Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: FRAOrion on September 07, 2013, 07:25:35 PM

Title: [REAL] La Sarrée (WIP 50%) DL Link Updated 11 sept.
Post by: FRAOrion on September 07, 2013, 07:25:35 PM
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 ;) )
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 07, 2013, 09:34:18 PM
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?
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 07, 2013, 09:50:05 PM
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 ^^
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 07, 2013, 10:16:12 PM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 07, 2013, 10:23:51 PM
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?
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 07, 2013, 10:27:59 PM
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 ;)
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 07, 2013, 10:48:31 PM
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 ... :/
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 07, 2013, 11:02:59 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 07, 2013, 11:19:24 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 12:49:07 AM
PM me with the track files if you want, I'll see them tomorrow

MAP, TRP, etc
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 11:02:15 AM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 11:32:46 AM
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.  :-\
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 11:53:13 AM
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)

Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 12:03:20 PM
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? ^^
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 01:17:11 PM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 02:52:02 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 04:00:22 PM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 04:31:55 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 05:15:07 PM
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.
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 05:39:44 PM
Here I am, Is that good? Still have little polygons :/
(http://sd-2.archive-host.com/membres/up/9203886409987651/bobovee.jpg)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 06:20:36 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 06:51:58 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 06:57:38 PM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 07:44:52 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 08:18:32 PM
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
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 09:51:57 PM
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)
Title: Re: [REAL] La Sarrée (95%)
Post by: Aritz on September 08, 2013, 10:18:45 PM
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.
Title: Re: [REAL] La Sarrée (95%)
Post by: FRAOrion on September 08, 2013, 10:31:28 PM
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)
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link
Post by: FRAOrion on September 09, 2013, 10:31:11 PM
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)
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link
Post by: LauZzZn on September 09, 2013, 11:03:31 PM
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?
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link
Post by: FRAOrion on September 09, 2013, 11:18:26 PM
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 ^^
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link
Post by: 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?
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link
Post by: PiBoSo on September 26, 2013, 10:22:44 PM
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.
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link Updated 11 sept.
Post by: FRAOrion on September 27, 2013, 04:21:29 PM
Thanks :)
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link Updated 11 sept.
Post by: Sam on October 07, 2013, 01:11:51 PM
Progress??
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link Updated 11 sept.
Post by: FRAOrion on October 07, 2013, 06:49:12 PM
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.
Title: Re: [REAL] La Sarrée (WIP 50%) DL Link Updated 11 sept.
Post by: prostix on November 10, 2013, 06:49:16 PM
any news ?