11/09/2013 (dd/mm/yyyy)
[WIP]
- Track shape (100%)
- Track height (100%)
- Track grass (50%)
- Track scenery (5%)
Here you can download the track : La Sarree WIP Niv.pkz (http://www.mediafire.com/download/1rqm5pdy4idza7j/La_Sarree_WIP_Niv.pkz)
Keep in mind it's just WIP but always better than video ;)
Lots of graphical bugs and bad grass shape but track fully drivable
Hope you'll enjoy it
Hi guys,
I wanted to do the only track where I am driving in France to help the KRP community but I've got a little problem.
Below you can see two tracks.
The blue one is the most important.(http://sd-2.archive-host.com/membres/up/9203886409987651/La_Sarree.jpg)
Here is my problem: I did the red track to make me train, with
Aritz Tuto, and it's works pefectly. So I decided to make the blue one to share it with community but when I try to START on KRP, the game crashes. ???
Have you got any idea please? I really want to help the KRP community as did
Aritz for exemple.
Thanks guys
( Thanks a lot to Aritz for the BtB tuto ;) )
Thx I am glad to hear that someone has follow it with success.
What you say is probably because you didnt make the centerline or merge it after closing it. Did you?
Yeah I did. After merge, the line is red under the purple one right? I even have trouble when trying to put my pits in absolute position ^^
I don't know... Let us see the race data, pits, grid, centerline, etc of the track editor whatever you think it may be wrong
You seem to be sure it's a bug with "tracked", happy to know it ^^ I'll try again to be sure. If you want I can send you the files by PM.
It can't be an error with bitmap or name of objects in 3ds?
I say that because it is the easiest to fix... In the worst scenario, the track is wrong and that will be a worse problem
Take the screenshots ;)
Screenshots from "Btb", "3ds" and then "tracked"
(http://sd-2.archive-host.com/membres/up/9203886409987651/btb.jpg)
(http://sd-2.archive-host.com/membres/up/9203886409987651/3ds.jpg)
(http://sd-2.archive-host.com/membres/up/9203886409987651/tracked.jpg)
When I try to put the "pits" in absolute position, tracked crashes ... :/
You didn't make the finish line, nor the splits. The corridors are wrong also, you have to adjust the values until 2 corridors appear (now there are in the same place)
Oops :-X Thanks a lot for your help now it's working ;D
But still have a problem with pit position. I would like to set it in the blue slot upper left and it still in the blue circle on the start line. Maybe it's possible to do it with relative?
(http://sd-2.archive-host.com/membres/up/9203886409987651/btbpit.jpg)
PM me with the track files if you want, I'll see them tomorrow
MAP, TRP, etc
You have many mistaken values in TRP file.
-Left values always are - and you have sometimes - and sometimes +
-Pits are wrong placed. There are all in the same place and just in the starting line. You should use relative values for the pits, it worked for me that way. Remember +-
-Make more checkpoints for avoiding shortcuts ;) Plus make them longer, they are too short. And give them a penalty, without it they are useless (the value means seconds) Remember +-
-Since you didn't sent me all the files, I cannot test it. Are you sure that you are using all the files in the track folder? Ambient files, marshalls, cameras, etc. If you don't know how to edit them yet, copy them from a working track and edit their names. Same for the INI file, which you have to edit too (track name, etc) Open a working one and follow the structure
Fixed -Left values always are - and you have sometimes - and sometimes +
Fixed -Pits are wrong placed. There are all in the same place and just in the starting line. You should use relative values for the pits, it worked for me that way. Remember +-
Fixed -Make more checkpoints for avoiding shortcuts ;) Plus make them longer, they are too short. And give them a penalty, without it they are useless (the value means seconds) Remember +-
Quote from: Aritz on September 08, 2013, 11:02:15 AM
-Since you didn't sent me all the files, I cannot test it. Are you sure that you are using all the files in the track folder? Ambient files, marshalls, cameras, etc. If you don't know how to edit them yet, copy them from a working track and edit their names. Same for the INI file, which you have to edit too (track name, etc) Open a working one and follow the structure
I'm sure i'm not using all the files :P as marshalls, cameras, etc. I'm just taking Lonato folder and put my .MAP .RDF .TRP files into Lonato folder. Changing names and .INI options as in your tutorial. I'm using only 5 .tga wich are:
road_tarmac001.tga ground_grass002.tga White_top.tga White_side.tga ripple003.tga (in tga folder)
So maybe I have Lonato's cameras, marshalls and etc. I really don't know. :-\
forget your track TGAs (ripples, grass...), they are only needed for MAP creation, which is MAX's job. What INI file needs is the yourtrack.map (a photo of the real track for example) and pic_info (top view of the track)
Ok I know how to do it. I just wanted to make the track for the moment.
Can you explain me (easily as possible if you can or with youtube video) how to smooth the track because it's really hard to do it with Btb and the only way I found it's with Turbo Smooth for exemple. But i'm always bumping :/ I'm sure the best way is to do all the track with 3ds right? ^^
Are you using cambers? Are the track heights real, are they following a real environment with different heights?
No, it is not easier in 3ds Max than BTB, it is almost the same way. If your track is not smooth, you did something wrong.
First of all, you have a big problem: You didn't delete overlapped polygons where the track has its optional different layouts. You have to fix that, probably is where you are bumping
I don't know if I use cambers because I don't know what is it :/ Yeah I want the track to be as real as possible, so different heights etc.
For the overlapped polygons, I don't know how to merge the polygons of different tranks... Thinking it's the problem...
To smooth with Btb, I put all the map at 3.00 (for ex) and then, one node at 5.00 et one at 4.00 (for ex) and then Right clic -> Smooth Selected ... -> Height Only
But as you can see below, the track is not smoothed correctly
(http://sd-2.archive-host.com/membres/up/9203886409987651/btbsmo.jpg)
Your problem seems to be the number of nodes... You should use as less as possible, 3 per corner for example, and no 10.
Delete as many as possible first of all
Ok so here I have 3 nodes but a polygon is overlaped. The shape of the corner is really hard to do with only 3 nodes without this polygon :-\ Maybe I did something wrong again?
I tried with new open track and I've got the same problem
(http://sd-2.archive-host.com/membres/up/9203886409987651/bobove.jpg)
You have to weld the overlapped vertex wisely.
You will have to do the same with the overlapped polygons. Move the vertex of those polygons until they get welded and then, the overlapped polygons will disappear.
Here I am, Is that good? Still have little polygons :/
(http://sd-2.archive-host.com/membres/up/9203886409987651/bobovee.jpg)
Your track is still a mess...
You have to clean up those micro-polygons and this is very very easy with BTB, just move the vertex until they auto-weld. Both track and grass. After the cleanning, you will have to move, delete and fix the overlapped polygons too.
Look a quite clean mesh. You should work until you have something similar (it is not a 5mins job):
(http://img837.imageshack.us/img837/1858/les9.jpg)
Wow my track was (still) ugly xD Can you explain me how you did this screenshot please? Know it's in tracked but don't know how to zoom like that and see the wireframes :/
I just discovered Camera and Marshall in tracked, so I'm sure I never used it (and I don't know how)
it is easy:
Z and mouse to move around
zoom is made using the mouse wheel
and you can see the wireframe choosing it in "draw" option
Thanks ^^
Ok so I did my corner with only two nodes. It's better but not perfect I think. (I put BtB next to Tracked because the wireframes in Tracked appears when they wants :/)
I've create the grass with BtB and it's not clear as yours. Maybe you repositionned anchor by anchor?
Forget Walltyres and other things I just worked around this corner ^^
(http://sd-2.archive-host.com/membres/up/9203886409987651/brbvo.jpg)
It is a lot better now but you should use more polygons for corners. I don't remember how it is made in BTB but I think it was panels. I used 5m for straights and 1 or less for corners. Select the part of the track you want to edit and edit this panel value.
The terrain has to be edited anchor by anchor, yes! You can move more than one at the same time, but in the end, you will have to move one by one
Firstly, I think I have finish with the nodes? ::)
(http://sd-2.archive-host.com/membres/up/9203886409987651/btbnod.jpg)
Secondly, that is what you meant?
(http://sd-2.archive-host.com/membres/up/9203886409987651/btbgra.jpg)
No, I meant the TRACK panels. The next option after the node editing.
You nodes now seem right, look at the corner, now is smooth! It will be even smoother after you add more panels per meter.
Of course sorry :-\ I've put 1 for corners and 5 for straights as you said.
(http://sd-2.archive-host.com/membres/up/9203886409987651/btbles.jpg)
Ok so .... What is that thing? Is it because I am using lonato's files? How to fix it :/
(http://sd-2.archive-host.com/membres/up/9203886409987651/btblo.jpg)
yes thats from lonatos files. you can change that in tracked but i cant tell you by rote where to find it sorry. but its pretty easy. btw wheres your gras?
EDIT : Just have to remove the .lyt file of the track.
Ok i'll try to find it thanks :)
Grass is useless :p It's just because i'm working on the height of each corners and it's too long to put the grass correctly each times I change something ^^
I don't have any shadows on the track only on kerbs :/ How do I fix it?
Quote from: FRAOrion on September 10, 2013, 07:37:04 PM
I don't have any shadows on the track only on kerbs :/ How do I fix it?
Please try removing the alpha channel from textures not receiving shadows.
Thanks :)
Progress??
Yes of course :) Still working on the heights because I redone all the track in 3ds and I have some troubles when I move the nodes to modify the heights of the track, the track rotates around the axis of the loft.
any news ?