Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: PiBoSo on September 17, 2010, 12:03:42 PM

Title: Track creation guide
Post by: PiBoSo on September 17, 2010, 12:03:42 PM
Conversion tools:
www.kartracing-pro.com/?page=downloads (http://www.kartracing-pro.com/?page=downloads)

Track tools:
www.kartracing-pro.com/?page=downloads (http://www.kartracing-pro.com/?page=downloads)

Track creation and integration manual:
http://docs.piboso.com/wiki/
Title: Re: Track creation guide
Post by: OS-Chris on December 11, 2010, 01:12:59 AM
I have a couple of questions;

- Any chance of a 3DSM 2010 plugin (the 2009 one won't load) ?
- Is there any way to share resources between tracks (for multiple layouts of the same track) ?
- Do the 3 different skybox models really have to be in seperate MAX files ?
- Regarding the SHAD_ object prefix for shadow receiving objects, what objects cast the shadows ?
- What's the difference between the LINE & DECAL_ prefixes ?
- How do I; a) implement your 3D grass (does it automatically get applied to GRAS objects ?) OR b) let the game know what is 3D grass in my track (i.e. 3DGRASS prefix on objects)
- How are UI elements defined (i.e. track layout & screenshots) ?
Title: Re: Track creation guide
Post by: PiBoSo on December 11, 2010, 12:09:27 PM
Quote from: OS-Chris on December 11, 2010, 01:12:59 AM
I have a couple of questions;

- Any chance of a 3DSM 2010 plugin (the 2009 one won't load) ?
- Is there any way to share resources between tracks (for multiple layouts of the same track) ?
- Do the 3 different skybox models really have to be in seperate MAX files ?
- Regarding the SHAD_ object prefix for shadow receiving objects, what objects cast the shadows ?
- What's the difference between the LINE & DECAL_ prefixes ?
- How do I; a) implement your 3D grass (does it automatically get applied to GRAS objects ?) OR b) let the game know what is 3D grass in my track (i.e. 3DGRASS prefix on objects)
- How are UI elements defined (i.e. track layout & screenshots) ?

- 3dsmax 2010 32bits? 64bits version is already included in track tools.
- No
- Yes
- All objects cast shadow, except those marked as "INVISIBLE"
- LINE is not a prefix, is a type of material for terrain ( TRKLINE )
- for integration you can take a look at the existing track to have a reference
Title: Re: Track creation guide
Post by: OS-Chris on December 12, 2010, 12:23:54 AM
Thanks for the reply.

It's a shame we can't share resources between tracks as I've got a track that can have 10+ layouts and if 1 layout is 40Mb, then 10 layouts is 400Mb :O

Anyway, are you sure the 2010 plugin is included in Track Tools (and yes, I meant 32-bit), I only see 8/9/2009 ?
Title: Re: Track creation guide
Post by: PiBoSo on December 12, 2010, 12:51:11 AM
Quote from: OS-Chris on December 12, 2010, 12:23:54 AM
Anyway, are you sure the 2010 plugin is included in Track Tools (and yes, I meant 32-bit), I only see 8/9/2009 ?

http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: Razze on December 26, 2010, 10:01:23 PM
I would prefer some Plugin for 3DSimED.
Best one to convert our tracks from rFactor.

Any chance for this? May you could get in contact with d. noonan

Kind Regards
Title: Re: Track creation guide
Post by: MarceL on January 03, 2011, 07:13:52 PM
Why for 3D Simed?!
Take the easy way...
Ask the creater of BTB i think its piddy? for support of KrP
Title: Re: Track creation guide
Post by: Aritz on January 03, 2011, 07:16:59 PM
Am I the only one who cant read anything in track tools web?

Track Tools
From Tools Manual
Jump to: navigation, search
NffBaH <a href="http://qcgkwdoubcek.com/">qcgkwdoubcek</a>, cwbnlazdfhhs (http://cwbnlazdfhhs.com/), [link=http://qshkcibwadjz.com/]qshkcibwadjz[/link], http://lmolsyrcqcfv.com/
Title: Re: Track creation guide
Post by: Racehard on January 03, 2011, 07:23:03 PM
Quote from: PiBoSo on September 17, 2010, 12:03:42 PM
Track creation and integration manual:
http://tools.piboso.com/index.php/Track_Tools (http://tools.piboso.com/index.php/Track_Tools)

The linked website doesn't show the manual anymore, can you pls fix that?

Thank you :)

EDIT: Aritz you were a bit faster than me ^^
Title: Re: Track creation guide
Post by: Aritz on January 03, 2011, 07:26:51 PM
hehe

yesterday I realised that but I didnt say anything, happy new year is often more happy than expected for most people and maybe Piboso had a good one :D
Title: Re: Track creation guide
Post by: Razze on January 04, 2011, 02:24:37 PM
Because 3dsimed is way easier to handle for convert our tracks NOT created with (shitty) BTB (sry to say that but i dont like the flood of those bad looking tracks, i know there are a few very well done, but as a i say...a few...)
Title: Re: Track creation guide
Post by: PiBoSo on January 04, 2011, 02:32:16 PM
Quote from: Aritz on January 03, 2011, 07:16:59 PM
Am I the only one who cant read anything in track tools web?

Track Tools
From Tools Manual
Jump to: navigation, search
NffBaH <a href="http://qcgkwdoubcek.com/">qcgkwdoubcek</a>, cwbnlazdfhhs (http://cwbnlazdfhhs.com/), [link=http://qshkcibwadjz.com/]qshkcibwadjz[/link], http://lmolsyrcqcfv.com/

The wiki page was vandalized.
Everything should be back to normal now.
Title: Re: Track creation guide
Post by: Racehard on January 06, 2011, 09:33:49 AM
EDIT
Never mind, was my bad, I made a small mistake while exporting the file, it now works fine :)
********
Hello PiBoSo,

when I follow your TrackED manual to create a centerline, the program crashes afterwards I click on "merge" the centerline to the track.

I get the error message that the .exe isn't working anymore...

I tried Run as admin and the XP compability mode, but it didn't help.
Title: Re: Track creation guide
Post by: Aritz on January 26, 2011, 11:20:16 AM
Hi Piboso

Can you write an example of the "TXT file must be created with the same name of the texture" in "Track Creation Rules/Lights"?

The same for dark texture with rain?

What could be CONCRETE?
Title: Re: Track creation guide
Post by: PiBoSo on January 29, 2011, 07:13:10 PM
Quote from: Aritz on January 26, 2011, 11:20:16 AM
Hi Piboso

Can you write an example of the "TXT file must be created with the same name of the texture" in "Track Creation Rules/Lights"?

The same for dark texture with rain?

What could be CONCRETE?

If, for example, your asphalt texture filename is ASPHALT.TGA and the wet asphalt texture filename is ASPHALT_RAIN.TGA then you need to create a file named ASPHALT.TXT with the following text:

asphalt_rain.tga


and export MAP file.
The same applies to start lights, with a TXT file for each light.
Title: Re: Track creation guide
Post by: Aritz on February 02, 2011, 03:34:11 PM
More questions (sorry, I am begginer in this complicated 3D world)

-I have to create wet asphalt texture. I understand that you are saying that I have to "paint" the tarmack imitating the usually pools on track (yes, I have to paint the rest of the track darker and then the pools will be the mirrors)
-What else? I see when I see my track in map viewer that on rainy day everything is dark / grey, so what else I have to paint or modify?

-I still don't understand the meaning of "concrete" or how to use it. EDIT: I was confused with the other meaning of concrete, something like "precise"... sorry!

-I have renamed all the fences to WLLFENCE_object(x) but I still can pass through them without collide, what am I doing wrong?

Thank you for your help

Title: Re: Track creation guide
Post by: PiBoSo on February 02, 2011, 08:01:52 PM
Quote from: Aritz on February 02, 2011, 03:34:11 PM
More questions (sorry, I am begginer in this complicated 3D world)

-I have to create wet asphalt texture. I understand that you are saying that I have to "paint" the tarmack imitating the usually pools on track (yes, I have to paint the rest of the track darker and then the pools will be the mirrors)
-What else? I see when I see my track in map viewer that on rainy day everything is dark / grey, so what else I have to paint or modify?

-I still don't understand the meaning of "concrete" or how to use it.

-I have renamed all the fences to WLLFENCE_object(x) but I still can pass through them without collide, what am I doing wrong?

Thank you for your help

To define puddles, please look here: http://tools.piboso.com/index.php/Track_Creation_Rules#Textures

The correct prefix for wire fences is WLLWIRE
Title: Re: Track creation guide
Post by: PiBoSo on February 05, 2011, 08:45:26 PM

Tools manual updated to add some info about camera editing:
http://tools.piboso.com/index.php/Track_Editor#Place_Trackside_Cameras
Title: Re: Track creation guide
Post by: andri on February 05, 2011, 10:04:25 PM
Quote from: PiBoSo on February 05, 2011, 08:45:26 PM

Tools manual updated to add some info about camera editing:
http://tools.piboso.com/index.php/Track_Editor#Place_Trackside_Cameras

Thank you Piboso. This will be usefull for us who build a track.
Title: Re: Track creation guide
Post by: Aritz on February 08, 2011, 03:43:44 PM
Can we use DASPHALT or EASPHALT for less grip?
Title: Re: Track creation guide
Post by: Racehard on February 08, 2011, 03:59:54 PM
Quote from: PiBoSo on January 29, 2011, 07:13:10 PM

If, for example, your asphalt texture filename is ASPHALT.TGA and the wet asphalt texture filename is ASPHALT_RAIN.TGA then you need to create a file named ASPHALT.TXT with the following text:

asphalt_rain.tga


and export MAP file.
The same applies to start lights, with a TXT file for each light.

Hello PiBoSo,
can you pls tell us how we can create puddles which occur at random spots on track? (If we just paint a puddle onto the rain texture, it will be all around the track in regular distances which is not what we want to achieve)...
And how do puddles have to look like in the rain texture?

And I am sorry but I don't get what you mean with "export map file", I thought just put the rain texture file and TXT file in the tracksfolder?

Thank you very much for your help.
Title: Re: Track creation guide
Post by: PiBoSo on February 08, 2011, 07:15:20 PM
Quote from: Aritz on February 08, 2011, 03:43:44 PM
Can we use DASPHALT or EASPHALT for less grip?

No. Please wait for next build. It will feature tuned grip levels.

Title: Re: Track creation guide
Post by: Snappe on February 09, 2011, 12:04:53 AM
Quote from: Racehard on February 08, 2011, 03:59:54 PM

can you pls tell us how we can create puddles which occur at random spots on track? (If we just paint a puddle onto the rain texture, it will be all around the track in regular distances which is not what we want to achieve)...
And how do puddles have to look like in the rain texture?


To create 'random' puddles on the track, you need to create a puddles texture tga, and secondary UV channel for the tarmac & concrete surfaces.
The puddles map needs to be in the tga alpha channel. For this example, it should be tileable. White areas of the map are reflective, black areas are not reflective.
In 3DS MAX, select all your track surface objects (TRKASPH, TRKCONC, etc) and assign a UVW Mapping modifier.
In the UVW mapping parameters, select Planar. Set length & width to 15m x 15m. Make sure Map Channel is set to 2. By using channel 2, you will not affect your current texture mapping, which is on channel 1.
In the Material Editor, you must assign your puddles texture to the Specular (or Glossiness) map slot of all materials that you want to have reflections.

(http://www.idlecreations.com//piboso/track_mats.jpg)

Click on the puddles texture (seen here in the glossiness map slot), and in the Coordinates section change it to use Map Channel 2.
That's it. Export your .map file and you will see wet puddles in rainy conditions.
Title: Re: Track creation guide
Post by: Aritz on February 24, 2011, 09:22:45 PM
Thank you Snapper for your help but can you explain it for dummies (like me)?

Title: Re: Track creation guide
Post by: Schwoni on February 27, 2011, 12:31:49 AM
PiBoSo can you write a totourial for place  the marshalls, please
Title: Re: Track creation guide
Post by: aireisor on March 02, 2011, 08:39:13 PM
Is it easy to get into track building with no previous 3d or programming experience?  Are there any tutorials to get started?

I want to create my own layouts :)
Title: Re: Track creation guide
Post by: Schwoni on March 02, 2011, 09:06:25 PM
Yes it is easy i think. http://forum.kartracing-pro.com/index.php?topic=196.0 this is the totourial to convert the tracks from rfactor to krp. For your own layouts you have to use Bobs Track Builder.
an then convert it to KRP. Totourials for BTB you find in Google.
Title: Re: Track creation guide
Post by: aireisor on March 07, 2011, 05:24:20 PM
Thank you Schwoni. Hope it will be easy :)
Title: Re: Track creation guide
Post by: Aritz on March 18, 2011, 08:24:56 PM
I am going crazy with fence texture... Please Piboso, how can I make the fences visibles from both sides without doing them 3D? I am using a plain wall and only one texture but in game (only in KRP) I only see the fences from one side (fences, bushes, treewalls...)
I had activated 2sided option in 3Dmax but nothing changes, maybe the problem is with the texture itself, how does it have to be?
Title: Re: Track creation guide
Post by: PiBoSo on March 18, 2011, 08:48:54 PM
Quote from: Aritz on March 18, 2011, 08:24:56 PM
I am going crazy with fence texture... Please Piboso, how can I make the fences visibles from both sides without doing them 3D? I am using a plain wall and only one texture but in game (only in KRP) I only see the fences from one side (fences, bushes, treewalls...)
I had activated 2sided option in 3Dmax but nothing changes, maybe the problem is with the texture itself, how does it have to be?

2-sided faces are not supported. The only option is to model both sides.
Title: Re: Track creation guide
Post by: Aritz on March 18, 2011, 08:54:26 PM
Ok thank you, I will do them again :)

Other question, you mentioned that I have to wait until the new beta2 for adjust track grip levels but I cant read nothing about it, how it works?
Title: Re: Track creation guide
Post by: Schwoni on March 18, 2011, 11:33:40 PM
is it possible to test the marshalls without driving in krp? because then i need a second person.
Title: Re: Track creation guide
Post by: Aritz on March 25, 2011, 08:16:51 PM
(http://img827.imageshack.us/img827/7121/61042225.jpg)
(http://img859.imageshack.us/img859/2335/16918898.jpg)
(http://img135.imageshack.us/img135/7940/43122158.jpg)
(http://img339.imageshack.us/img339/9316/29335048.jpg)

Why? I am using CK prefix for all those walls...
Title: Re: Track creation guide
Post by: PiBoSo on March 25, 2011, 09:53:25 PM
Quote from: Aritz on March 25, 2011, 08:16:51 PM

Why? I am using CK prefix for all those walls...

Please try using CK_ prefix for background trees, and no prefix for wire fences.

Title: Re: Track creation guide
Post by: Aritz on March 28, 2011, 07:18:06 PM
Now is even worse, the fence disappears... Only is visible just on bright sides of the photos.
I tried every combination and always is the same, if I remove CK prefix on X wall, this wall is invisible, like if it is behind the other walls...

Maybe this helps: I can see the background trees through fence and bushes if I remove CK prefix.

Title: Re: Track creation guide
Post by: PiBoSo on March 28, 2011, 07:27:45 PM
Quote from: Aritz on March 28, 2011, 07:18:06 PM
Now is even worse, the fence disappears... Only is visible just on bright sides of the photos.
I tried every combination and always is the same, if I remove CK prefix on X wall, this wall is invisible, like if it is behind the other walls...

Maybe this helps: I can see the background trees through fence and bushes if I remove CK prefix.

Are you using CK_ prefix on textures' name? Using it on objects has no effect.
Title: Re: Track creation guide
Post by: Aritz on March 28, 2011, 07:32:45 PM
Yes:

CK_bush.tga
CK_tree.tga
CK_bush2.tga
CK_fence.tga

maybe they are too far each other? Or maybe is the darkness because of shadow of the trees? On brighter sides of the track, every texture, even fences, are OK

By the way, can we change sun position somehow?
Title: Re: Track creation guide
Post by: PiBoSo on March 28, 2011, 08:48:42 PM
Quote from: Aritz on March 28, 2011, 07:32:45 PM
By the way, can we change sun position somehow?

During MAP export, you can set "Light Direction" with 3 fields that are X, Y and Z, where Y is up.
Also remember to set "sun_position" in AMB file to match direction.
Title: Re: Track creation guide
Post by: Aritz on March 29, 2011, 08:52:51 PM
How can I check Marshalls? I had edited CFG file, but even crashing the kart, they don't appear nowhere.

Title: Re: Track creation guide
Post by: Schwoni on March 29, 2011, 09:25:30 PM
1. you have to unpack misc in KRP directory
2. open tracked -> load trp file -> View -> Marshalls -> models path: ( set path to unpacked marshalls folder, this is in misc folder)
3. Load Marshalls cfg file

Then you see the marshalls in tracked and you can edit the y value to your ground

On Track in krp you only see the marshalls when another driver crash, not by yourself crash
Title: Re: Track creation guide
Post by: Aritz on March 29, 2011, 09:46:38 PM
Quote from: Schwoni on March 29, 2011, 09:25:30 PM
1. you have to unpack misc in KRP directory
2. open tracked -> load trp file -> View -> Marshalls -> models path: ( set path to unpacked marshalls folder, this is in misc folder)
3. Load Marshalls cfg file

Then you see the marshalls in tracked and you can edit the y value to your ground

How can I test them? I can see big balls on the track but no test like cameras. I dont really understand how it works... How can I edit Y value?
Title: Re: Track creation guide
Post by: Schwoni on March 29, 2011, 09:52:24 PM
y Value you can edit in marshalls cfg textfile you have to try wich value is good. Change y value and save the cfg file then go to tracked and load again your cfg file and you see the changes.
In tracked when you have load the cfg file right click on a marshall and locate then you should see this marshall. He can be under the track or in air so you have to check you y value. But he should be on the big ball.
After every change from a value you have to reload cfg file to see the changes in tracked


It should look like in this picture:

(http://www.abload.de/thumb/marshallsvxy2.png) (http://www.abload.de/image.php?img=marshallsvxy2.png)

Title: Re: Track creation guide
Post by: PiBoSo on March 29, 2011, 10:19:12 PM

To move a marshal on the plane, use the Z key. To move it up and down, use the X key.
Title: Re: Track creation guide
Post by: Aritz on March 31, 2011, 12:59:26 AM
Thank you

I think that camera limit doesn't work, even if I choose limits in the cameras, one camera is following the kart most of the time, ignoring completely its limits (from 19 to 80)

Other question, which is the use for Y rotation if the camera is normal type? Like I said before, the camera rotates 360º if it needs to (i tried some values, high and low and nothing changes)
Title: Re: Track creation guide
Post by: Aritz on March 31, 2011, 10:34:18 AM
By the way, z x and c keys doesn't work for me nor in camera control nor in marshall. I tried everything, moving mouse while pushing keys, only keys, keys and cursors, in edit menu, in test menu...
Title: Re: Track creation guide
Post by: Aritz on April 01, 2011, 12:39:15 PM
Piboso, please, how can I adjust the camera limits? I see green and red balls on track, but camera works out of those limits...

How does the Y rotation works? If i could limit camera rotation, I should finish the track today...
Title: Re: Track creation guide
Post by: PiBoSo on April 01, 2011, 01:53:15 PM
Quote from: Aritz on April 01, 2011, 12:39:15 PM
Piboso, please, how can I adjust the camera limits? I see green and red balls on track, but camera works out of those limits...

How does the Y rotation works? If i could limit camera rotation, I should finish the track today...

Y rotation is only used for "Fixed" cameras.
"Normal" cameras can only point 90 degrees to the left and to the right from default direction.
Limits start at the green ball and end with the red one. Please make sure you haven't inverted them.
Title: Re: Track creation guide
Post by: Aritz on April 01, 2011, 02:55:24 PM
Thank you, now I understand why is not working ;)
Title: Re: Track creation guide
Post by: Aritz on June 17, 2011, 01:53:25 PM
How can we edit sky and background (the horizon) files?

thx
Title: Re: Track creation guide
Post by: Nitrox on June 22, 2011, 06:27:14 PM
Is there a way to do semi-transparent surfaces (like grey plexi glass)?
Title: Re: Track creation guide
Post by: PiBoSo on June 22, 2011, 06:48:34 PM
Quote from: Nitrox on June 22, 2011, 06:27:14 PM
Is there a way to do semi-transparent surfaces (like grey plexi glass)?

It is possible, using alpha channel ( black is transparent, white is opaque ).
The TGA must then be saved as 32 bits.

Title: Re: Track creation guide
Post by: Nitrox on June 22, 2011, 06:52:01 PM
Thanks, I will try this :)

Any news on 3D grass btw? :) Sample of grs file would be nice ;)
Title: Re: Track creation guide
Post by: Aritz on June 22, 2011, 08:29:38 PM
I can't find information about EDF files (the sky files)

Can someone help me? How can I edit or create them?
Title: Re: Track creation guide
Post by: Nitrox on June 22, 2011, 09:52:40 PM
I read about how to crate them some time ago, will try to find this again :)

Edit: Sorry, no go... I thought there is a way to convert rFactors sky.mas to edf with MASUtility, but output is just a skybox gmt...
Title: Re: Track creation guide
Post by: Eslotes on June 23, 2011, 05:02:56 PM
PiBoSo can u help Aritz please with the sky thanks :)
Title: Re: Track creation guide
Post by: PiBoSo on June 23, 2011, 06:31:23 PM
Quote from: Aritz on June 22, 2011, 08:29:38 PM
I can't find information about EDF files (the sky files)

Can someone help me? How can I edit or create them?

Create a sky-dome with triangles facing inside.
Export it with 3dsmax plugin as "Mesh" ( EDF file ).
Title: Re: Track creation guide
Post by: Aritz on June 23, 2011, 08:48:03 PM
Lol, I have it (almost!), I can use my own sky but this tutorial I found is for double face capable games :P The problem is "with triangles facing inside"... my sky has the triangles facing outside :D

http://www.youtube.com/watch?v=ldhsrIhL7kE

The tutorial is just perfect, but we have to learn how to paint it from inside :p
Title: Re: Track creation guide
Post by: Aritz on June 24, 2011, 08:12:45 PM
weee  8)

I used the rfactor sky.mas file. Now I have to change those bad textures and put the real ones :)


(http://img580.imageshack.us/img580/3369/unled5r.jpg)
Title: Re: Track creation guide
Post by: Aritz on July 01, 2011, 10:22:49 AM
@Piboso:

If we call to kerbs TRKKERB01 etc, they loose grip comparing to TRKASPH01 ? How much? I feel them very low "grippy"

Can we call them TRKASPH..? I know we will loose this particular sound when we pass trough them but I really want more grip, like real track kerbs have :)
Title: Re: Track creation guide
Post by: PiBoSo on July 01, 2011, 11:01:45 AM
Quote from: Aritz on July 01, 2011, 10:22:49 AM
@Piboso:

If we call to kerbs TRKKERB01 etc, they loose grip comparing to TRKASPH01 ? How much? I feel them very low "grippy"

Kerbs have the same grip of asphalt B.
Title: Re: Track creation guide
Post by: Aritz on July 01, 2011, 11:04:38 AM
then the problem is the shape, not the grip :?

thx
Title: Re: Track creation guide
Post by: GhostriderPl on July 01, 2011, 02:34:28 PM
Kerbs have the same grip of asphalt B.
[/quote]

really? i feel like on ice when i drive on them staying on the gas......
Title: Re: Track creation guide
Post by: Schwoni on July 02, 2011, 02:38:20 PM
is it possible to do them in next beta also editable? like asphalt? for example TRKAKERB, TRKBKERB ...  ?
Title: Re: Track creation guide
Post by: Schwoni on July 07, 2011, 09:24:40 PM
`Hi,
I don`t get my traffic lights working. I have done a red texture, a green and a black. The red are renamed to Starting_LightR1_ON.TGA, till 4. The green one Starting_LightG_ON. This textures i have put on my light and tried it first after this it was always on, maybe i have had only the ON textures?
(http://www.abload.de/thumb/screen007xuse.jpg) (http://www.abload.de/image.php?img=screen007xuse.jpg)
After this i have done new materials, used this Black textures and called it the same only with OFF. Put this in new balls in 3ds and after this  i have put them on my Green and Red Texture which was maybe working ;) After i have only a black light nothing is working. What i have to do?
Title: Re: Track creation guide
Post by: Nitrox on July 08, 2011, 12:37:20 PM
As far as I understand it I think you need to create one lights off texture (ie a black one), clone it several times and call it

Starting_LightR1_Off
Starting_LightR2_Off
...

These textures should be the standard textures for your object.

Then you need a red light texture, name it

Starting_LightR1_On
Starting_LightR2_On
...

and a green one with

Starting_LightG_ON

They have to be in the same folder as the off textures mapped to your object. Then create textfiles (txt) named like your off textures (Starting_LightR1_Off, ...) and put the name of the corresponding on texture in the first line of it.

Hope this helps, otherwise maybe Aritz could help, I think he got it working once.
Title: Re: Track creation guide
Post by: Aritz on July 11, 2011, 03:49:02 PM
I have two questions about the trees. My trees are invisible from one side...

I did them using 3 texturized planes but the planes are double faced (6 planes in fact) something like that but very very close each other: ||

I can see Essay's trees and they are simply as mine but the difference is that they have the foliage texture planes far away each other: |    |

(http://img685.imageshack.us/img685/993/unled2ni.jpg)


Like as said, my trees have those planes very near, they almost are like one in fact. Is this the problem?

Second question:  Using this "star" plane position (foliage) the game shows them with an awfull shadow, how can I avoid this?

(http://img577.imageshack.us/img577/9382/unled6o.jpg)

By the way, I have the same problem with the mountains, is there a solution?


(http://img717.imageshack.us/img717/3040/unled4nzr.jpg)



Title: Re: Track creation guide
Post by: PiBoSo on July 11, 2011, 04:22:51 PM
Quote from: Aritz on July 11, 2011, 03:49:02 PM
Second question:  Using this "star" plane position (foliage) the game shows them with an awfull shadow, how can I avoid this?

(http://img577.imageshack.us/img577/9382/unled6o.jpg)

From wiki page: http://tools.piboso.com/index.php/Track_Creation_Rules
"Trees leafs must have the TREE string inside the name (eg: CK_TREE.TGA)"

This gives the surface a uniform lighting.
Title: Re: Track creation guide
Post by: Aritz on July 11, 2011, 05:29:04 PM
I found my mistake, apologies again...

In 3dmax I was using the 1 sided trees, the old ones... Now I've cloned the 2 sided and I can see 3d trees from all angles and the CK solved the shadow.

Thank you
Title: Re: Track creation guide
Post by: Aritz on July 28, 2011, 09:10:00 PM
I am trying to do 3D grass.

Is this file correct?

File "grass.grs", content:

grass.tga
gravel.tga

So 3D grass will be created over grass.tga and gravel.tga areas.

Grass_density.tga could be done like rain puddles? (using alpha channel and painted random areas and mapped in the grass.tga in glossiness channel)

Thx
Title: Re: Track creation guide
Post by: PiBoSo on July 30, 2011, 01:00:16 PM
Quote from: Aritz on July 28, 2011, 09:10:00 PM
I am trying to do 3D grass.

Is this file correct?

File "grass.grs", content:

grass.tga
gravel.tga

So 3D grass will be created over grass.tga and gravel.tga areas.

Grass_density.tga could be done like rain puddles? (using alpha channel and painted random areas and mapped in the grass.tga in glossiness channel)

Thx

Wiki page updated:
http://tools.piboso.com/index.php/Track_Creation_Rules#3D_Grass
Title: Re: Track creation guide
Post by: Aritz on July 30, 2011, 04:16:55 PM
Thank you, now is clear for the begginers (hopefully I understood the rules)
Title: Re: Track creation guide
Post by: Nitrox on August 01, 2011, 12:42:22 PM
Piboso, could you post an example of the texture file (eg lonato one)? I think I have an idea what it should look like, but this would really help :)

Edit:

Just something for you to laugh :P

(http://img832.imageshack.us/img832/5958/grassm.th.jpg) (http://imageshack.us/photo/my-images/832/grassm.jpg/)
Title: Re: Track creation guide
Post by: PiBoSo on August 01, 2011, 01:55:48 PM
Quote from: Nitrox on August 01, 2011, 12:42:22 PM
Piboso, could you post an example of the texture file (eg lonato one)? I think I have an idea what it should look like, but this would really help :)

Just create four 128x64 textures with several grass blades drawn on each one ( from bottom to top, like a side-view ). Then pack them into one 512x64.
Title: Re: Track creation guide
Post by: Nitrox on August 01, 2011, 02:52:38 PM
Thanks you, already got it, this really is a great feature  :) For BTB track creators 3D grass really makes a difference, you need to remove/eplace the grass under the curbs!
Title: Re: Track creation guide
Post by: Aritz on August 01, 2011, 02:59:20 PM
you mean when the grass beggins just from the track even where kerbs are?

Title: Re: Track creation guide
Post by: Nitrox on August 01, 2011, 03:34:33 PM
Yes, the 3d grass goes trough everything, so If you create terrain with BTB and then put flat objects like kerbs, track copys with kerb texture, ... on it, there is grass on the kerbs. You need to use another material (you could do it with the same texture but different name).

I'm not sure yet how to create the density file, but if it is somehow similar to puddles, I doubt you could remove grass from kerbs this way...
Title: Re: Track creation guide
Post by: PiBoSo on August 01, 2011, 03:42:21 PM
Quote from: Nitrox on August 01, 2011, 03:34:33 PM
I'm not sure yet how to create the density file, but if it is somehow similar to puddles, I doubt you could remove grass from kerbs this way...

Wiki updated to better explain how density map works.
http://tools.piboso.com/index.php/Track_Creation_Rules#3D_Grass

However it cannot be used to remove grass under objects.
Title: Re: Track creation guide
Post by: Nitrox on August 01, 2011, 03:50:23 PM
Thanks you! One last thing: Can you describe which options in .amb file affect 3Dgrass most? I have the problem that under sunny conditions, the grass is too light and shiny, under cloudy and wet conditions it's perfect.
Title: Re: Track creation guide
Post by: Aritz on August 01, 2011, 03:53:30 PM
The grass will grown only in all grass textures, whatever their name is?
Title: Re: Track creation guide
Post by: Nitrox on August 01, 2011, 05:44:01 PM
All textures with matching grs file in textures folder...
Title: Re: Track creation guide
Post by: Aritz on August 08, 2011, 04:37:26 PM
You should start using the skyboxes from Essay or whatever track you have.
Title: Re: Track creation guide
Post by: PiBoSo on August 08, 2011, 04:48:28 PM
Quote from: berzingue on August 08, 2011, 12:05:21 PM
Hi,

What is the way to integrate a track in the game ? I thing the "Integration" chapter in wiki is missing...

EDIT : I've created a track in 3dsmax 2010, (La roche de Glun, Valence, France), and I finally found the way to export the track in KRP. (have to create an .ini file). Problem is, when I test the track in game, all is black and dark around, except the Kart. And all is going slow.

I think it's a Skybox problem, because I didn't created it. But Wiki is not really clear about Skybox creation...Is there any specifics names to give to each skyboxes in 3dsmax ? is there sky textures to put on each skybox? Is there any Omni or spot Light to simulate Sun ??

Thanks for your help !

Lighting, sky and fog are defined in the AMB file. It's a text file.
Title: Re: Track creation guide
Post by: dibu on August 09, 2011, 10:57:21 PM
Your track is running here without crashing KRP - tested on two pcs with KS1 (Win7 64+32Bit).
There are other things to do like timing, textures ..., but it runs.

Title: Re: Track creation guide
Post by: oppolo on August 10, 2011, 12:03:04 AM
Quote from: berzingue on August 08, 2011, 05:32:47 PM
Ok, now I can see Skyboxes and lights in Mapview, but when I try to launch the track, (when I click on the very last button before drive), the Game crashes.

"Tracked" reconises the differents surfaces (asphalt, sand...), centerline is here, is closed...

EDIT : I'm sorry, I still not see what's wrong :-\...can you have a look on my track and explain me where I'v made a mistake? here it is :

http://dl.free.fr/gkGWORvFJ





here the game crashed when i was over a curb

(http://i195.photobucket.com/albums/z226/kirkkonummi/KRP/valencia.jpg)
Title: Re: Track creation guide
Post by: PiBoSo on August 13, 2011, 02:23:52 PM
Quote from: berzingue on August 10, 2011, 01:06:59 AM
Amazing, you was able to drive on my track !

Here is my computer :

Acer Aspire 6920
NVIDIA GeForce 9500M
Intel Core 2 duo CPU  T8100 @ 2.10 GHz
Windows Vista 32 bits

EDIT : I tried my track on an other computer (powerfull, with Windows 7) : it crashes too.

I confirm something is wrong with my track...but what ?

Sorry, no ideas.
Tested with different weather conditions and different karts and it never crashed.
Even in TrackEd there are no errors.

Please try upgrading the graphics driver.
Title: Re: Track creation guide
Post by: PiBoSo on August 16, 2011, 04:57:29 PM
Quote from: berzingue on August 16, 2011, 01:22:10 PM
Well, no more success with updated driver....

Do you think I can find a bug report somewhere in my computer, and send it to you ?

Unfortunately there is no log.
Title: Re: Track creation guide
Post by: PiBoSo on October 29, 2011, 10:10:18 PM

Track tools updated to support dynamic track surface, layout editing and to fix some bugs:
http://www.kartracing-pro.com/index.php
Title: Re: Track creation guide
Post by: PiBoSo on October 29, 2011, 11:44:40 PM
Please note that at the moment dynamic groove and wet are calculated, but not visible, on textures without a bump shader.
Title: Re: Track creation guide
Post by: PiBoSo on October 30, 2011, 05:21:55 PM

Track tools updated to fix a camera editing bug in TrackEd.
Title: Re: Track creation guide
Post by: Aritz on October 30, 2011, 11:38:44 PM
There are a lot of new features for the track edition which require more information :)

Layout needs LYT file, do we have an example? I am looking for it in pkz files and I hadn't find it.

Tyre marks using Opacity chanel: You are talking about the rubber on track? Which kind of texture is needed for the alpha blending? Something like a blurred tyre mark?

Why are the flags editable? The racing flags are the same racing flags all over the world :S
Title: Re: Track creation guide
Post by: PiBoSo on October 30, 2011, 11:49:17 PM
Quote from: Aritz on October 30, 2011, 11:38:44 PM
There are a lot of new features for the track edition which require more information :)

Layout needs LYT file, do we have an example? I am looking for it in pkz files and I hadn't find it.

Tyre marks using Opacity chanel: You are talking about the rubber on track? Which kind of texture is needed for the alpha blending? Something like a blurred tyre mark?

Why are the flags editable? The racing flags are the same racing flags all over the world :S

To see examples of LYT files and multiple layouts creation unpack "tracks.pkz".
Please note that you need to set models path; you have to unpack "misc.pkz" and point to "misc\objs" folder.
Opacity channel is not a new feature. It can be used to add details or variations to a surface.
"Flags" section moved into "textures", to make it more clear.


P.S.
Editing "objs.cfg" and using the 3dsmax EDF exporter it is possible to create new track objects.
Title: Re: Track creation guide
Post by: Aritz on November 10, 2011, 08:37:06 PM
I am improving Magescq track and I am wondering if there is a way to have dynamic track like your tracks. I read some days ago that it is not possible to see track changes but they are operational, I don't find the thread though. Am I wrong? If yes, which are the new steps to do it? Your Track Creations Rules are for experts and I am not able to find the info I need  :-[

Now I need some info:

- I prefer to have less initial grip and more after some laps now we have dynamic rubbering. When I did the track, ASPH was too much grip for Magescq and BASPH was too low, I would like to have ASPH but after many laps during a trainning day. How many laps do we need for have ASPH from BASPH in rubbered area? (hard question maybe..)

-I don't find a good sun position... what do you recommend?
Title: Re: Track creation guide
Post by: Aritz on November 10, 2011, 09:07:36 PM
found the thread... is this lol
Title: Re: Track creation guide
Post by: Aritz on November 10, 2011, 09:08:30 PM
So I have to do bump shader... let's do it

Any info someone?
Title: Re: Track creation guide
Post by: PiBoSo on November 10, 2011, 09:53:59 PM
Quote from: Aritz on November 10, 2011, 09:08:30 PM
So I have to do bump shader... let's do it

Any info someone?

Quick and easy workaround: fill a texture with RGB set at 127,127,255 and alpha set at 0.
It's a flat normal map with black specular map, so no bump and no specular.
It will look exactly like the current track, but dynamic surface will be visible.
Title: Re: Track creation guide
Post by: Aritz on November 10, 2011, 10:03:39 PM
Ok thx :)
Title: Re: Track creation guide
Post by: Aritz on November 10, 2011, 10:45:59 PM
Are the cones collidable now?
Title: Re: Track creation guide
Post by: PiBoSo on November 10, 2011, 10:54:55 PM
Quote from: Aritz on November 10, 2011, 10:45:59 PM
Are the cones collidable now?

It is possible to make cones collidable, but not movable.
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 12:24:32 AM
Is the corridor lenght adjustable? We use 20 or 24 stalls in karting and the corridors are much longer. My new Magescq layout has the starting line so close of a turn and it is very complicated to drive into them without penaltys...
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 12:31:04 AM
Quote from: Aritz on November 11, 2011, 12:24:32 AM
Is the corridor lenght adjustable? We use 20 or 24 stalls in karting and the corridors are much longer. My new Magescq layout has the starting line so close of a turn and it is very complicated to drive into them without penaltys...

At the moment it's not possible to adjust corridors' length.
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 12:53:20 AM
Quote from: PiBoSo on November 10, 2011, 09:53:59 PM
Quote from: Aritz on November 10, 2011, 09:08:30 PM
So I have to do bump shader... let's do it

Any info someone?

Quick and easy workaround: fill a texture with RGB set at 127,127,255 and alpha set at 0.
It's a flat normal map with black specular map, so no bump and no specular.
It will look exactly like the current track, but dynamic surface will be visible.

Now I understand it. I have some bump textures, I don't need to create a simple one.

When I finnish the "new" track, I will do a tutorial for dummies  ;D
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 12:31:41 PM
Is not working :(

Do I have to use same map channel as tarmack?

Are those bitmap parameters ok?

(http://img155.imageshack.us/img155/803/55903281.jpg)

(http://img267.imageshack.us/img267/7010/59644103.jpg)

Thank you and sorry
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 01:07:23 PM
Quote from: Aritz on November 11, 2011, 12:31:41 PM
Is not working :(

Do I have to use same map channel as tarmack?

Are those bitmap parameters ok?

To set a shader, you have to create a text file named "road_tarmac0011.shd", save it in the same directory of the TGA file, and fill it with

bump
{
map = bump simple.tga
}
specular
{
shininess = 6
}


and then export the MAP file.
Title: Re: Track creation guide
Post by: Schwoni on November 11, 2011, 03:52:35 PM
We tried it but still don`t work. But theese settings in screenshot 2 are right? and also to put this texture as bump?
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 04:07:06 PM
Quote from: Schwoni on November 11, 2011, 03:52:35 PM
We tried it but still don`t work. But theese settings in screenshot 2 are right? and also to put this texture as bump?

The bump map can only be set with SHD file.
The 'bump' channel in 3dsmax is unused.
Title: Re: Track creation guide
Post by: Schwoni on November 11, 2011, 04:17:02 PM
so we only have to crate the SHD file with name of the tamarc and put this in tga folder and also put the bump simple.tga also in tga folder export MAP and Done?
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 04:22:21 PM
Quote from: Schwoni on November 11, 2011, 04:17:02 PM
so we only have to crate the SHD file with name of the tamarc and put this in tga folder and also put the bump simple.tga also in tga folder export MAP and Done?

Yes.
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 04:23:47 PM
I did it but no changes... The problem has to be the bump texture and the alpha channel...
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 06:30:21 PM
Quote from: Aritz on November 11, 2011, 04:23:47 PM
I did it but no changes... The problem has to be the bump texture and the alpha channel...

Is alpha channel white?
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 06:41:32 PM
No, by default my photoshop creates it red... I'll try with white, thx
Title: Re: Track creation guide
Post by: EVO on November 11, 2011, 07:06:06 PM
Alpha should only ever be red when RBG channel is unhidden.  With just the alpha channel layer unhidden at oppacity 0 it should be black at 100% it is white.
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 07:44:26 PM
I tried using white alpha channel, I tried evo's file and nothing... With my bump texture, I have a nice rough tarmac texture but no dynamic drying... I am lost

Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 08:00:21 PM
Quote from: Aritz on November 11, 2011, 07:44:26 PM
I tried using white alpha channel, I tried evo's file and nothing... With my bump texture, I have a nice rough tarmac texture but no dynamic drying... I am lost

Have you generated the surface in TrackEd? Toolbar -> Surface -> Generate
Title: Re: Track creation guide
Post by: Schwoni on November 11, 2011, 08:07:43 PM
yes we have done a surface
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 08:17:53 PM
the problem has to be in photoshop... Is this correct?

http://imageshack.us/photo/my-images/408/unled1ed.jpg/
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 08:23:31 PM

The problem is not clear.
Do you see the bump on the asphalt? Do you see the shadows on the asphalt?
If the problem is the dynamic surface, then the normal map has nothing to do with it.
In TrackEd, have you saved the TRP file after generating the surface? Are you using the latest 3dsmax exporter?
Title: Re: Track creation guide
Post by: Schwoni on November 11, 2011, 08:34:58 PM
we haven`t used the latest exporter :D so we give it a next try :)
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 08:46:30 PM
Quote from: Schwoni on November 11, 2011, 08:34:58 PM
we haven`t used the latest exporter :D so we give it a next try :)

(http://4.bp.blogspot.com/_uSt19t4qIuM/TTqXHNwYHnI/AAAAAAAAAgU/WzTTb-KuEV4/s1600/facepalm.jpg)

:D
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 08:52:44 PM
bad news... no drying with new exporter :(

I have rough texture (like essay has) or if I use evo's file (plain texture) some kind of brightness below my kart (essay has the same "neon light effect").

Something has to be wrong in the created bump.tga file... Is my example ok?

http://www.megaupload.com/?d=T3KSEC1U
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2011, 08:57:31 PM
Quote from: Aritz on November 11, 2011, 08:52:44 PM
bad news... no drying with new exporter :(

I have rough texture (like essay has) or if I use evo's file (plain texture) some kind of brightness below my kart (essay has the same "neon light effect").

Something has to be wrong in the created bump.tga file... Is my example ok?

http://www.megaupload.com/?d=WV8HFKJM

Could you please upload the TRP and MAP files?
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 09:18:40 PM
this is an unfinnished version:

http://www.megaupload.com/?d=LZQZV2B3
Title: Re: Track creation guide
Post by: Aritz on November 11, 2011, 09:24:34 PM
schwoni did it, so my files are not needed :)

we will figure out how to do it again, it was luck lol
Title: Re: Track creation guide
Post by: Schwoni on November 11, 2011, 09:29:40 PM
ok now i have it i think it was the wrong texture that we have used before. evo`s work fine. Now i try it on another simple track. But i wanna do this on all tracks i have converted too. But there i have for example asph1, asph2, apsh3... so different types of asphalt do we have to do for every apsh type a texture and a SHD file ( where are the right names in) ?


(http://www.abload.de/thumb/screen004qveii.jpg) (http://www.abload.de/image.php?img=screen004qveii.jpg)

:D
Title: Re: Track creation guide
Post by: Schwoni on November 12, 2011, 01:49:41 PM
i think to see drying kurbs we have to do a shd file with the name of kurb texture right? What about the specualr effect of puddles? they was more shiny before doing dynamic not the are much darker can we set this in SHD file shininess? which values we can type there?
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 05:42:48 PM
Maybe I found the reason for my problem. Before Beta4, you recomend to use a second darker texture for wet conditions (asphwet.tga) I am using the file but I don't find this rule anymore, is it useless with beta4?
If not, should I use two bump.tga and two shd files, one for dry asphalt texture and its rubber and the second for the wet asphalt texture and its drying system?
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 05:45:45 PM
Is important to use capitals instead of small? In creation rules you always use capitals for extensions, but I have them all small.
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 06:34:37 PM
Is working now, at least the drying :)
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 08:55:13 PM
Aaargh, the rubbering is not working  ;D

(http://4.bp.blogspot.com/_uSt19t4qIuM/TTqXHNwYHnI/AAAAAAAAAgU/WzTTb-KuEV4/s1600/facepalm.jpg)
Title: Re: Track creation guide
Post by: PiBoSo on November 12, 2011, 10:12:47 PM
Quote from: Schwoni on November 11, 2011, 09:29:40 PM
ok now i have it i think it was the wrong texture that we have used before. evo`s work fine. Now i try it on another simple track. But i wanna do this on all tracks i have converted too. But there i have for example asph1, asph2, apsh3... so different types of asphalt do we have to do for every apsh type a texture and a SHD file ( where are the right names in) ?

A SHD file is needed for each dynamic surface texture: asphalt, kerbs, lines.
Beta5 will add a new shader to avoid the need for a bump map.
Title: Re: Track creation guide
Post by: PiBoSo on November 12, 2011, 10:16:21 PM
Quote from: Aritz on November 12, 2011, 05:42:48 PM
Maybe I found the reason for my problem. Before Beta4, you recomend to use a second darker texture for wet conditions (asphwet.tga) I am using the file but I don't find this rule anymore, is it useless with beta4?
If not, should I use two bump.tga and two shd files, one for dry asphalt texture and its rubber and the second for the wet asphalt texture and its drying system?

The rain texture(s) and TXT files can now be deleted, as they are not used anymore.
Title: Re: Track creation guide
Post by: PiBoSo on November 12, 2011, 10:17:44 PM
Quote from: Aritz on November 12, 2011, 05:45:45 PM
Is important to use capitals instead of small? In creation rules you always use capitals for extensions, but I have them all small.

Everything is case-insensitive.
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 11:39:12 PM
Sorry for asking but we should change all the extensions to capitals?

Almost everything is working now with small
Title: Re: Track creation guide
Post by: PiBoSo on November 12, 2011, 11:42:03 PM
Quote from: Aritz on November 12, 2011, 11:39:12 PM
Sorry for asking but we should change all the extensions to capitals?

No.
Title: Re: Track creation guide
Post by: Aritz on November 12, 2011, 11:44:04 PM
you written INsensitive, sorry lol

too much track creation today...
Title: Re: Track creation guide
Post by: Schwoni on November 13, 2011, 01:06:40 AM
Quote from: Aritz on November 12, 2011, 08:55:13 PM
Aaargh, the rubbering is not working  ;D

(http://4.bp.blogspot.com/_uSt19t4qIuM/TTqXHNwYHnI/AAAAAAAAAgU/WzTTb-KuEV4/s1600/facepalm.jpg)

same for me why?
Title: Re: Track creation guide
Post by: PiBoSo on November 13, 2011, 01:11:32 AM
Quote from: Schwoni on November 13, 2011, 01:06:40 AM
Quote from: Aritz on November 12, 2011, 08:55:13 PM
Aaargh, the rubbering is not working  ;D

same for me why?

Could you please upload the track?
Title: Re: Track creation guide
Post by: Schwoni on November 13, 2011, 01:24:35 AM
you got it?
Title: Re: Track creation guide
Post by: PiBoSo on November 13, 2011, 10:44:00 AM
Quote from: Schwoni on November 13, 2011, 01:24:35 AM
you got it?

Please send a PM with the link.
Title: Re: Track creation guide
Post by: PiBoSo on November 13, 2011, 05:07:28 PM
Quote from: Schwoni on November 13, 2011, 01:24:35 AM
you got it?

Unfortunately there is a bug in the engine. The fix to have visible dynamic groove will be integrated in the next release.
Title: Re: Track creation guide
Post by: Schwoni on November 13, 2011, 05:10:56 PM
ok thx
Title: Re: Track creation guide
Post by: Aritz on November 13, 2011, 05:12:33 PM
Thanks

Any estimated data for the release?
Title: Re: Track creation guide
Post by: Aritz on November 13, 2011, 09:34:25 PM
The bump channel "effect" is amazing. Can we use it on grass, sands, concretes, kerbs and fences with no big FPS loose?
Title: Re: Track creation guide
Post by: PiBoSo on November 13, 2011, 10:34:11 PM
Quote from: Aritz on November 13, 2011, 09:34:25 PM
The bump channel "effect" is amazing. Can we use it on grass, sands, concretes, kerbs and fences with no big FPS loose?

Bump can be applied to any texture. Performance impact is not low, though, so shaders must be used carefully.
Title: Re: Track creation guide
Post by: Aritz on November 14, 2011, 12:42:35 AM
I am confused with shininess adjustment, is lower value more shine?
Title: Re: Track creation guide
Post by: PiBoSo on November 14, 2011, 12:58:39 AM
Quote from: Aritz on November 14, 2011, 12:42:35 AM
I am confused with shininess adjustment, is lower value more shine?

Shininess should be equivalent to 3dsmax glossiness.
Title: Re: Track creation guide
Post by: EVO on November 14, 2011, 01:58:31 AM
can tack.tga be added for alternative configurations.

for example
(http://i39.tinypic.com/106m41x.jpg)
Title: Re: Track creation guide
Post by: Thalenberghen on November 14, 2011, 08:42:46 AM
Quote from: Aritz on November 14, 2011, 12:42:35 AM
I am confused with shininess adjustment, is lower value more shine?
No, it's the other way round. A value of 0 gives the highest level of shininess and when increasing the value the "shine" disappears slowly.
You need to test a bit with the values, but for me a range of 3-12 depending on the specular map gives pretty good results.
Title: Re: Track creation guide
Post by: Aritz on November 14, 2011, 09:21:41 AM
Quote from: Thalenberghen on November 14, 2011, 08:42:46 AM
Quote from: Aritz on November 14, 2011, 12:42:35 AM
I am confused with shininess adjustment, is lower value more shine?
No, it's the other way round. A value of 0 gives the highest level of shininess and when increasing the value the "shine" disappears slowly.
You need to test a bit with the values, but for me a range of 3-12 depending on the specular map gives pretty good results.

Thanks  ;)

I am trying to add bump shader on grass and I don't want shininess at all, I want the grass matte, which is the highest acceptable value? Yesterday I tried 20 and it was almost the same as 10
Title: Re: Track creation guide
Post by: Aritz on November 14, 2011, 10:47:57 AM
Are you sure? Following Piboso's instructions, I found this and 0 should be no shininess at all:

http://www.3dmax-tutorials.com/Shininess_Shininess_Strength_Settings__Glossary_.html

(look at the right bottom sphere, it is matt)
Title: Re: Track creation guide
Post by: Aritz on November 14, 2011, 10:55:54 AM
Quote from: evo1087 on November 14, 2011, 01:58:31 AM
can tack.tga be added for alternative configurations.

for example
...

It is not how layout system works. You have to create a new track route and its centerline on a existing unmodified track. Example:

(http://img7.imageshack.us/img7/1985/unled1lxx.jpg)
Title: Re: Track creation guide
Post by: Thalenberghen on November 14, 2011, 11:04:03 AM
Quote from: Aritz on November 14, 2011, 10:47:57 AM
Are you sure? Following Piboso's instructions, I found this and 0 should be no shininess at all:

http://www.3dmax-tutorials.com/Shininess_Shininess_Strength_Settings__Glossary_.html

(look at the right bottom sphere, it is matt)

Yes, I'm 100% sure. Just try some different values and you will see it, too.
Title: Re: Track creation guide
Post by: Schwoni on November 19, 2011, 12:57:40 AM
what about this dynamic rubber build? because i feel only different grip on first 10-15 laps after that i feel on all asph`S from asph , basph and casph same grip. i have tested and drove after some laps exactly the same times on all 3 asph`s why is that possible?
Title: Re: Track creation guide
Post by: Aritz on December 04, 2011, 09:32:24 AM
How can we edit how many the kerbs turn darker when rain or wet track?

I have a big problem with that. Before Beta4, you can create a file and choose which textures turn darker when rain. But now all is automatic and the grass and the kerbs turn darker in different levels. The problem is that my kerbs have mixed grass textures:

(http://img204.imageshack.us/img204/7089/61110022.jpg)
Title: Re: Track creation guide
Post by: Aritz on December 09, 2011, 04:36:11 PM
I've found that DARK textures still work when you create the TXT file with the darker texture name on it:

EXAMPLEFILE.TGA
EXAMPLEFILE.TXT (with EXAMPLEFILEDARK.TGA on it)
EXAMPLEFILEDARK.TGA

Am I wrong? I could use to get darker grass or anything else? If yes, why is deleted from the track creation rules?
Title: Re: Track creation guide
Post by: PiBoSo on December 09, 2011, 06:05:54 PM
Quote from: Aritz on December 09, 2011, 04:36:11 PM
I've found that DARK textures still work when you create the TXT file with the darker texture name on it:

EXAMPLEFILE.TGA
EXAMPLEFILE.TXT (with EXAMPLEFILEDARK.TGA on it)
EXAMPLEFILEDARK.TGA

Am I wrong? I could use to get darker grass or anything else? If yes, why is deleted from the track creation rules?

It still works, but it's deprecated, as it may be removed in future releases.
Title: Re: Track creation guide
Post by: Aritz on December 09, 2011, 06:12:32 PM
I think this is a very usefull tool :S

I used to change the far mountain when the rain appears to have a grey cloudy mountain instead of the sunny green one. Without the tool, it will look unreal...
Title: Re: Track creation guide
Post by: Aritz on December 09, 2011, 06:23:27 PM
Other example: we could make different clothes for the crowds... people with umbrellas; using a transparent invisible texture in dry conditions and change to a visible umbrella...

There are a lot of possibilities

Title: Re: Track creation guide
Post by: Frank Hermann on December 09, 2011, 07:58:44 PM
today i found something interesting out about the visualisation of Fences.

My fences were not looking good, like on the pic "before". Also they were disappering in the distance.
Now i found out, that you need soft edges at the texture or lets call it anti aliasing. When you draw a fence just with lines of 1 or 2 pixel without anti aliasing you get problems. An easy way is, to take you original fence and increase the texture. My fence is now 1024x1024px (512x512) and it works very well now! Maybe with softer edges 512x512 should also work.





Title: Re: Track creation guide
Post by: laraarsa on December 09, 2011, 09:04:19 PM
Looking good Frank! ;)
Title: Re: Track creation guide
Post by: EVO on December 18, 2011, 05:59:40 AM
Frank Hermann should the soft edge have to have faded alpha channel like this picture to loook super clean?
(http://i42.tinypic.com/20a9gsg.jpg)
Title: Re: Track creation guide
Post by: Frank Hermann on December 18, 2011, 05:52:37 PM
You just need soft edges, the inside of the shapes could be filled with white! But the fading of the grass from top to bottom like on your picture has an nice effect!
Title: Re: Track creation guide
Post by: Schwoni on December 18, 2011, 06:26:02 PM
What about HD textures? i think they slow down the fps or? but how can we do so a nice and fine HD Asph like in essay?

i also have a problem with starting light.
the whole thing is renamed to starting light.
the single red ones are called. start red light 1, Start red light 2, ....
the green light is called. start green lights
the red ones i textured with starting_lightr1_off.....2,3,4
and the green one starting_lightg_off

for every light i have a txt file called as the off light and in first line starting_light_r1_on.tga
one txt file for every texture.

i also tried in txt file without .tga but the same they don`t work.
Title: Re: Track creation guide
Post by: Frank Hermann on December 19, 2011, 02:30:57 AM
I wouldnt say that one highres asphalt texture is a problem. Im using alot of high res textures with aplha channel and everything still looks fine in singelplayer. But im sure there will be a point where i have to reduce some texture resolutions, when im getting to a final version of my track. But for me its better to start with a high res version, which i can use in the future too.

Back to Tarmac, i would use one sqaure texture for the high res stones in 1024x1024 or 2048x2048 pixel and on top a second layer with a different mapping in resolution like 256x1024 or 256x2048 for the rubber and dirty look!
Title: Re: Track creation guide
Post by: EVO on December 19, 2011, 03:27:20 AM
how do we put rubber ontop of the track.  its a shader right?  Does it tile or is it one tile and do you make it semi transparent?
Title: Re: Track creation guide
Post by: Schwoni on December 19, 2011, 06:51:40 PM
How to get more fps? i have some crashes on track. i tried delete polygons, change HD textures to low res. deleted objects like chain and this round tree. but nothing change. Always same fps.
what can i do?
Title: Re: Track creation guide
Post by: maxrod on December 19, 2011, 09:08:43 PM
Have you tried turning off antiallasing in game see if it makes difference as i can't turn it on.
Title: Re: Track creation guide
Post by: Schwoni on December 19, 2011, 09:15:48 PM
yes i hope this is the only problem^^
Title: Re: Track creation guide
Post by: Frank Hermann on December 19, 2011, 11:30:17 PM
hey schwoni, i just tested büren and i noticed the fps drop also during T1. But i have no idea where i comes from. My suggestion would be the chain, with this amount of polygons, but you said you tested it already, and there is no effect. So i dont know :(
Title: Re: Track creation guide
Post by: Schwoni on December 19, 2011, 11:44:39 PM
i delted the chain, the 3d tree, all bushes that are from btb but i delted them too see how to improve them.
but it was and keep the same. i reduced polygons. changed texture resolutions. but no effect. so i decided to start now the ultimate version  with every and most quality detail for that i`m able.
if this is finished i will see how the fps work. Delete objects is the smallest process then :)
Title: Re: Track creation guide
Post by: Schwoni on December 21, 2011, 04:38:53 PM
someone an idea how to improve fps? it must be the big building with that much windows.  what can i do there exept delete and add a textured 2d wall :)
Title: Re: Track creation guide
Post by: maxrod on December 21, 2011, 10:44:11 PM
Delete any unseen material, don't name any uncessary objects, as colidable objects slow down fps, Is this the only track you have problems with fps as i don't have a problem, Will test it again.
Title: Re: Track creation guide
Post by: maxrod on December 21, 2011, 10:58:42 PM
Tested again and there are lots of individual trees in one place are they all collidable , you could try taking some away and maybe a tree wall behind trees instead, I don't think the building is the problem, You could try taken the building out and testing it.
Title: Re: Track creation guide
Post by: Schwoni on December 22, 2011, 09:03:43 AM
ok i will do thx
Title: Re: Track creation guide
Post by: Nitrox on January 03, 2012, 03:22:08 PM
I want to add dynamic track surface to a track i converted. I'd maybe like to add some details via bump map too. However, I'm not sure about what a bump map should look like. Is it just an alpha-channel file like puddles texture? Or does it have to be a modified version of asphalt texture?
For dynamic kerbs etc I'll wait for Beta 5, which will not need a bump map for dynamic surface, right?

Could anyone post an example of bump map and corresponding asphalt texture? Thanks!
Title: Re: Track creation guide
Post by: Aritz on January 03, 2012, 03:57:04 PM
This is the file I used (remember to convert it to TGA after your edition)

(http://img69.imageshack.us/img69/9974/roadtarmacbump.jpg)

You should use a better one... This has not very good resolution/detail and the bumps are poor :P Schwoni has been using very good bump texture, ask him!

What is "dynamic kerbs"?
Title: Re: Track creation guide
Post by: Nitrox on January 03, 2012, 04:03:14 PM
Thank you, I will try this!

As far as I understood it, you need a bump map and shader for every texture that should have a drying texture. So I think every kerb would need this too to have a drying surface?

Right now I have another problem, when I try to add marshalls or cameras in TrackED. When the program switches from 2d to 3d-view, I can't see anything more than grey. I know how to move and zoom in this mode, but can't get track to display. In MapView, it works...

Edit: I think I solved it, editing an trp file, created with old exporter, does not work correclty with new trackED.
Title: Re: Track creation guide
Post by: PiBoSo on January 03, 2012, 04:52:49 PM
Quote from: Nitrox on January 03, 2012, 04:03:14 PM
As far as I understood it, you need a bump map and shader for every texture that should have a drying texture. So I think every kerb would need this too to have a drying surface?

This is will not be needed anymore in the upcoming Beta5.
Title: Re: Track creation guide
Post by: Nitrox on January 03, 2012, 04:56:32 PM
Yeah thanks, this is what it thought :) So I will only create bump for the asphalt, and for the rest, I will wait for the new shader ;)

Thanks to Aritz, dynamic surface works! However, it's much to glossy, I'll habe a look at it tomorrow ;) Thanks again!
Title: Re: Track creation guide
Post by: Schwoni on January 03, 2012, 06:35:41 PM
i wanted to add specular to asph like in essay. i think i don`t understand there something. I added that specular map to alpha channel of asph but first we should delete alpha channel to see shadows and now add something in that alpha channel? specular work but now i haven`t shadows. What should i do?

now i used my old asph texture so without alpha i only have changed that bump texture i tried that bump texture from btb asph original. now shaddows work but i still have specular??
so specular is in bump texture included? i don`t understand this in old versions like u see i use exactly the same shader txt as now only another bump texture. why i never have had specular and now i have?
Title: Re: Track creation guide
Post by: PiBoSo on January 03, 2012, 07:37:43 PM
Quote from: Schwoni on January 03, 2012, 06:35:41 PM
i wanted to add specular to asph like in essay. i think i don`t understand there something. I added that specular map to alpha channel of asph but first we should delete alpha channel to see shadows and now add something in that alpha channel? specular work but now i haven`t shadows. What should i do?

now i used my old asph texture so without alpha i only have changed that bump texture i tried that bump texture from btb asph original. now shaddows work but i still have specular??
so specular is in bump texture included? i don`t understand this in old versions like u see i use exactly the same shader txt as now only another bump texture. why i never have had specular and now i have?

Specular map must be added to normal map, not to diffuse texture.
Title: Re: Track creation guide
Post by: Schwoni on January 03, 2012, 08:09:03 PM
ok i thought normal map is the asph texture name but the "normal map" is the bump texture that we use right?
i have it almost now. my only problem is now the alpha what is alpha set to 0? i have had a white alpha channel that give a specular on track. then i have done a black alpha then no specular but still ugly because some parts are gray completly like no texture. now i changed a texture that have worked i noticed that i have saved my texture as 32 bits/pixel and the working one was 24bits/pixel
could this be the fail? but i`ll see i`m testing it.


still the same.
Maybe it isn`t so simple as i thought?^^ i only took my asph texture filled with 50% opacity with that 127,127,255 a black alpha channel that alpha channel set opacity to 0%
the bump of the asph now looks very good but that grey parts suck:

(http://www.abload.de/thumb/problemxtlq9.jpg) (http://www.abload.de/image.php?img=problemxtlq9.jpg)

this gray parts was specular parts with a white alpha channel now i use a black one so i think it is still specular but that grey and not white^^ i also tried without alpha channel so deleted that but then i have had specular again.
Title: Re: Track creation guide
Post by: Schwoni on January 03, 2012, 10:43:57 PM
fixed
Title: Re: Track creation guide
Post by: Nitrox on January 04, 2012, 03:58:17 PM
Is is there a way to get rid of the flashing reflections under the kart, or is this a bug in Beta4? Essay has it too..
Title: Re: Track creation guide
Post by: PiBoSo on January 04, 2012, 04:03:16 PM
Quote from: Nitrox on January 04, 2012, 03:58:17 PM
Is is there a way to get rid of the flashing reflections under the kart, or is this a bug in Beta4? Essay has it too..

Flashing specular is a bug that will be fixed in Beta5.
Title: Re: Track creation guide
Post by: Nitrox on January 04, 2012, 04:08:28 PM
Thanks!
Title: Re: Track creation guide
Post by: Schwoni on January 08, 2012, 07:45:07 PM
so drying work marbles build work but no rubber build on track. What we have to do? reexport? do we have a new exporter? or is it still a bug?
another question what about all theese convertet tracks? is it enough to crate a surface for them and dynamic work? or do we have to do a txt file so a SHD file but without a bump texture for each object or material which should be dynamic?
Title: Re: Track creation guide
Post by: PiBoSo on January 08, 2012, 08:20:15 PM
Quote from: Schwoni on January 08, 2012, 07:45:07 PM
so drying work marbles build work but no rubber build on track. What we have to do? reexport? do we have a new exporter? or is it still a bug?
another question what about all theese convertet tracks? is it enough to crate a surface for them and dynamic work? or do we have to do a txt file so a SHD file but without a bump texture for each object or material which should be dynamic?

For all tracks it should be enough to create the surface in TrackEd and save the TRP file.
Title: Re: Track creation guide
Post by: Schwoni on January 08, 2012, 09:25:44 PM
ok perfect i will do but i noticed a bad thing now. tell me if i`m right or not. we are now at bierbuden round about 10 people work good some small lags, but so we all together have done roungd about 200 laps and i noticed that there is no more rubber build? so now we have no more rubber build but the marbles? so all is ok with our tracks.

That rubber build was so awesome  because also not so good drivers could see the racing line.
Title: Re: Track creation guide
Post by: Schwoni on January 08, 2012, 11:09:40 PM
another test now. i have done a surface for a converted track, i tested 50 laps and nothing too see no marbles. Tomorrow i will test wet conditions but i think if i can`t see marbles drying don`t work ,too.
Title: Re: Track creation guide
Post by: PiBoSo on January 09, 2012, 01:06:18 AM
Quote from: Schwoni on January 08, 2012, 11:09:40 PM
another test now. i have done a surface for a converted track, i tested 50 laps and nothing too see no marbles. Tomorrow i will test wet conditions but i think if i can`t see marbles drying don`t work ,too.

Pre-Beta4 tracks need to have the MAP file generated with the new exporter.
Title: Re: Track creation guide
Post by: Aritz on January 09, 2012, 12:32:12 PM
Confirmed, dynamic rubbering works now :) Marbles too

Track creators, you must edit TRP file and do the surface again. No more than 2 mins.
Title: Re: Track creation guide
Post by: robby on January 22, 2012, 02:50:54 AM
hi

how do i ad 2 textures to an gras material so they blend in?

i kant figer it out :-[ plaece help

regards robby
Title: Re: Track creation guide
Post by: EVO on January 22, 2012, 03:48:23 AM
You need a seperate mapped texture. Are you trying to fade grass to dirt or sand
Title: Re: Track creation guide
Post by: robby on January 22, 2012, 09:43:24 AM
yes evo thats wat i want to do

thanks robby
Title: Re: Track creation guide
Post by: EVO on January 22, 2012, 11:42:26 AM
what program are you using to make the track. If 3ds max you need to make a mesh sorf of like a continous kerb around the track, or just in the areas you want the fade from track to dirt.  The apron around the track or object your trying to fade is where you will map your texture that has a the two materials mixing
Title: Re: Track creation guide
Post by: robby on January 22, 2012, 03:15:48 PM
yes its 3dsmax11 64 bit and i have no problem to export from it

if you now a tutorial for this pleace post it here ;D

regards robby
Title: Re: Track creation guide
Post by: robby on January 24, 2012, 12:56:40 PM
Evo or piboso

Is it posible to do a visual on it so i understand beter wat you ment in your post
If i lay A second material over the first i get wan dark textur to see ond thads not wat i want kan i use an alfa for it or not

Thanx in advance
Robby
Title: Re: Track creation guide
Post by: EVO on January 24, 2012, 05:02:10 PM
that is not what i meant sorry for this miscommunication.  I will make a visual,  not the best at describing things. 
(http://i43.tinypic.com/fvl15z.jpg)

here a better example from Lonato
(http://i39.tinypic.com/2wfvmab.jpg)
Title: Re: Track creation guide
Post by: robby on January 24, 2012, 11:09:08 PM
thanx evo :D


it seems thad piboso used an 2nd material on top of the first wit an alpha setting cos if you have a very close look in the lonato track it looks like a secont material slichtly above the gras .
piboso correct me if im rong

regards robby
Title: Re: Track creation guide
Post by: EVO on January 25, 2012, 09:07:40 AM
that is very possible. its a good way of saving minimizing the all important polygon count.  My lydd track has almost 300,000 polygons but because i used low res textures where i needed them and minimized collidable objects its very drivable. 

(http://i40.tinypic.com/2ciomw.jpg)
I made the grass a quad mesh under the track. I should raise it because the problem that arises here is that the kart with its .75" ground  clearance can get stuck.  If i raise it to much the meshes conflict and create that black area as you have seen. Its a fun and easy test and tune process.

Track conversion is a pain in the but. track creation is easy the hard part is modeling, intergrating into KRP has proven to be quite easy. If you have any question i will help.  Im am still learning to model in max however.  I do most my 3d work in a command line based 3d software.  It exports nicely, just wish it could make better meshes from polysurfaces
Title: Re: Track creation guide
Post by: robby on January 25, 2012, 10:12:28 AM
Thanks evo
At piboso how many polys can a track have?
Evo maybe we cood meat in teamspeak at the weekend and have anice chat over this toppic
If you want i give you may ts server details so you kan log in to it. You need a microfoon for it and than we kan chat over vouce comend

Regards robby
Title: Re: Track creation guide
Post by: EVO on January 25, 2012, 03:51:14 PM
sure this weekend will work.  I will work on a track at the same time and have the program open. i am not familar with teamspeak so I will need more information
Title: Re: Track creation guide
Post by: robby on January 25, 2012, 05:47:07 PM
ok

i help you setup teamspeak and privide you a link thad wil setup the server in your ts app

you  only need to instal and follow the instructions on you screen

wans this is don i wil guide you tro the rest wit the mail you wil resive from me

ts is a small ap thad runs in the background and you kan use it also tho heve voice chad wile racing thad is if there is samone els on the ts server.

send a mail and i wil give you wats nesesery to konect to my server

http://www.teamspeak.com/?page=downloads

thads the download side you pic the client NOT the server

instal and mail thads it

if samone els is interested yust gif me a sign

regards robby
Title: Re: Track creation guide
Post by: nak on January 25, 2012, 10:24:27 PM
Hi, could someone please give me a visual example of a density map, have figured everything else with the 3d grass but dont have any idea what this should look like. If you could tell me how to make one I would be forever in your debt.
Title: Re: Track creation guide
Post by: EVO on January 25, 2012, 11:00:09 PM
I may be worng about this .

It would be an extra mapping you would apply to a particualy mesh that you want a distinct 3d grass look. whether it be patchy like the first example
or grass and sand like in the second example.  I have not tried it so I do not know if gray works or only black and white.  I would imagine it generates medium density in that area. So you create this texture and in the channels next to layers in the bottom right you click Red and paint it White where you want max density black = no grass.  Its a way of making patchy grass.

this would give you this appearance
(http://www.hastingsreserve.org/nativegrass/GrasManagePics/Nassella%20Stand%20Spaced.jpg)

say you have a half grass and half sand texture that is UVW mapped to wrap around a corner and not tile. (face option i bleive) this desinty map would be black on one side and white on the other so that there is no 3d grass poking out of the sand. Likely how it is done here
(http://i39.tinypic.com/2wfvmab.jpg)
Title: Re: Track creation guide
Post by: EVO on January 25, 2012, 11:32:13 PM
forgot to add should be tilable.  So if its wavely like above the wave should end at the bottom where it starts at the top.
in photoshop goto view and click rulers then click and drag of the ruler to create a guide this will help you make perfect tiles

if patchy density map then make sure if any white on edges that on the opposite edge there is also white



Title: Re: Track creation guide
Post by: EVO on January 25, 2012, 11:47:24 PM
PiBiSo
this is my puddle texture but it does not look as good in game as yours in Essay.  Is it becasue it does fade to white,  I want a shallow and deep puddle look. 


On my one track they barely show.
is there away to emphasize them  with a value. Can you provide a sample .tga
(http://i42.tinypic.com/2e3bzfc.jpg)
(http://i41.tinypic.com/6xsxgl.jpg)

Amazing Essay track
(http://i42.tinypic.com/25oyvpd.jpg)

I also have this issue
(http://i44.tinypic.com/2ceoy20.jpg)
the mesh does not have that wire.  can you look at my .edf?
Title: Re: Track creation guide
Post by: PiBoSo on January 26, 2012, 01:01:47 AM

Please make sure that the RGB part of the puddles texture is white, and only use the alpha channel.
Title: Re: Track creation guide
Post by: EVO on January 26, 2012, 02:11:10 AM
All channels are white.  The Essay puddle looks so nice.  Does the grayscale brush fade like gradiant or is it like the one i posted? Is there any trick way to make a more realistic one.  like a photoshop filter effect on a real photo of puddles or something?
Title: Re: Track creation guide
Post by: Aritz on January 26, 2012, 02:36:16 PM
I use soft perimeter for the puddles and 20% white painted texture for the non puddles areas
Title: Re: Track creation guide
Post by: EVO on January 26, 2012, 10:59:28 PM
by softperimeter you mean you make the brush hardness lower right?
Title: Re: Track creation guide
Post by: Aritz on January 26, 2012, 11:04:41 PM
yes, soft edge
Title: Re: Track creation guide
Post by: nak on January 29, 2012, 07:00:22 PM
Evo thanks for the explanation on the density map! This could be a big help in the future.
Title: Re: Track creation guide
Post by: Rupe W on February 12, 2012, 05:13:57 PM
hello, im working with Kennett at RD on a project Cicada for race 07 and where having a problem with the AIW were using bobs track builder (please dont slate us but its what he uses....) if you think you can help have a look at this thread and give input.... with thanks Rupe....   http://www.racedepartment.com/forum/threads/cicada-gp.29603/page-2#post-1054716
Title: Re: Track creation guide
Post by: Schwoni on February 13, 2012, 08:05:06 PM
i have a problem with my MAP file. my old map was 135 MB mapviewer crashed always but in krp it worked all fine. Now i copied all my 3d objects so i used Shad prefix on 3d objects and that second i called WLLCONCINVISIBLE  i also have done in that 135 MB map and all worked fine very good FPS. Now i have done with all objects Map 145 MB and Mapviewer still crash but now also KRP don`t work -.- i tested new trp but old map and all work. so the Problem Must be in MAP file. someone an idea? 
Title: Re: Track creation guide
Post by: Nitrox on February 13, 2012, 08:27:36 PM
Maybe multiple objects with the same name?
Title: Re: Track creation guide
Post by: Schwoni on February 13, 2012, 08:50:34 PM
WTF i send now to 2 guys because i can`t believe that i`m so stupid and can do something wrong at MAP export. for both it work. That mean that i have the same problem now like other guys with roskilde and new la conca. i have another track it is 250 MB that don`t work too. My track worked with map filesize to 135 Mb more = crash -.-

That`s uncool

But now we know the problem maybe. But how is that possible that it work for some guys and for some not?

i think my system:

AMD Quad Core @ 3 GHZ
8Gb Ram
ATI Radeon HD 6950 2048 MB
Win 7 64 Bit

Isn`t so shit.

So after 5 tries every time waited 5- 10 mins all work now-.- i don`t understand but all work. SRY
Title: Re: Track creation guide
Post by: Schwoni on February 16, 2012, 07:54:32 PM
Hi i have a small problem with Material editor in 3ds. i have done a new power mast after that i wanted to texture it and now in mat editor all my materials aren`t there i only see that 2 default of powermast. I can`t find a way or button to change that list in material editor. I must go back to my material but i can`t find. Please help
Title: Re: Track creation guide
Post by: robby on February 16, 2012, 08:01:44 PM
swoni if you want i wil have a look at the file?
glad to help you out
i speak german bad i dont ride it to well
sya robby
Title: Re: Track creation guide
Post by: EVO on February 16, 2012, 09:12:02 PM
YOu mateirals are gone from the scene too?  If you use the eye  drooper in the material screen and pick a object it will go back into the screen
Title: Re: Track creation guide
Post by: Schwoni on February 17, 2012, 02:09:14 PM
yes i found it out :)

Another question now i have very much Polygons and now i can`t export the map file. What is the limit of max Polygons? i have had all closed now only 3ds was at exporting 3 hours and nothing it only do nothing create shadowmaps and after that nothing, ending log don`t appear.

Task manager show cpu 0% use 3ds so it really do nothing but why? with a bit lesser polys it work with so much ( 3 million ) not ^^
Title: Re: Track creation guide
Post by: robby on February 17, 2012, 02:31:13 PM
I think 3milian polys is a bid overkil lol thad elektrik pylon is hi poly and i think it looks awsome bad the game is gona suffer at the place the pylon is wen you kan export it we wil figer out wat to do later on i think its best to redo the pylon wit a lot les polys.
I wil help you with it you model and i tel you wat to do haha ;D
Hope to katch you tonicht on msn had a bal yesterday and i was tired wen the alarm went of this morning haha ;D
Title: Re: Track creation guide
Post by: Schwoni on February 17, 2012, 02:38:39 PM
HAHA i too :) now i deleted all power masts and lines. so i`m now almost like beta 1 or 2^^ now i can export but he say: warning extensions corrected -.- But what`s wrong if he say this? i have never had. What does it mean?
Title: Re: Track creation guide
Post by: maxrod on February 17, 2012, 02:44:49 PM
If you want less polygons you can use Optimize modifier.
Title: Re: Track creation guide
Post by: EVO on February 17, 2012, 04:39:37 PM
yup that works good for dashes which should be under 500 verts
Title: Re: Track creation guide
Post by: Schwoni on February 17, 2012, 09:37:47 PM
Quote from: maxrod on February 17, 2012, 02:44:49 PM
If you want less polygons you can use Optimize modifier.

THY all work fine now and still look very good :)
Title: Re: Track creation guide
Post by: Schwoni on February 18, 2012, 11:17:57 PM
WHat about this? the 3d gras i can see through that bush. is it possible to fix?
(http://img190.imageshack.us/img190/5310/busha.th.jpg) (http://imageshack.us/photo/my-images/190/busha.jpg/)
Title: Re: Track creation guide
Post by: EVO on February 19, 2012, 06:32:52 AM
the tree texture has CK prefix.  What about my treee? can i make it for you and then you test it you like it or not which you will becasue I <3 trees. My studies in school is desiging products (primarily houses) to save natural resrouces like trees
Title: Re: Track creation guide
Post by: Schwoni on February 19, 2012, 12:52:44 PM
i can test ur tree. And that tree has CK prefix. Anyway i need ur help ;)
Title: Re: Track creation guide
Post by: EVO on February 19, 2012, 11:26:14 PM
I remember i had this problem with the 3d grass but i forget how idixed it.   
try SHAD for trees.  I think the kerbs at buern lok great but i dont play at high res so Ill tey to make that for you.  The problem is you cant really make a lower res picture higher res with good results. 
Title: Re: Track creation guide
Post by: Schwoni on February 22, 2012, 07:58:17 PM
i changed 3 tesxtures to another one in HD so 3 new HD textures. after that it is impossible to export. then i changed all 3 textures to 1024 now the exporter tell me: warnig extensions corrected and after that it crash -.- always i tried now round about 30 times.

now i reduced again the polys and now it have worked, the map was 263 MB now i added only bumpy and that should be the final but now again always crash -.-
Does that EDF exporter have a limit of 300 MB? or any other limit?
Title: Re: Track creation guide
Post by: Schwoni on February 23, 2012, 09:39:05 PM
in mapviewer i still can look through that bushes also with CK prefix maybe i  have done wrong? my texture name is Bush01.tga so i called the bushes CK_Bush01.tga_object1,2,3.... is that right? it still looks weird
Title: Re: Track creation guide
Post by: maxrod on February 23, 2012, 10:51:25 PM
In photoshop is the alpha channel solid white, Ctrl+L input levels as they need to be solid white.
Title: Re: Track creation guide
Post by: EVO on February 24, 2012, 04:32:07 AM
I think i rembered how i fixed it this
The RBG channel of the blades texture shoulfnt have any anyhting just white.

Your blades_color.tga or whatever referenced in the .grs file should be all color of the grass. 
I think
Title: Re: Track creation guide
Post by: Schwoni on March 28, 2012, 10:16:52 PM
do the dynamic now work if i only add a surface in tracked to the tracks?
And what about tracked? is there a new one? because there is no link in downloads section.
Do we need a new exporter for that new mirror effect of glas ?
Title: Re: Track creation guide
Post by: PiBoSo on March 28, 2012, 11:01:57 PM
Quote from: Schwoni on March 28, 2012, 10:16:52 PM
do the dynamic now work if i only add a surface in tracked to the tracks?
And what about tracked? is there a new one? because there is no link in downloads section.
Do we need a new exporter for that new mirror effect of glas ?

Dynamic track surface should work simply creating the surface in TrackEd.
A new exporter and new tools are needed to use reflections.
They are not ready yet.
Title: Re: Track creation guide
Post by: Schwoni on March 30, 2012, 01:32:11 AM
what about this?

(http://www.abload.de/thumb/screen000thaso.jpg) (http://www.abload.de/image.php?img=screen000thaso.jpg)  (http://www.abload.de/thumb/screen0013clf1.jpg) (http://www.abload.de/image.php?img=screen0013clf1.jpg)

a new bug or can i do something wrong? this rubber appears if u drive 2 laps online, so no miltiplier.
btw: i tested dynamic on kimbolton only created a surface and tested but don`t work.
Title: Re: Track creation guide
Post by: beau261 on April 03, 2012, 08:31:41 AM
How do I install tracks to try?
Call me stupid, but I can't find instructions for this anywhere.
I'm new to this sim.I am enjoying it allot so far.

Thanks
Title: Re: Track creation guide
Post by: EVO on April 03, 2012, 10:22:21 AM
in your installation directory extract tracks.pkz
you now have a tracks folder, inside you will see eassy,lonato,and ryehouse.  in those folders you will see the files for the tracks
put your downloaded tracks in side this tracks folder and make sure when you open them in this folder the track files are in them and not another folder with the name of the track
Title: Re: Track creation guide
Post by: beau261 on April 03, 2012, 12:37:35 PM
Quote from: EVO on April 03, 2012, 10:22:21 AM
in your installation directory extract tracks.pkz
you now have a tracks folder, inside you will see eassy,lonato,and ryehouse.  in those folders you will see the files for the tracks
put your downloaded tracks in side this tracks folder and make sure when you open them in this folder the track files are in them and not another folder with the name of the track

When you say "Extract" the file, do you mean using software like Winzip etc?
Title: Re: Track creation guide
Post by: EVO on April 03, 2012, 01:09:06 PM
yes i should have been more specific. I use 7zip. I right click the .pkz open with and set it to open all the time with 7zip.  THis sets the association.  Then you can just right click and in the 7zip menu select "extract here"
Title: Re: Track creation guide
Post by: beau261 on April 04, 2012, 08:01:58 AM
Quote from: EVO on April 03, 2012, 01:09:06 PM
yes i should have been more specific. I use 7zip. I right click the .pkz open with and set it to open all the time with 7zip.  THis sets the association.  Then you can just right click and in the 7zip menu select "extract here"

Thanks , I will try this
Title: Re: Track creation guide
Post by: Amzer Zo on April 04, 2012, 02:33:10 PM
hello all, new for plugin in 3ds max 2012 ?
Title: Re: Track creation guide
Post by: Schwoni on April 07, 2012, 04:42:58 PM
HI,
Since Win7 i have problems with converting track folders to .pkz if i have done this the game crash it don`t start. i tried winrar, 7zip and winzip with every programm the same. Dibu tried too same problem. With windows XP no problems. What could it be? someone expierience with it?
Title: Re: Track creation guide
Post by: PiBoSo on April 27, 2012, 10:37:50 PM

Track tools updated to support static reflections and to fix some bugs:
http://www.kartracing-pro.com/?page=downloads

Please note that the bug with 3D grass on 3dsmax 2010 x64 is not yet fixed.
Title: Re: Track creation guide
Post by: maxrod on April 28, 2012, 12:04:21 AM
thank's
Title: Re: Track creation guide
Post by: Aritz on April 28, 2012, 07:19:51 AM
Quote from: PiBoSo on April 27, 2012, 10:37:50 PM

Track tools updated to support static reflections and to fix some bugs:
http://www.kartracing-pro.com/?page=downloads

Please note that the bug with 3D grass on 3dsmax 2010 x64 is not yet fixed.

You should rename tt.zip as tt_1.4 and give this kind of news in http://www.kartracing-pro.com/?page=news , those updates are important to know!
Title: Re: Track creation guide
Post by: Aritz on April 28, 2012, 07:24:52 AM
 What are the static reflections? How can we do them?  ;D
Title: Re: Track creation guide
Post by: PiBoSo on May 01, 2012, 02:57:05 PM
Quote from: Aritz on April 28, 2012, 07:24:52 AM
What are the static reflections? How can we do them?  ;D

Information about reflections has been added to the track creation manual: http://tools.piboso.com/index.php/Track_Creation_Rules#Shaders
Title: Re: Track creation guide
Post by: Aritz on May 18, 2012, 06:11:22 PM
I have a problem with the 3D grass.

How can I change the way the grass "grows" from each polygon? I mean, near the track, specially in curves where the track uses more polygons, they are smaller polygons and the grass grows too much and too close, there are two much grass points each meter. Where polygons are bigger, like in straights, the grass points are low and far from the rest.
Title: Re: Track creation guide
Post by: PiBoSo on May 18, 2012, 08:34:29 PM
Quote from: Aritz on May 18, 2012, 06:11:22 PM
I have a problem with the 3D grass.

How can I change the way the grass "grows" from each polygon? I mean, near the track, specially in curves where the track uses more polygons, they are smaller polygons and the grass grows too much and too close, there are two much grass points each meter. Where polygons are bigger, like in straights, the grass points are low and far from the rest.

Could you please post the GRS file?
Which exporter are you using?
Title: Re: Track creation guide
Post by: Aritz on May 19, 2012, 01:09:47 AM
For the far from track texture:

max_density = 0.5
height = 0.03
height_diff = 0.2
width = 0.2
width_diff = 0.03
texture = grass_blades.tga
colormap = grass_color.tga


For the next to track:

max_density = 0.02
height = 0.03
height_diff = 0.2
width = 0.2
width_diff = 0.03
texture = grass_blades.tga
colormap = grass_color.tga


I think I am using the last update of the exporter, but how can I know that?
Title: Re: Track creation guide
Post by: Aritz on May 20, 2012, 12:09:36 PM
I did one attempt with the static reflection and the mapviewer crashes when it loads the map.

I've follow the guide:

window.tga texture is a white one 32x32 with its alpha channel
env_front.tga etc are the same testing textures using a screenshot of the mapviewer track view (512x512 each)
window.shd has this code:

reflection
{
factormin = 0
factormax = 0.9
factorexp = 1.2
envmap = env.tga
}
Title: Re: Track creation guide
Post by: PiBoSo on May 20, 2012, 04:49:54 PM

Are you using the latest version ( 1.02 )?
Title: Re: Track creation guide
Post by: Aritz on May 20, 2012, 06:24:48 PM
No, I am sorry  :-[

Now I've used the 1.02 version and no crash but no reflection at all, the windows are transparent:

Title: Re: Track creation guide
Post by: Aritz on May 21, 2012, 05:37:14 PM
Any help or advice? Building glass is not very important, but grass is a big problem
Title: Re: Track creation guide
Post by: EVO on May 21, 2012, 11:01:45 PM
with glass can you do a texture with gray alpha channel.  This is how i do skid marks and blended surfaces on top of each other. (but u lose kart shadow)

may work great with glass.  You may even want to put glass fog like I saw at Lonato.  Along the edges of the glass
Title: Re: Track creation guide
Post by: Aritz on May 22, 2012, 12:22:33 PM
Thank you, I will try it.

More problems... Why is that awfull shadow of the tyres?

Title: Re: Track creation guide
Post by: Aritz on May 22, 2012, 01:01:09 PM
Ok, the problem is the low "polygoned" tyre...

I give up with the reflections, I can't fix the problem and I don't understand how to do it better... So, no glasses :p
Title: Re: Track creation guide
Post by: Aritz on May 22, 2012, 03:56:57 PM
Which is the best way to create the color for the texture? I am using the simplest way; create new, 32*32 resolution, plain color and save as TGA. But then the look of the objects texturized with this plain texture, is very poor, very cartoon looking, and the shadow problem appears.

Title: Re: Track creation guide
Post by: Schwoni on May 22, 2012, 05:09:49 PM
Quote from: Aritz on May 22, 2012, 12:22:33 PM
Thank you, I will try it.

More problems... Why is that awfull shadow of the tyres?

for me all is fine with that tires. Weird

Quote from: Aritz on May 22, 2012, 03:56:57 PM
Which is the best way to create the color for the texture? I am using the simplest way; create new, 32*32 resolution, plain color and save as TGA. But then the look of the objects texturized with this plain texture, is very poor, very cartoon looking, and the shadow problem appears.

The best way is to create a template, then u can fill with ur color, i always use a bit darker color not so neon^^ and then u can add in this template some scratches or dirt or whatever for used look.

Title: Re: Track creation guide
Post by: Aritz on May 22, 2012, 06:54:10 PM
so the ugly shadow is because of my graphic card?  :o

it is quite good :(

Title: Re: Track creation guide
Post by: prostix on May 22, 2012, 07:44:36 PM
what is this track scowni?? :D
Title: Re: Track creation guide
Post by: maxrod on May 22, 2012, 09:18:21 PM
Its not your graphics card, I have had this problem, Try to do them again in 3dsmax.
Title: Re: Track creation guide
Post by: EVO on May 22, 2012, 09:44:53 PM
Es Course
Title: Re: Track creation guide
Post by: Schwoni on May 22, 2012, 11:13:02 PM
Quote from: maxrod on May 22, 2012, 09:18:21 PM
Its not your graphics card, I have had this problem, Try to do them again in 3dsmax.

But he use the same tire as me  ???

Quote from: prostix on May 22, 2012, 07:44:36 PM
what is this track scowni?? :D

The track is a fantasy one that i have done a half year ago, i just finish it now.
Title: Re: Track creation guide
Post by: prostix on May 23, 2012, 07:31:09 AM
cool
;D ;D
Title: Re: Track creation guide
Post by: Aritz on May 23, 2012, 11:44:28 AM
Well, I did more tests and I think the problem is the way the objects receive the other objects shadows.

This image shows the differences between SHAD_ prefix added to the tyre (from the Track Creation Rules: To force an object as shadows receiver use the SHAD_ prefix.)

and the same tyre without any kind of prefix (not WLL, nor SHAD)

So, the question is. Is my graphic card, a missing hidden value off?
Is the very simple texture, with a plain red?
Or KRP shadows are that way and nothing can be done to avoid that? I could change sun direction and the shadow will not be present, but I like the actual sun position :)

Title: Re: Track creation guide
Post by: Schwoni on May 24, 2012, 12:18:55 AM
i tried it today, too. but same result i think that exporter calculate the shaddow for every object and not observed shaddows of other objects.

another thing again problems with that CK prefix. my texture is called rim.tga so i called that object CK_RIM.TGA there is a object that is not renamed and all is fine but the WLL that white red plastics appear through the rims. Why?

Is there a limit? because the exporter always crash if the mapfile is more than 300 MB is it possible for future releases to make bigger files possible?
Title: Re: Track creation guide
Post by: Aritz on May 31, 2012, 02:39:22 PM
(http://img703.imageshack.us/img703/5495/escoursepreview5.jpg)

Now the reflections are working but please, can you explain how the env.tga and its loaded files works?

What have I do with the env_back.tga, env_bottom.tga, etc? How are they going to be reflected? I don't understand...

Title: Re: Track creation guide
Post by: Aritz on May 31, 2012, 04:51:52 PM
Ok, I think I understand it now

Answer me a simple question  ::)

Do I have to take a screenshot of the mapviewer to each side from the reflected object, and use them for the reflections or is there a better way?  :P
Title: Re: Track creation guide
Post by: EVO on May 31, 2012, 07:25:01 PM
that loooks really good. can it be transparent too?  I like the mirror look too
Title: Re: Track creation guide
Post by: Aritz on May 31, 2012, 09:24:47 PM
Quote from: EVO on May 31, 2012, 07:25:01 PM
that loooks really good. can it be transparent too?  I like the mirror look too

For the moment, I've understand how to make the reflections and "how" to map them. My system is very simple and I am sure it is not the correct way... I took 3 screenshots using mapviewer from the window to right, front and left (bottom and up are needed too) and they are reflected quite good, it seems that it works, but... it can't be that crappy way...

I don't think transparent window is a problem, you should use a low % opaccity for the diffuse texture and the reflection will use the specular texture, which is very easy to do using the alpha channel (completely white for a strong reflection, less white for less)
Title: Re: Track creation guide
Post by: EVO on May 31, 2012, 09:26:39 PM
everything sounds pretty easy excoept the mapview pictures.  how are they intergrated?
Title: Re: Track creation guide
Post by: PiBoSo on May 31, 2012, 09:42:37 PM
Quote from: Aritz on May 31, 2012, 04:51:52 PM
Ok, I think I understand it now

Answer me a simple question  ::)

Do I have to take a screenshot of the mapviewer to each side from the reflected object, and use them for the reflections or is there a better way?  :P

Windows reflections don't need to be accurate. A low-detail, blurred, desaturated, generic landscape with bright top and darker ground should look good in most cases.
Title: Re: Track creation guide
Post by: Aritz on May 31, 2012, 10:04:33 PM
Yes, I have to use a better way, blurred and low detailed, for avoid this:  ;D

(http://img543.imageshack.us/img543/3218/escoursepreview6.jpg)

Title: Re: Track creation guide
Post by: Aritz on May 31, 2012, 10:16:35 PM
Confirmed, the semitransparent (opacity 50%) window texture do the window transparent and the reflections work aswell  :D

(http://img717.imageshack.us/img717/3310/escoursepreview7.jpg)
Title: Re: Track creation guide
Post by: EVO on May 31, 2012, 11:08:03 PM
try to give it a little frost look like PiBoSo did at lonato or the doors and wondows frames and stansion and transom bars
Title: Re: Track creation guide
Post by: Aritz on June 02, 2012, 08:25:33 PM
I think reflections should change with the sky conditions, it is not the same reflected sky when rains  ::)
Title: Re: Track creation guide
Post by: Schwoni on June 04, 2012, 11:28:43 PM
someone an idea how we could fix that? left is ok right is bad. sunny sky at rainy conditions.

aply a 2nd texture to map channel 2 like the puddles don`t work
Title: Re: Track creation guide
Post by: Aritz on July 03, 2012, 01:25:09 PM
From the Rules: paint -> LINE (Use for lines at edges of track)

What is the point of the TRK prefix for the LINES? Which is the difference between DECAL_Line and DECAL_TRKline?

non-racing -> OFF_

Where is that rule applicable?

armco -> ARMC

Is this for finish "bridge"? What is its purpose? It is harder of softer than CONC when you hit it?

soil -> SOIL

Any chance to modify the smoke when you pass trough it?
Title: Re: Track creation guide
Post by: Aritz on July 03, 2012, 02:08:13 PM
I don't like that TRK prefix for the white lines, they become too grey and boring when rains :( Is mandatory to use it?
Title: Re: Track creation guide
Post by: PiBoSo on July 03, 2012, 02:20:49 PM
Quote from: Aritz on July 03, 2012, 01:25:09 PM
From the Rules: paint -> LINE (Use for lines at edges of track)

What is the point of the TRK prefix for the LINES? Which is the difference between DECAL_Line and DECAL_TRKline?

non-racing -> OFF_

Where is that rule applicable?

armco -> ARMC

Is this for finish "bridge"? What is its purpose? It is harder of softer than CONC when you hit it?

soil -> SOIL

Any chance to modify the smoke when you pass trough it?

TRKLINE is an asphalt material that becomes slippery when wet.
DECAL_line is a not-collidable object that still receives shadows.

OFF_ is used to mark the asphalt of concrete parts that are not part of the racing surface. It is used to optimize the dynamic track surface, creating it only where needed.

ARMC is used for guard rails.
Title: Re: Track creation guide
Post by: Aritz on July 07, 2012, 12:35:10 AM
I am not able to work with the grass_density:

"densitymap defines the density of grass blades. Only red channel is used. White = max_density, black = no grass"

Ok, but how do we map the density? How do the texture works? Each polygon, the whole garden or how?

For the puddles is very easy, we map the file and the puddles are only where we want, but the grass doesn't use secondary channels in 3DMax, so...

I tested with different textures and I am not able to see any difference... Even with a black density map in the red channel texture, the grass is everywhere...
Title: Re: Track creation guide
Post by: Aritz on July 09, 2012, 02:01:37 PM
I wanted to do that line where you can accelerate when you are doing the rolling start, but I have not information at all... How many meters before the finish line?

Are there more lines to do? (Finish line excluded)
Title: Re: Track creation guide
Post by: PiBoSo on July 09, 2012, 02:18:06 PM
Quote from: Aritz on July 09, 2012, 02:01:37 PM
I wanted to do that line where you can accelerate when you are doing the rolling start, but I have not information at all... How many meters before the finish line?

Are there more lines to do? (Finish line excluded)

The yellow line must be 25 meters from the start. It should also have 2 cones at left and right side.
Title: Re: Track creation guide
Post by: Aritz on July 09, 2012, 07:06:05 PM
Please, help for densitymap for grass  ;)
Title: Re: Track creation guide
Post by: Aritz on July 11, 2012, 09:21:43 AM
I have a weird problem. I've created the second texture for track with those grey spots on it (For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping.)

I can see them with the mapvier but they are missing on game, why?

(http://img821.imageshack.us/img821/2072/escoursepreview21.jpg)
Title: Re: Track creation guide
Post by: Aritz on July 12, 2012, 11:36:17 AM
Please help  :(

What am I doing wrong? Is because grey spots are not allowed as "tyre marks"?
Title: Re: Track creation guide
Post by: PiBoSo on July 12, 2012, 08:23:36 PM
Quote from: Aritz on July 11, 2012, 09:21:43 AM
I have a weird problem. I've created the second texture for track with those grey spots on it (For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping.)

I can see them with the mapvier but they are missing on game, why?

If they are visible in Map Viewer but not in Kart Racing Pro then it's most likely a bug.
Is it possible to download the MAP file to test it?
Title: Re: Track creation guide
Post by: Aritz on July 12, 2012, 08:45:36 PM
Only map file?
Title: Re: Track creation guide
Post by: Aritz on July 12, 2012, 09:02:30 PM
http://www.mediafire.com/?ziprp6by7q6gog7
Title: Re: Track creation guide
Post by: Aritz on August 10, 2012, 05:05:57 PM
Does TRKGRAS named object produce a shadow?

If I do a mountain, will I see its shadow at the track?

I see ARMC shadow but not mountain shadow on the bottom part of the track... It is very weird... only objects have shadow and not higher parts of the track like a bridge?

hmm...I am not the only one  :P

(http://img825.imageshack.us/img825/9420/yosemite7.jpg)
Title: Re: Track creation guide
Post by: PiBoSo on August 10, 2012, 05:50:55 PM
Quote from: Aritz on August 10, 2012, 05:05:57 PM
Does TRKGRAS named object produce a shadow?

If I do a mountain, will I see its shadow at the track?

I see ARMC shadow but not mountain shadow on the bottom part of the track... It is very weird... only objects have shadow and not higher parts of the track like a bridge?

hmm...I am not the only one  :P

TRK objects don't cast shadows.
Title: Re: Track creation guide
Post by: Aritz on August 11, 2012, 11:28:37 AM
How does the track height affect to the engine? It is possible to use negative values for better power? My track has pronounced ramps and I wish to have a little more power :P
Title: Re: Track creation guide
Post by: PiBoSo on August 11, 2012, 12:36:52 PM
Quote from: Aritz on August 11, 2012, 11:28:37 AM
How does the track height affect to the engine? It is possible to use negative values for better power? My track has pronounced ramps and I wish to have a little more power :P

Negative values of what?
Title: Re: Track creation guide
Post by: Aritz on August 11, 2012, 12:48:47 PM
[info]
name=Yosemite Park
short_name=Yosemite Park
length=10000
author=Aritz
[u]altitude=1500[/u]

[race]
defaulteventlaps=1
reflaptime=600

[ui]
pic=Yosemite Park.tga
pic_info=Yosemite Park_map.tga

[weather]
cloudy_prob = 10
rainy_prob = 20

[data]
code = 0


Of that "altitude", can be negative, so lower than sea level?

By the way, what  is the "code" for?
Title: Re: Track creation guide
Post by: PiBoSo on August 11, 2012, 03:42:55 PM
Quote from: Aritz on August 11, 2012, 12:48:47 PM
Of that "altitude", can be negative, so lower than sea level?

By the way, what  is the "code" for?

Altitude cannot be lower than sea level.
"code" is used to sort tracks.
Title: Re: Track creation guide
Post by: Aritz on August 23, 2012, 09:07:13 AM
You said that big polygons are a problem, so is it better to make 300000 little polygons than 100000 but three times bigger?
Title: Re: Track creation guide
Post by: PiBoSo on August 23, 2012, 04:59:40 PM
Quote from: Aritz on August 23, 2012, 09:07:13 AM
You said that big polygons are a problem, so is it better to make 300000 little polygons than 100000 but three times bigger?

Yes, for collisions.
But not for rendering.
So the best solution is probably to automatically split triangles during TRP export.
Title: Re: Track creation guide
Post by: EVO on August 23, 2012, 06:11:35 PM
I like to rename all the tracks to their official names, is there a way sort the menu on the track name and not on the track ID.
Title: Re: Track creation guide
Post by: Schwoni on August 23, 2012, 06:13:19 PM
mmm.. do u think the tracks will still work online if u rename them?
Title: Re: Track creation guide
Post by: EVO on August 23, 2012, 06:27:00 PM
they do.  but only the track name, track id cannot change.

another question does CROWD prefix make a cheering sound efffect? 
Title: Re: Track creation guide
Post by: Aritz on August 23, 2012, 06:35:07 PM
Quote from: EVO on August 23, 2012, 06:27:00 PM
they do.  but only the track name, track id cannot change.

another question does CROWD prefix make a cheering sound efffect?

lol

I always wonder myself why crowd prefix.

By the way, which are the damage differences between CONC, WIRE, TYRE and ARMC codes?
Title: Re: Track creation guide
Post by: Schwoni on August 23, 2012, 06:37:01 PM
Quote from: EVO on August 23, 2012, 06:27:00 PM
they do.  but only the track name, track id cannot change.

another question does CROWD prefix make a cheering sound efffect?

I used in goldenport crowd prefix for people in pit but i hear nothing, don`t know what it do
Title: Re: Track creation guide
Post by: EVO on August 23, 2012, 06:47:51 PM
Aritz i think they just make different sounds have you noticed damage difference?
Title: Re: Track creation guide
Post by: Aritz on August 23, 2012, 06:52:51 PM
Quote from: EVO on August 23, 2012, 06:47:51 PM
Aritz i think they just make different sounds have you noticed damage difference?

TYRE and CONC shouldn't be the same. You can hit a tyre wall and not bend yout axle, but you can't be that lucky with a concrete barrier...
Title: Re: Track creation guide
Post by: EVO on August 23, 2012, 07:00:59 PM
i agree they should, and probably do.  Make a crash test track :D
Title: Re: Track creation guide
Post by: Schwoni on September 16, 2012, 03:18:09 AM
is there no chance to make an alpha channel texture able to receive shaddows?

(http://www.abload.de/thumb/alphaoaskd.jpg) (http://www.abload.de/image.php?img=alphaoaskd.jpg)
Title: Re: Track creation guide
Post by: Schwoni on September 16, 2012, 05:09:59 PM
piboso could you please explain this line in trach .ini file?


[race]
defaulteventlaps=30
reflaptime=45

defaulteventlaps, so we drive at 100% race length 30 laps right?
and what is reflaptime for?
Title: Re: Track creation guide
Post by: Aritz on September 16, 2012, 06:31:42 PM
Reference time for that track? When is this data shown?
Title: Re: Track creation guide
Post by: Schwoni on September 16, 2012, 06:40:24 PM
don`t know what is it for? it is in .ini
Title: Re: Track creation guide
Post by: PiBoSo on September 16, 2012, 09:06:28 PM
Quote from: Schwoni on September 16, 2012, 05:09:59 PM
piboso could you please explain this line in trach .ini file?


[race]
defaulteventlaps=30
reflaptime=45

defaulteventlaps, so we drive at 100% race length 30 laps right?

Correct.

Quote from: Schwoni
and what is reflaptime for?

It's unused at the moment.
Title: Re: Track creation guide
Post by: Aritz on October 17, 2012, 10:36:10 AM
any new feature in the track exporter?

Fixed bugs?

Something to know about?
Title: Re: Track creation guide
Post by: LauZzZn on October 27, 2012, 02:34:12 AM
please make a exporter for 3dsmax 2012!
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2012, 12:36:54 AM
Track tools updated to add the export plugins for 3dsmax 2012:
http://www.kartracing-pro.com/index.php?page=downloads
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 06:36:44 PM
how can we export with 2012 ?
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 06:37:36 PM
okay i found out haha
Title: Re: Track creation guide
Post by: EVO on November 11, 2012, 06:39:19 PM
Thanks PiBoSo
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 06:40:52 PM
thankyou very much !!
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 07:09:07 PM
piboso the exporter for 3dsmax 2012 64bit exporter doesnt work.
always when i try to export, i type the name click on save and it shows a message:
a error has occured 3dsmax closes now.... nothing important anymore.
what should i do?
the file for the exporter is in the folder at programs/autodesk/3dsmax2012/stdplugs.
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 07:15:06 PM
its the wrong place isnt it ?
Title: Re: Track creation guide
Post by: LauZzZn on November 11, 2012, 07:20:53 PM
i moved it to the plugins folder but still the same problem.
Title: Re: Track creation guide
Post by: PiBoSo on November 11, 2012, 09:29:44 PM
Quote from: LauZzZn on November 11, 2012, 07:09:07 PM
piboso the exporter for 3dsmax 2012 64bit exporter doesnt work.
always when i try to export, i type the name click on save and it shows a message:
a error has occured 3dsmax closes now.... nothing important anymore.
what should i do?
the file for the exporter is in the folder at programs/autodesk/3dsmax2012/stdplugs.

Thank you for reporting the problem.
x64 version of the 2012 plugin removed from tools. The bug will be solved as soon as possible.
Title: Re: Track creation guide
Post by: DjFIL on November 12, 2012, 02:12:26 AM
I really want to create some tracks.  But I don't have the time/patience to learn full 3DS MAX.  I used to build lots of tracks for CART Precision Racing (if anyone remembers that game from 1997)... but it had a great track editor, that was really easy to learn and use (and was free from the developers).

I did play around with the trial of Bob's Track Builder... and it's probably something I can learn.  But the price for BTB is too high in my opinion... and I'm afraid that it's at the end of it's life cycle (website hasn't seen updates in quite some time).

Should I just get BTB?  Or is there another fairly easy way to create tracks?

Thanks.
Title: Re: Track creation guide
Post by: James Beer on November 12, 2012, 12:22:21 PM
I think piboso you should make your own track creation software like 2006 rail simulator does you can build your own track and stuff. It would be easier then for people to build their local tracks and stuff, it would be much simpler and easier to use than 3dsmax, piboso have you ever thought of making your own software?
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 02:42:09 PM
Quote from: Intrepid junior max on November 12, 2012, 12:22:21 PM
I think piboso you should make your own track creation software like 2006 rail simulator does you can build your own track and stuff. It would be easier then for people to build their local tracks and stuff, it would be much simpler and easier to use than 3dsmax, piboso have you ever thought of making your own software?

-1
sorry but i really dont like that. then we would have only bad tracks :(
Title: Re: Track creation guide
Post by: James Beer on November 12, 2012, 02:45:25 PM
Yeah but then all people get is request's for tracks that will never be done where as if we had this software that would stop this problem, the other games I've played that have this feature actually work really well ;)
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 03:00:39 PM
but then the gameas were bad
Title: Re: Track creation guide
Post by: James Beer on November 12, 2012, 03:37:10 PM
Quote from: LauZzZn on November 12, 2012, 03:00:39 PM
but then the gameas were bad

Read the last bit of my last post, the only reason your saying its bad is because you lnow 3dsmax unlike the rest of us, if you were in our position I'm sure you'd agree
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 03:55:49 PM
no because then we would have thousands of tracks and everyone is bad. we should keep the good quality of krp.
Title: Re: Track creation guide
Post by: James Beer on November 12, 2012, 05:17:36 PM
So what your saying is piboso isn't good at making good quality software !? Who says the software would be bad! How would you know every track is bad as their isn't such software yet, not every track using 3dsmax is great some are really bad, maybe piboso should run a trial of this to see if it would work
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 05:23:30 PM
i never said he cant make good software. but no software would be as good as 3dsmax.
the tracks that are made with 3ds max and bad, the person that done them doesnt know about 3dsmax.
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 09:09:17 PM
piboso the exporter still doesnt work on 64bit.
Title: Re: Track creation guide
Post by: PiBoSo on November 12, 2012, 09:54:37 PM
Quote from: LauZzZn on November 12, 2012, 09:09:17 PM
piboso the exporter still doesnt work on 64bit.

Unfortunately 3ds max crashes internally, making it difficult to debug the exporter.
Title: Re: Track creation guide
Post by: LauZzZn on November 12, 2012, 10:04:53 PM
okay.
now it fails after i named the file and clicked on save.
Title: Re: Track creation guide
Post by: LauZzZn on November 13, 2012, 08:37:42 PM
piboso could you debug it please ?
Title: Re: Track creation guide
Post by: EVO on February 23, 2013, 04:51:22 AM
i forgot how to make dynamic groove work...  :-\  what are the steps?   Texture with bump and .SHD file and Surface generated in TrackEd, and Shaders selected in graphics setup? anything else?
Title: Re: Track creation guide
Post by: maxrod on February 23, 2013, 05:53:36 PM
Has this been fixed as it crash on both exporters for me 3ds max 2012 32bit and 64bit.
Title: Re: Track creation guide
Post by: Aritz on February 23, 2013, 07:01:02 PM
Quote from: maxrod on February 23, 2013, 05:53:36 PM
Has this been fixed as it crash on both exporters for me 3ds max 2012 32bit and 64bit.

I am using 3Ds 2012 to work and 2010 to export.
Title: Re: Track creation guide
Post by: LauZzZn on February 23, 2013, 08:25:21 PM
yeah i make it a bit like aritz.. 2010 for export 2013 for working.
Title: Re: Track creation guide
Post by: EVO on February 23, 2013, 11:42:41 PM
I am using 2010. But i cant generate the groove. Any ideas?
Title: Re: Track creation guide
Post by: Schwoni on February 25, 2013, 06:42:36 AM
for groove you only have to generate a surface in tracked and it should work. Use the latest tracked and it should work. noneed textures, normally.
Title: Re: Track creation guide
Post by: EVO on February 28, 2013, 03:38:50 PM
you are right. i was missing the latest plugin/exporter and trackEd.
my new problem is i dont get shadows on my track surface (TRKBASPH). its 2048x2048 with no alpha and a .SHD with just specular.  Im guessing it needs bump to receive shadow?
Title: Re: Track creation guide
Post by: LauZzZn on February 28, 2013, 05:53:11 PM
no you dont need any bump textures only the normal texture.. my texture is 1024x1024 i guess but that shouldnt matter.
Title: Re: Track creation guide
Post by: EVO on February 28, 2013, 06:13:18 PM
i think the problem is my specular map has data in the RGB channel so it throwing it off. we will see
Title: Re: Track creation guide
Post by: Schwoni on February 28, 2013, 07:15:12 PM
or you missed to check that 2 checboxes before export?
Title: Re: Track creation guide
Post by: EVO on March 01, 2013, 02:17:50 AM
This problem only affects the aspahlt.  Ii thought we only have to do shadow maps when we export?  we also have shadow volumes? when I move the .SHD files out of the folder shadows come back after export
Title: Re: Track creation guide
Post by: Aritz on March 01, 2013, 08:12:30 AM
Put here your shader file (bump and/or specular), the code you used on SHD file and the asph file, we can help you better this way  ;)
Title: Re: Track creation guide
Post by: EVO on March 02, 2013, 07:06:30 AM
here are my files for track surface
https://app.box.com/s/qq9ngfwgd4tky131iskhaapxa8mq2nyk
again the shadow comes back when i stop using the .SHD
Title: Re: Track creation guide
Post by: LauZzZn on March 02, 2013, 09:52:39 AM
i dont use .shd for any of my files :D
Title: Re: Track creation guide
Post by: Aritz on March 04, 2013, 09:45:19 AM
Quote from: LauZzZn on March 02, 2013, 09:52:39 AM
i dont use .shd for any of my files :D

You should, because there is a big difference between this  :P :

(http://imageshack.us/a/img607/1568/borrar2.jpg)

and this:

(http://imageshack.us/a/img838/4059/borrarnr.jpg)

Quote from: EVO on March 02, 2013, 07:06:30 AM
here are my files for track surface
http://dl.dropbox.com/u/59339424/TRACKOFF1.zip
again the shadow comes back when i stop using the .SHD

I can't see any problem with the files... Do a test and make a bump file for the asphalt, the track will be better and probably the shadow problem will be fixed
Title: Re: Track creation guide
Post by: Aritz on April 03, 2013, 03:29:33 AM
It seems that there is a bug with starting lights texture when rains. WIth sun or clouds, the off texture is dark, but with rain, the off texture is bright, like ON texture...

(http://img545.imageshack.us/img545/2656/sunnyi.jpg)

(http://img404.imageshack.us/img404/2901/cloudyq.jpg)

(http://img5.imageshack.us/img5/893/raina.jpg)
Title: Re: Track creation guide
Post by: LauZzZn on April 03, 2013, 09:10:10 AM
i already noticed that,too but it hasnt disturbed me.
Title: Re: Track creation guide
Post by: EVO on April 03, 2013, 07:07:52 PM
Are piboso track like that? I havent had chance to check
Title: Re: Track creation guide
Post by: PiBoSo on April 03, 2013, 09:46:22 PM
Quote from: Aritz on April 03, 2013, 03:29:33 AM
It seems that there is a bug with starting lights texture when rains. WIth sun or clouds, the off texture is dark, but with rain, the off texture is bright, like ON texture...

Can you confirm that it's a problem with Map Viewer only?
Title: Re: Track creation guide
Post by: Aritz on April 03, 2013, 09:51:57 PM
I'll try later
Title: Re: Track creation guide
Post by: PiBoSo on April 03, 2013, 09:54:17 PM
Quote from: Aritz on April 03, 2013, 09:51:57 PM
I'll try later

Are there other unresolved track rendering problems in Beta8? Please note that Map Viewer hasn't been updated in a very long time.
Title: Re: Track creation guide
Post by: Aritz on April 03, 2013, 10:19:05 PM
Yes, the no-darkened 2nd channel textures when rains. Opaccity is used for dirt on grass or whatever, but in wet the grass is darker but not the dirt.
Title: Re: Track creation guide
Post by: EVO on April 03, 2013, 10:40:23 PM
The track is rendered differently in krp than mapview i noticed
Title: Re: Track creation guide
Post by: Aritz on April 03, 2013, 11:05:49 PM
I cant download the game for testing the lights problem, could you EVO do it for me? ;)
Title: Re: Track creation guide
Post by: EVO on April 04, 2013, 02:19:52 AM
just tested. all looks normal in game in wet
Title: Re: Track creation guide
Post by: Aritz on April 04, 2013, 06:42:00 PM
Quote from: EVO on April 04, 2013, 02:19:52 AM
just tested. all looks normal in game in wet

Not only the starting lights are ok, but the not darkened areas as well!!!  I didn't test the track driving, only  a few times and without paying attention to those areas :-[ :-[ :-[

Sorry Piboso  :P It would be useful for dummies like me to fix the map viewer  ;D
Title: Re: Track creation guide
Post by: EVO on April 04, 2013, 07:27:40 PM
Ive made similar assumptions without testing. Maybe someday we will be cured
Title: Re: Track creation guide
Post by: DjFIL on April 17, 2013, 06:04:27 PM
Which exporting plugin for 3ds Max 2013 64-bit?
Title: Re: Track creation guide
Post by: LauZzZn on April 17, 2013, 08:34:40 PM
noone. you have to download 2012 or older for export( i use 2010)
Title: Re: Track creation guide
Post by: DjFIL on April 17, 2013, 08:46:25 PM
Quote from: LauZzZn on April 17, 2013, 08:34:40 PM
noone. you have to download 2012 or older for export( i use 2010)

Thanks again LauZzZn... you the best.
Title: Re: Track creation guide
Post by: DjFIL on April 17, 2013, 09:35:52 PM
Next question... but just planning head for a future project (fantasy street circuit around my city's downtown core) that i want to do.  I see 3 types of Asphalt to use, and concrete.  But what about cobblestone?  I believe Rock Island had cobblestone crosswalks, but maybe it wasn't fully modeled?
Title: Re: Track creation guide
Post by: EVO on April 18, 2013, 05:25:38 AM
 
Quote from: DjFIL on April 17, 2013, 09:35:52 PM
Next question... but just planning head for a future project (fantasy street circuit around my city's downtown core) that i want to do.  I see 3 types of Asphalt to use, and concrete.  But what about cobblestone?  I believe Rock Island had cobblestone crosswalks, but maybe it wasn't fully modeled?
i just made them concrete becuase they are very smooth.
Title: Re: Track creation guide
Post by: DjFIL on April 18, 2013, 05:44:03 AM
Quote from: EVO on April 18, 2013, 05:25:38 AM
Quote from: DjFIL on April 17, 2013, 09:35:52 PM
Next question... but just planning head for a future project (fantasy street circuit around my city's downtown core) that i want to do.  I see 3 types of Asphalt to use, and concrete.  But what about cobblestone?  I believe Rock Island had cobblestone crosswalks, but maybe it wasn't fully modeled?
i just made them concrete becuase they are very smooth.
I guess that makes sense.  They're normally very bumpy... but I guess in a driving/racing sense they'd be very smooth/slippery.

Quote from: DjFIL on April 17, 2013, 08:46:25 PM
Quote from: LauZzZn on April 17, 2013, 08:34:40 PM
noone. you have to download 2012 or older for export( i use 2010)
Thanks again LauZzZn... you the best.
Think I misunderstood... do you mean that I need to have 3ds Max 2010 (or 2012) also installed?  Not just 2013, which is what I was using for the track design?

And would there be any advantage of having 2013 over 2012 or 2010?  Should I just uninstall 2013 and use 2012 or 2010?
Title: Re: Track creation guide
Post by: LauZzZn on April 18, 2013, 07:25:22 AM
uninstall 2013 then install 2010 and then reinstall 2013 then add the edf plugin to 2010. i use 2013 for track design and 2010 for export and convert only
Title: Re: Track creation guide
Post by: DjFIL on April 18, 2013, 04:15:02 PM
Is there big differences between 2010, 2012 and 2013?  I'd rather only have 1 installed if I can.  I only have a 256GB SSD that I'm working from, so available space may start getting tight.

Other bad news... my project created in 3dsMax 2013, won't open in 2010.  :(
Title: Re: Track creation guide
Post by: LauZzZn on April 18, 2013, 05:59:45 PM
you have to save it as 2010 file ;)
Title: Re: Track creation guide
Post by: DjFIL on April 18, 2013, 06:08:49 PM
Quote from: LauZzZn on April 18, 2013, 05:59:45 PM
you have to save it as 2010 file ;)

D'oh.  Always something so simple.  Oh well, I completely re-created it in 2010... only took me about 45 minutes, getting quicker on these initial stages.  :)  I think I might just work with 2010... as said I don't want to have two copies installed.  Thanks again.
Title: Re: Track creation guide
Post by: LauZzZn on April 18, 2013, 06:39:39 PM
i prefer 2013 because it runs smoother and the textures look much better
Title: Re: Track creation guide
Post by: jd88x89 on July 08, 2013, 06:52:17 PM
What name would we give cones? like DECAL_ ?
Title: Re: Track creation guide
Post by: LauZzZn on July 08, 2013, 07:15:52 PM
Quote from: jd88x89 on July 08, 2013, 06:52:17 PM
What name would we give cones? like DECAL_ ?
do you want to be able to drive through them? or as a constant object?
constant: WLLCONC/WLLTYRE
drive through: random(just type in anything, like hajkfda , something like that :D)
Title: Re: Track creation guide
Post by: malny on July 08, 2013, 08:25:13 PM
Quote from: jd88x89 on July 08, 2013, 06:52:17 PM
What name would we give cones? like DECAL_ ?

DECALS are just to put strips and written on a road surface!
all objects that are not driveable (TRK prefix) and not collidabili (WLL prefix) can be named as you prefer.

WLLTYRE ;)
Title: Re: Track creation guide
Post by: jd88x89 on July 11, 2013, 03:38:36 PM
Quote from: LauZzZn on July 08, 2013, 07:15:52 PM
Quote from: jd88x89 on July 08, 2013, 06:52:17 PM
What name would we give cones? like DECAL_ ?
do you want to be able to drive through them? or as a constant object?
constant: WLLCONC/WLLTYRE
drive through: random(just type in anything, like hajkfda , something like that :D)
Do i need a prefix for the drive through ones?
Title: Re: Track creation guide
Post by: LauZzZn on July 11, 2013, 03:51:15 PM
no just call them whymmsjax or kamsvksnw it doesnt matter
Title: Re: Track creation guide
Post by: jd88x89 on July 11, 2013, 03:57:31 PM
Quote from: LauZzZn on July 11, 2013, 03:51:15 PM
no just call them whymmsjax or kamsvksnw it doesnt matter
Thxs. I have to pm u about exporting.
Title: Re: Track creation guide
Post by: jd88x89 on July 11, 2013, 04:55:34 PM
Okay, how do i export 3 different files (for the skies) into one file? Because when i open 3ds max, it says that that the plugins i put in for the exporter ins't valid.

DLL <C:\Program Files\Autodesk\3ds Max Design 2013\PlugIns\EdfExp2009p.dle> sailed to initialize. Errow code 193 - %1 is not a valid Win32 application

I've tried it with all of the PiBoSo's plugins (8-2012)

Also how do u get it (the track made on 3ds max) into map view, tracked, and into the game?
Title: Re: Track creation guide
Post by: Aritz on August 16, 2013, 05:00:00 PM
Someone knows how do the x y z values work when exporting the track? I think y is the sun height, but I can't do what I want... Are the same values must used in the AMB file?
Title: Re: Track creation guide
Post by: noss69 on September 27, 2013, 12:46:45 PM
I use them in the same order as in the file .amb X Y Z
Title: Re: Track creation guide
Post by: PiBoSo on October 11, 2013, 06:45:04 PM

First post updated.
Title: Re: Track creation guide
Post by: jd88x89 on October 11, 2013, 10:31:42 PM
Hey. So I've been trying to work on another track, one that i have drawn in my spare time between schoolwork and racing. The track doesn't exist in real life, but i sure wish it did. Anyway, I need help. When i added height and or banking to the track it winds up like this:

any help would be appreciated
Also when i do the height part, for some reason there appears to be a cliff between parts of the track when there shouldn't

I also get cliffs next to the track due to the elevation.
Title: Re: Track creation guide
Post by: LauZzZn on November 03, 2013, 05:16:54 PM
in tracked, when i want to set my pit in the racedata files, sometimes i cant set the absolute pit. i can only use relative.
has someone a solution for that?
Title: Re: Track creation guide
Post by: Aritz on November 03, 2013, 05:35:02 PM
Quote from: LauZzZn on November 03, 2013, 05:16:54 PM
in tracked, when i want to set my pit in the racedata files, sometimes i cant set the absolute pit. i can only use relative.
has someone a solution for that?

I had this problem many times....
Title: Re: Track creation guide
Post by: LauZzZn on November 03, 2013, 05:41:30 PM
Quote from: Aritz on November 03, 2013, 05:35:02 PM
Quote from: LauZzZn on November 03, 2013, 05:16:54 PM
in tracked, when i want to set my pit in the racedata files, sometimes i cant set the absolute pit. i can only use relative.
has someone a solution for that?

I had this problem many times....
but no solution? :-[
Piboso have you got something?
Title: Re: Track creation guide
Post by: Aritz on November 03, 2013, 07:14:38 PM
What is exactly your problem? Maybe we are talking about different problems

I am trying to create a pit and I can use both without problems
Title: Re: Track creation guide
Post by: LauZzZn on November 03, 2013, 07:34:10 PM
sometimes i can create pits on both methods, but for example with lyon, i cant use the absolute option.  could you take a look at it?
Title: Re: Track creation guide
Post by: Aritz on November 03, 2013, 07:41:43 PM
Define "Can't use" ;)
Title: Re: Track creation guide
Post by: LauZzZn on November 03, 2013, 07:53:55 PM
you see, its the same, and its not correct
p.s.: the point x -168 and z 2010 is at the beginning of the pit corner(outrance) and it should have 2 columns etc...
Title: Re: Track creation guide
Post by: noss69 on November 21, 2013, 05:14:53 PM
I have two small questions:

What is the function of the "CROWD" prefix for the public

How your wearing a red map for rain? if you have an example?
Title: Re: Track creation guide
Post by: PiBoSo on November 22, 2013, 05:44:34 PM
Quote from: noss69 on November 21, 2013, 05:14:53 PM
I have two small questions:

What is the function of the "CROWD" prefix for the public

How your wearing a red map for rain? if you have an example?

The plan is to hide of the crowd in testing, but it is unused at the moment.
Title: Re: Track creation guide
Post by: noss69 on November 23, 2013, 09:43:10 PM
thanks Piboso
Title: Re: Track creation guide
Post by: PiBoSo on January 13, 2014, 11:53:20 AM
Track tools updated to integrate the latest changes and to add FBX2EDF:
http://www.kartracing-pro.com/?page=downloads

The most important change is the addition of a new program, FBX2EDF, that should allow any 3d modelling program with a FBX plugin to export.
It adds support for "arc" cameras and autozoom.
Title: Re: Track creation guide
Post by: LauZzZn on January 13, 2014, 01:02:34 PM
Awesoooome!
Title: Re: Track creation guide
Post by: PiBoSo on January 21, 2014, 11:53:36 PM

Track tools updated to fix a bug in the export plugins:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on February 01, 2014, 11:03:33 PM

Track tools updated to fix a bug in the x64 export plugins:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: LauZzZn on February 01, 2014, 11:12:57 PM
Quote from: PiBoSo on February 01, 2014, 11:03:33 PM

Track tools updated to fix a bug in the x64 export plugins:
http://www.kartracing-pro.com/?page=downloads
Great!
Title: Re: Track creation guide
Post by: LauZzZn on February 04, 2014, 11:08:43 AM
Use fbx exporter on 2012 and then the fbx2edf
Title: Re: Track creation guide
Post by: PiBoSo on March 01, 2014, 11:00:22 AM

Track tools updated to fix a bug of 3D grass generation and of cameras autozoom:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on March 22, 2014, 10:48:06 PM

Track tools updated to fix a bug with cameras autozoom interface and to add a new tool, "TerrainEd":
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: evolution-kart on March 24, 2014, 10:38:48 PM
I can't open the TerrainEd-file on my PC.
Is their any documentation about that new Tool?
Title: Re: Track creation guide
Post by: PiBoSo on March 25, 2014, 12:22:55 PM
Quote from: evolution-kart on March 24, 2014, 10:38:48 PM
I can't open the TerrainEd-file on my PC.
Is their any documentation about that new Tool?

Documentation can be found here:
http://docs.piboso.com/wiki/index.php/MXB_Track_Creations_Guide
Title: Re: Track creation guide
Post by: PiBoSo on April 22, 2014, 06:34:58 PM

Track tools updated to fix several bugs:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: Aritz on April 22, 2014, 08:45:12 PM
Quote from: PiBoSo on March 25, 2014, 12:22:55 PM
Quote from: evolution-kart on March 24, 2014, 10:38:48 PM
I can't open the TerrainEd-file on my PC.
Is their any documentation about that new Tool?

Documentation can be found here:
http://docs.piboso.com/wiki/index.php/MXB_Track_Creations_Guide

Wow, it seems a very powerful tool  :D
Title: Re: Track creation guide
Post by: evolution-kart on May 12, 2014, 04:05:55 PM
I think, i need a bit help.
Why didn't my track and my gras receive shadows from the other items, like tyres, buildings, fences ...
From the kart it receives a shadow.
The textures are normal without alpha and named like TRKASPH_01 or TRKGRAS_01.

I have read that everthing cast shadows and  TRK or WLL will receive shadows by default.

Title: Re: Track creation guide
Post by: Birel-Rotax 42 on May 12, 2014, 04:26:21 PM
When you export you have to enable shadow maps and their values on the export window in 3ds max. It is just two check boxes on the right side.
Title: Re: Track creation guide
Post by: evolution-kart on May 12, 2014, 06:24:49 PM
oh yes, thats it. Thank you very much.
Title: Re: Track creation guide
Post by: Kashen Naicker 99 on June 09, 2014, 05:58:33 PM
how long does it take to create a track?
Title: Re: Track creation guide
Post by: tchodz on October 30, 2014, 11:37:00 PM
Well, do not know of a lot of programming. But it is very unfeasible the author of KRP talk with the author of bobs track builder for a marriage, for us to make a track in BTB and export to KRP?
Title: Re: Track creation guide
Post by: tchodz on November 02, 2014, 02:46:31 AM
Well i mannage to convert my track, but when i open tracked and try to made a race data gives me error and closes, here my log:

Starting log...
vendor: ATI Technologies Inc.
version: 4.4.13084 Compatibility Profile Context 14.301.1001.0
renderer: AMD Radeon HD 5700 Series
extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
max vertices: 2147483647
max indices: 16777215
max texture units: 8
texture max size: 16384
max cubemap texture size: 16384
max samples: 8
max texture max anisotropy: 16.000000
max texture image units: 18
max texture coords: 16
wgl extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer


I´m using Windows 8.1.

any advices?
Title: Re: Track creation guide
Post by: PiBoSo on March 20, 2015, 09:25:54 PM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
- Added support for DDS textures ( DXT1, DXT3 and DXT5 only )
- Updated fbx2edf to the 2015 SDK
Title: Re: Track creation guide
Post by: PiBoSo on March 20, 2015, 09:26:26 PM

2013 and 2015 versions of the 3dsmax exporter will be released as soon as possible.
Title: Re: Track creation guide
Post by: PiBoSo on April 02, 2015, 10:28:50 PM
Track tools updated to fix the TrackEd crash when generating the surface:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: evolution-kart on May 10, 2015, 11:08:30 AM
Quote from: PiBoSo on April 02, 2015, 10:28:50 PM
Track tools updated to fix the TrackEd crash when generating the surface:
http://www.kartracing-pro.com/?page=downloads
There are problems too. When i generate the surface in a bigger file and want to save it, the program crash and the trp-file size is 0. With the track tools-version from 2013 it works.

Another problem in the last time is, that in the starting grid, the line for the first place is not visible on the track.
Title: Re: Track creation guide
Post by: evolution-kart on December 02, 2015, 11:25:42 PM
I have an actual problem with "trackEd".

I have converted a track, like many other times before.
The .map and the .trp-file were exported without any error.
But when i try to load the .trp-file in "trackEd" the program crashes immediately.

What can be the cause that the program crashes when loading the file?

Any help is welcome, because the track is a realy good track and will be released for the community.
Title: Re: Track creation guide
Post by: PiBoSo on December 29, 2015, 12:20:39 AM

Track tools updated to fix a FBX2EDF bug:
http://www.kartracing-pro.com/?page=downloads

There also are several improvements in TrackEd.
Title: Re: Track creation guide
Post by: Birel-Rotax 42 on December 29, 2015, 04:15:31 PM
Awesome, PiBoSo. Thanks for working on the track tools and PaintEd. All of these changes are going to help modders with content creation! Keep up the good work, we'll be here for feedback.
Title: Re: Track creation guide
Post by: PiBoSo on July 07, 2016, 12:54:08 AM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
- fixed the 3D grass generation bug with x64 plugins
- added support for pitlane, start area and joker lap centerlines
- added support for the "START_" and "JOKER_" prefixes for polygon surfaces
- added support for the joker lap surface in TerrainED
- fixed the "Make Lead Segment" functions in TrackED
- saved and restored the view settings in TrackED
- cleanup of data when loading a new track in TrackED
- added the "alpha mask" switch to shaders
- added the "emission" section to shaders
- added support for reflection maps' and specular maps' frames
Title: Re: Track creation guide
Post by: PiBoSo on July 10, 2016, 01:11:57 AM

Track tools updated to integrate the new TrackED 1.20, that should fix the race data crash.
Title: Re: Track creation guide
Post by: PiBoSo on July 14, 2016, 01:50:56 AM

Track tools updated to improve the FBX2EDF normals generation for models exported from Blender:
http://www.kartracing-pro.com/?page=downloads

FBX files exported from Blender should be converted ticking "Recalculate" and "Smoothing Groups".
Title: Re: Track creation guide
Post by: PiBoSo on July 14, 2016, 05:14:58 PM

Track tools updated to fix a bug introduced in FBX2EDF version 1.4
Title: Re: Track creation guide
Post by: tchodz on August 27, 2016, 12:36:54 AM
Hi Guys, i just bought Race track Builder, there´s some tutorial to make tracks with RTB?
Title: Re: Track creation guide
Post by: PiBoSo on September 27, 2016, 01:58:20 PM

Track tools updated: http://www.kartracing-pro.com/?page=downloads

- updated TrackEd:
  -- restored the command-line merge of the centerline
  -- updated the bestline generation to the latest replays format
  -- added support for checkpoints on the start area and joker lap lines, too
  -- added the generation of the check lines ( needed for GP Bikes beta9 and MX Bikes beta5 )
- when the same texture is applied to both the diffuse and opacity channel ( usually to view the transparency in 3dsmax ) multi-mapping is no longer generated
- changed the default shadowmaps scale from 0.4 to 0.2
Title: Re: Track creation guide
Post by: PiBoSo on November 22, 2016, 10:40:50 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
- updated Map Viewer and Track Editor to integrate the latest rendering fixes
Title: Re: Track creation guide
Post by: PiBoSo on November 26, 2016, 11:41:13 AM

Track tools updated to fix a Track Editor bug:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on January 14, 2017, 12:05:42 AM

Track tools updated to fix a bug in emission support:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on March 30, 2017, 01:32:24 AM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
FBX2EDF: added the "use_normals" parameter for command-line
TrackEd: revised the automatic "Kart" starting grid, and added the corridors to the default data
TrackEd: automatic swap of left and right values for flipped race lines
TrackEd: updated the bestline generation for all sims to support the latest replay format
TrackEd: fixed the placing of layout objects on the track
Title: Re: Track creation guide
Post by: vizzz on August 06, 2017, 01:16:13 PM
Hi everyone! I make new indoor karting track and I've got several questions:

1. How to add many light sources (from lamps over the track) and not to use 1 ambient light (which perfectly suits for outside tracks)?
2. I didn't find proper material for walls. All wall materials from Track creation guide have too much friction and kart always stops when it touches walls. I'd like to add more sliding effect to walls - when you touch walls you loose some speed but continue to drive ahead.
3. How to make separate pitlane which is parallel to track and has pit entrance/exit? I tried to add additional line for centerline (in TrackEd) but I have no idea how to use this additional line for pitlane.
Title: Re: Track creation guide
Post by: Raise on August 06, 2017, 07:50:05 PM
You can't add multiple light sources in this game unfortunately and there also doesn't exist any other type of wall besides the ones listed.
Title: Re: Track creation guide
Post by: vizzz on August 06, 2017, 10:15:09 PM
Quote from: Raise on August 06, 2017, 07:50:05 PM
You can't add multiple light sources in this game unfortunately and there also doesn't exist any other type of wall besides the ones listed.

thanks for reply! unfortunately, I have to find another solutions for my indoor track issues...
Title: Re: Track creation guide
Post by: vizzz on August 12, 2017, 10:22:49 PM
How to make separate pitlane which is parallel to track and has pit entrance/exit? I tried to add additional line for centerline (in TrackEd) but I have no idea how to use this additional line for pitlane.

I attached screenshot from TrackEd. Green line - pitlane.
Title: Re: Track creation guide
Post by: LauZzZn on August 12, 2017, 11:37:20 PM
What do you need it for? Normally you do not need that for KRP
Title: Re: Track creation guide
Post by: vizzz on August 12, 2017, 11:47:15 PM
Quote from: LauZzZn on August 12, 2017, 11:37:20 PM
What do you need it for? Normally you do not need that for KRP

I just want to move pitlane from start-finish straight to parallel straight.  In TrackEd there is Centerline menu item with different kinds of centerline. Please check attachment.  So I thought it could be my case...  But I didn't find how to use it properly... :-(
Title: Re: Track creation guide
Post by: Raise on August 13, 2017, 05:51:40 AM
go to race data
(https://image.prntscr.com/image/PQnz87xJTy6JFnrNcv9BBw.png)
click on the button in the red box
(https://image.prntscr.com/image/w_4qBlT8TNGZG5wIHAl08Q.png)

here is the two boxes you need to edit to move it to the other pitlane
(https://image.prntscr.com/image/eGTcUxKRR0ySu1t06W58IA.png)
Title: Re: Track creation guide
Post by: LauZzZn on August 13, 2017, 10:58:14 AM
Thanks Raise for clarification, maybe I should have done that in my comment.
Title: Re: Track creation guide
Post by: vizzz on August 13, 2017, 11:58:46 AM
Thanks a lot!!!  You gave me good idea and I only switched from relative to absolute positioning of pits. Now I've got what I need.
Title: Re: Track creation guide
Post by: PiBoSo on August 13, 2017, 10:48:02 PM
Quote from: vizzz on August 06, 2017, 01:16:13 PM
1. How to add many light sources (from lamps over the track) and not to use 1 ambient light (which perfectly suits for outside tracks)?
2. I didn't find proper material for walls. All wall materials from Track creation guide have too much friction and kart always stops when it touches walls. I'd like to add more sliding effect to walls - when you touch walls you loose some speed but continue to drive ahead.
3. How to make separate pitlane which is parallel to track and has pit entrance/exit? I tried to add additional line for centerline (in TrackEd) but I have no idea how to use this additional line for pitlane.

1. Support for multiple lights is in progress and will be added in the future.
2. Your request has been added to the TODO list.
3. Sorry for the late reply. Luckily other members already helped.
Title: Re: Track creation guide
Post by: vizzz on August 14, 2017, 11:55:00 AM
Piboso, Thanks for your reply!

I hope to see them in game soon ;-)
Title: Re: Track creation guide
Post by: PiBoSo on September 23, 2017, 11:53:55 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
fbx2edf: added the 64-bit version
edfexp / fbx2edf / TerrainEd: added support for the "SIGN_" prefix, for billboards overlapping walls
TrackEd / Map Viewer: fixed the loading of MAP files over 500MB
TrackEd: updated the bestline generation for GPB and KRP to support the latest replay format
TrackEd: the ESC key doesn't quit the program anymore
Title: Re: Track creation guide
Post by: PiBoSo on October 19, 2017, 11:44:14 PM

TrackEd updated to add the possibility to set a relative angle for pits in absolute mode, too:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on May 24, 2018, 01:14:46 AM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog:
fbx2edf: fixed the normals conversion
fbx2edf: fixed the negative scaled meshes conversion
fbx2edf: removed the 32-bit version
Map Viewer: fixed the puddles rendering
Map Viewer: added support for the shared skies folder http://docs.piboso.com/wiki/index.php?title=Map_Viewer
Map Viewer: rectangular heightmaps support
TrackEd: rectangular heightmaps support
TerrainEd: rectangular heightmaps support
TerrainEd: fixed multiple scenes support
Title: Re: Track creation guide
Post by: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\
Title: Re: Track creation guide
Post by: Birel-Rotax 42 on May 28, 2018, 10:11:32 PM
Quote from: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\
You may be able to change the line in your profile.ini

It can be found in the Documents>PiBoSo>KartRacingPro>profiles

Try changing:

[gfx]
drawdistance=1000.0


Increase from 1000 to 1500 to start off. I believe the unit would be meters, but I could be wrong.
Title: Re: Track creation guide
Post by: PiBoSo on May 29, 2018, 09:44:57 AM
Quote from: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\

Distant objects such as mountains should be exported as an EDF file and then set as background in the track AMB file.
Title: Re: Track creation guide
Post by: JoaquinPS21 on May 29, 2018, 11:29:48 PM
Quote from: PiBoSo on May 29, 2018, 09:44:57 AM
Quote from: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\

Distant objects such as mountains should be exported as an EDF file and then set as background in the track AMB file.

Tried both metods, exporting the EDF file and then setting it as background works way better, but the only problem with this method is the lightning of the texture, it looks really bright in every weather (sunny/cloudy/rain). I will have to check why this happens, maybe is something with the lightning of the AMB file

(https://image.ibb.co/dH1sAy/screen013.jpg)
Title: Re: Track creation guide
Post by: AidenKempf on May 31, 2018, 12:16:06 AM
Quote from: JoaquinPS21 on May 29, 2018, 11:29:48 PM
Quote from: PiBoSo on May 29, 2018, 09:44:57 AM
Quote from: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\

Distant objects such as mountains should be exported as an EDF file and then set as background in the track AMB file.

Tried both metods, exporting the EDF file and then setting it as background works way better, but the only problem with this method is the lightning of the texture, it looks really bright in every weather (sunny/cloudy/rain). I will have to check why this happens, maybe is something with the lightning of the AMB file

(https://image.ibb.co/dH1sAy/screen013.jpg)
That track looks dope
Title: Re: Track creation guide
Post by: JoaquinPS21 on June 09, 2018, 11:14:36 PM
Quote from: AidenKempf on May 31, 2018, 12:16:06 AM
Quote from: JoaquinPS21 on May 29, 2018, 11:29:48 PM

Tried both metods, exporting the EDF file and then setting it as background works way better, but the only problem with this method is the lightning of the texture, it looks really bright in every weather (sunny/cloudy/rain). I will have to check why this happens, maybe is something with the lightning of the AMB file

(https://image.ibb.co/dH1sAy/screen013.jpg)
That track looks dope

Hey, thanks!
Still can't figure out why the backgrounds mountains looks so bright. Anyone know of a track which use mountains or something similar as background? Maybe I'm missing something :-\
Title: Re: Track creation guide
Post by: 3rd.Rail on June 11, 2018, 02:18:20 PM
Micheal schumacher's kart program game had beautiful mountain backdrops. If the game were mod able and multi player allowed for races longer than 5 laps that game would be un touchable. 
Title: Re: Track creation guide
Post by: PiBoSo on February 27, 2019, 09:44:38 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog
fbx2edf:
- fixed the tangent space calculation
- if a texture is not found, it is now searched in all the subfolders of the FBX file directory
3dsmax plugins:
- fixed the tangent space calculation
Map Viewer:
- it is now a 64-bit program
- added support for the shared flags folder: http://docs.piboso.com/wiki/index.php?title=Map_Viewer
- added support for objects animation
Track Editor:
- it is now a 64-bit program
Title: Re: Track creation guide
Post by: PiBoSo on November 10, 2019, 11:32:18 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
3dsmax plugins / fbx2edf:
- added support for haybales and plastic walls: http://docs.piboso.com/wiki/index.php?title=Track_Creation_Rules#Naming

3dsmax plugins:
- added animations support

fbx2edf:
- fixed the normals and tangent space calculation

Track Editor:
- added open centerlines support
- the centerline elevations are now shown in the Height view
- the mouse middle button can now be used to pan the Main and Height views
- the mouse middle button can now be used to select and move cameras, marshals and layout objects
- updated the bestline generation for all sims

TerrainEd:
- TerrainEd is now a 64 bit program
- please note that MAP files generated by the latest version are incompatible with the previous track tools
- fixed the shadows generation when "shadowmaps_supersampling" is set to 0
- it is now possible to set different repetitions on the X and Z axes: http://docs.piboso.com/wiki/index.php?title=MXB_Track_Creation_Guide#track.hmf
- it is now possile to force the normal map to use the same repetitions as the texture: http://docs.piboso.com/wiki/index.php?title=MXB_Track_Creation_Guide#Terrain_Textures_.26_Shaders
- it is now possible for the terrain to self-cast shadows: http://docs.piboso.com/wiki/index.php?title=MXB_Track_Creation_Guide#params.ini

Map Viewer:
- added support for the latest MAP format
Title: Re: Track creation guide
Post by: PiBoSo on November 19, 2019, 12:12:19 AM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
3dsmax plugins / fbx2edf:
- fixed 3D grass generation

3dsmax plugins:
- fixed the parsing of floating point numbers in text files

fbx2edf:
- reduced CPU usage at idle

Track Editor:
- fixed the bestline and checkpoint lines generation
- reduced CPU usage at idle
Title: Re: Track creation guide
Post by: PiBoSo on November 19, 2019, 03:53:19 PM

Track tools updated again because the 3dsmax plugins parsing bug wasn't properly fixed:
http://www.kartracing-pro.com/?page=downloads
Title: Re: Track creation guide
Post by: PiBoSo on December 24, 2019, 11:58:11 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
fbx2edf:
- fixed the ambient colour of materials with no texture
- added support for 'Map' multi-texturing

TerrainEd:
- fixed the colour of materials with no texture
Title: Re: Track creation guide
Post by: Doogie_ on February 09, 2020, 02:13:25 AM
Sorry but I cannot find the download for 3dsm 2010 anywhere in track tools. Please help as I am just at the stage of converting from 3dsimed to 3dsm but I can't get 3dsm 2020 to work.
Title: Re: Track creation guide
Post by: LXS77 on February 09, 2020, 02:16:56 PM
Hi, in 3DSimED export your project to an FBX format and then use fbx2edf tool (for a description see http://docs.piboso.com/wiki/index.php?title=FBX2EDF#Converting_FBX). 3ds Max plug-ins in Track Tools only work with the 2010 edition.
Title: Re: Track creation guide
Post by: Doogie_ on February 10, 2020, 06:24:24 AM
thanks but your last point is what I am unsure about. I don't know how to get the 2010 version, everyone that has it has just said that the got it in 2010.
Title: Re: Track creation guide
Post by: LXS77 on February 10, 2020, 02:36:03 PM
Doogie_, I'm afraid, there is no way you can get 3ds Max 2010 edition officially these days. Google lists plenty of unofficial links to the product, but it's up to you if wish to follow that path ;) What I'm trying to say, you don't really need 3ds Max for the conversion. Fbx2edf tool is quite capable of creating your MAP and TRP files.
Title: Re: Track creation guide
Post by: PiBoSo on February 18, 2020, 12:04:17 AM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Track Editor:
- the camera set surface setting is now more user-friendly
- fixed the checkpoints removal
- the new checkpoint is now added 50 meters after the current one
- marshals are now created on the ground, where possible
- the longitudinal track position is now automatically calculated when creating a marshal
Title: Re: Track creation guide
Post by: PiBoSo on March 06, 2020, 07:24:32 PM

Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
fbx2edf:
- fixed the normals and tangent space calculation of shape animated objects
- added a few keyboard shortcuts
Title: Re: Track creation guide
Post by: PiBoSo on June 08, 2020, 10:04:37 PM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Track Editor:
- fixed the rendering of tracks higher than 500 meters
- added the mouse pointer position on track display
- added support for custom layout objects
- updated the bestline generation to Kart Racing Pro release11
Title: Re: Track creation guide
Post by: PiBoSo on October 29, 2020, 11:21:28 AM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
3dsmax plugins / fbx2edf / TerrainEd:
- added soft objects support
- optimization of the dynamic track surface generation
- additional log info

Track Editor:
- added soft objects support

Map Viewer:
- rendering performances improvements
Title: Re: Track creation guide
Post by: PiBoSo on January 23, 2021, 11:55:51 PM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
fbx2edf:
- fixed a crash due to missing materials
- the transparency texture is now skipped if the same as the diffuse texture

TerrainEd:
- fixed a track shadows generation crash when "shadowmaps_terraincast" is enabled
- fixed multitexturing support with multiple scenes

Track Editor:
- the color of the merged centerlines has been changed to match the surface color
- the race data type is now saved and restored
- all positions, distances and lengths are rounded to the nearest centimeter. All angles are rounded to the nearest tenth of degree. Data in the output files is also rounded.
- cameras autozoom is now enabled by default
- fixed the rendering of models much higher than the track surface
- updated the bestline generation to Kart Racing Pro release12

Map Viewer:
- fixed terrain rendering errors
- improved the mipmaps generation of textures with alpha channel
Title: Re: Track creation guide
Post by: PiBoSo on March 27, 2021, 10:30:18 PM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Track Editor:
- fixed a bug introduced in version 1.38, that caused the "absolute" starting grid and pits positions to be incorrectly saved
Title: Re: Track creation guide
Post by: PiBoSo on August 12, 2021, 01:38:19 PM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Map Viewer:
- added the possibility to set the camera start position and rotation
- added a key to grab a cubic screenshot
- added the option to reload the latest file at the start
http://docs.piboso.com/wiki/index.php?title=MapView
Title: Re: Track creation guide
Post by: PiBoSo on October 05, 2021, 10:54:28 AM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads

Changelog
TerrainEd:
- added the possibility to import MAP files, to allow rain puddles and 3D grass on polygon terrain
- SOFT objects are now automatically marked as shadows receivers


The conversion tools have been moved to a separate download:
http://www.kartracing-pro.com/?page=downloads

Changelog
- SOFT objects are now automatically marked as shadows receivers
Title: Re: Track creation guide
Post by: Maxi Evans on October 29, 2021, 12:58:42 PM
Hi can someone please send me Materials names for tracks I forgot asphalt with less grip

Thanks!
Title: Re: Track creation guide
Post by: LXS77 on October 29, 2021, 01:11:38 PM
Quote from: Maxi Evans on October 29, 2021, 12:58:42 PMHi can someone please send me Materials names for tracks I forgot asphalt with less grip

Thanks!
https://docs.piboso.com/wiki/index.php?title=Track_Creation_Guide
Title: Re: Track creation guide
Post by: PiBoSo on February 08, 2022, 10:07:27 AM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Map Viewer:
- the movement keys have been changed to WASD + left shift, because some keyboards don't have arrow keys or right ctrl
Title: Re: Track creation guide
Post by: Martin_rysstad on November 25, 2022, 07:13:36 PM
How do i make the EDF file back to a FBX file?
Title: Re: Track creation guide
Post by: LXS77 on November 25, 2022, 09:35:55 PM
You can't, it's a one-way process.
Title: Re: Track creation guide
Post by: PiBoSo on May 04, 2023, 12:37:32 AM
Track tools updated:
http://www.kartracing-pro.com/?page=downloads


Changelog
Map Viewer:
- integrated the improved lighting

TrackEd:
- the movement keys have been changed to WASD + left shift, for consistency with the Map Viewer
- changed the way checklines are drawn
- integrated the improved lighting
- updated the bestline generation to Kart Racing Pro release13