but the cars struggle to reach it. The thing that seems weird at the very beginning with my modded install was that the AI cars were hitting the rev limiter on the tracks I tested: Nurb, Silverstone, Monza. (354kph on monza) What wby zifox - Grand Prix 4
@huskyman49: No performance file is involved, I checked with a pristine install. @TomNK: That's what I thought first, but then I realized that the AI cars seems to hit the rev limiter quite early, so I thought I had an issue, and the game wasn't able to adapt the gear ratios to the actual speed of the drivers. The performance gap between GP3 and GP4 is quite large.by zifox - Grand Prix 4
I haven't played GP4 for many years, and just finished a whole season on GP3. While using quick races (3 laps, AI only) to check the mods I install, I get the impression that the cars are going too fast. I've launched a race on Monza, with a default install (no mod, fresh install with 9.6 patch installed, using the nocd 1.02 executable), and the front runners are reaching 350kph in tby zifox - Grand Prix 4
I've posted the two cockpit packs in the first post.by zifox - Grand Prix 4
Ok. I just need to rework the interior car texture which is really low def, i'll publish everything when it's ready.by zifox - Grand Prix 4
I think so: F1 2001.cuh, then F1 2001_part2.cmu and F1 2001_part3.cmu. What's really puzzling me is that I have one two carshapes updated: arrows lod0. Why those two and not the others lods & teams ? Anyway, i won't spent more time trying to make it work, i've packed my own update I only wanted to use the CSM mod to see the differences.by zifox - Grand Prix 4
Here are packs of cockpits using Sor Kok Sien cockpit shape and textures I made. 2001 Cockpits This pack is made to work with Hega's remastered cars available here . 2006 Cockpits This pack matches 2006 cars available for download on GP4DB 2005 Cockpits This pack matches the cars from the 2005 pack released by SkaningeN Preview here: Enjoy ! ------ original post----by zifox - Grand Prix 4