Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: malny on November 11, 2012, 06:21:19 PM

Title: problem Kerb
Post by: malny on November 11, 2012, 06:21:19 PM
hello, I'm working on my first track ..
I tried to recreate the kerb outside as the real ones but the result does not satisfy me completely:

+ I like to see
+ kart physics works well over the kerb, very real

but ....

-is too slide! you have to dodge ..

KRP calculates the contact surface TIRES - KERB??  less surface less grip??
What can I do?
I have to change?

thanks

Title: Re: problem Kerb
Post by: LauZzZn on November 11, 2012, 06:35:51 PM
you just should make it flat and make a texture looking like the real one on it.
Title: Re: problem Kerb
Post by: EVO on November 11, 2012, 06:41:53 PM
no thats dumb.  He is doing it right.  Look at Rye house.  I would say make it less deep. i know that would not be exacly like the real one but it would work better
Title: Re: problem Kerb
Post by: LauZzZn on November 11, 2012, 06:45:58 PM
thats possible,too haha
Title: Re: problem Kerb
Post by: EVO on November 11, 2012, 11:54:06 PM
BTW the tracks looks really nice i hope you release to the public
Title: Re: problem Kerb
Post by: malny on November 12, 2012, 01:42:36 AM
Quote from: EVO on November 11, 2012, 11:54:06 PM
BTW the tracks looks really nice i hope you release to the public

;) if I can complete it well will certainly released.
lacking a bit of track objects (lights, wall tire for Marshal, light pole) after I focus on the edge of the track (buildings, stands and trees)
I am a beginner, I hope not stop me for problems! ;D
Title: Re: problem Kerb
Post by: DjFIL on November 12, 2012, 02:08:14 AM
Those kerbs look awesome.  Don't go with the texture method... just adjust the depth/grip until it feels right.
Title: Re: problem Kerb
Post by: LauZzZn on November 12, 2012, 07:30:34 AM
i prefer the 3d kerb,too. but for his probelm it was judt an idea ;)
Title: Re: problem Kerb
Post by: Ryan Harris on November 12, 2012, 07:35:54 AM
Your track texture is really good quality! i like it :)
Title: Re: problem Kerb
Post by: LauZzZn on November 12, 2012, 07:39:29 AM
Quote from: MrShowtime22 on November 12, 2012, 07:35:54 AM
Your track texture is really good quality! i like it :)
thanks ;)
Title: Re: problem Kerb
Post by: malny on November 12, 2012, 12:44:18 PM
Quote from: LauZzZn on November 12, 2012, 07:39:29 AM
Quote from: MrShowtime22 on November 12, 2012, 07:35:54 AM
Your track texture is really good quality! i like it :)
thanks ;)
;)are true photos made on the track "cured" and resized with photo.shop ... may not be definitive, it depends if I can take better pictures next time! I used 1024pix for asphalt, 512 for kerb and grass, 64x256 wall tyre.
Unfortunately there are no secrets ;D
Title: Re: problem Kerb
Post by: malny on November 12, 2012, 01:02:02 PM
my kerb are 3cm deep, I haven't much to move without compromising the look :-\.now I try to come up with steps of 1 cm then maximally try half-measures
Title: Re: problem Kerb
Post by: Serega on November 12, 2012, 05:45:06 PM
what beautiful curbs...
Title: Re: problem Kerb
Post by: Piers Prior on November 12, 2012, 05:52:15 PM
what track r u making? :) looks really good
Title: Re: problem Kerb
Post by: LauZzZn on November 12, 2012, 06:09:27 PM
look at the banner
laghi 7 kart
Title: Re: problem Kerb
Post by: PiBoSo on November 12, 2012, 06:48:20 PM
Quote from: malny on November 11, 2012, 06:21:19 PM
hello, I'm working on my first track ..
I tried to recreate the kerb outside as the real ones but the result does not satisfy me completely:

+ I like to see
+ kart physics works well over the kerb, very real

but ....

-is too slide! you have to dodge ..

KRP calculates the contact surface TIRES - KERB??  less surface less grip??
What can I do?
I have to change?

thanks

An option is to have 2 models: 1 for the graphics ( export as .MAP ) and 1 for the physics ( export as .TRP ) with smoothed shape.
Title: Re: problem Kerb
Post by: malny on November 12, 2012, 08:30:01 PM
Quote from: PiBoSo on November 12, 2012, 06:48:20 PM
Quote from: malny on November 11, 2012, 06:21:19 PM
hello, I'm working on my first track ..
I tried to recreate the kerb outside as the real ones but the result does not satisfy me completely:

+ I like to see
+ kart physics works well over the kerb, very real

but ....

-is too slide! you have to dodge ..

KRP calculates the contact surface TIRES - KERB??  less surface less grip??
What can I do?
I have to change?

thanks

An option is to have 2 models: 1 for the graphics ( export as .MAP ) and 1 for the physics ( export as .TRP ) with smoothed shape.

wow thanks, this is already a solution that I like! in 3dsmax I have different layers for different objects, there is the possibility to export only parts of the scene and not the layers that are hidden?
Title: Re: problem Kerb
Post by: PiBoSo on November 12, 2012, 08:34:02 PM
Quote from: malny on November 12, 2012, 08:30:01 PM
Quote from: PiBoSo on November 12, 2012, 06:48:20 PM
Quote from: malny on November 11, 2012, 06:21:19 PM
hello, I'm working on my first track ..
I tried to recreate the kerb outside as the real ones but the result does not satisfy me completely:

+ I like to see
+ kart physics works well over the kerb, very real

but ....

-is too slide! you have to dodge ..

KRP calculates the contact surface TIRES - KERB??  less surface less grip??
What can I do?
I have to change?

thanks

An option is to have 2 models: 1 for the graphics ( export as .MAP ) and 1 for the physics ( export as .TRP ) with smoothed shape.

wow thanks, this is already a solution that I like! in 3dsmax I have different layers for different objects, there is the possibility to export only parts of the scene and not the layers that are hidden?

With the latest exporter ( updated 2 days ago ), it is possible to export selected objects only.
Title: Re: problem Kerb
Post by: EVO on November 13, 2012, 04:01:40 AM
the screen shots look like old photo graphs they have a rsutic qualtiy to them.  But thats besides the point. Are sating you are going to make the first few kerbs 1cm and 2cm all the way to 33cm?  that would work good i think.  You could also use an invisible kerb with only a 1cm dip.  the kart will drive on this invisible kerb and not all the way into the real kerb.  it might be possible to get away with this. to do this name the real kerb whatever becuase it doesnt have to be colidalbe but make sure you give it a SAHD_ prefix  name the invisible kerb INVISIBLE_TRKKERB.
Title: Re: problem Kerb
Post by: Sam on November 13, 2012, 09:00:40 AM
This track is so close to pfi
Title: Re: problem Kerb
Post by: malny on November 13, 2012, 11:21:42 AM
Quote from: EVO on November 13, 2012, 04:01:40 AM
the screen shots look like old photo graphs they have a rsutic qualtiy to them.  But thats besides the point. Are sating you are going to make the first few kerbs 1cm and 2cm all the way to 33cm?  that would work good i think.  You could also use an invisible kerb with only a 1cm dip.  the kart will drive on this invisible kerb and not all the way into the real kerb.  it might be possible to get away with this. to do this name the real kerb whatever becuase it doesnt have to be colidalbe but make sure you give it a SAHD_ prefix  name the invisible kerb INVISIBLE_TRKKERB.

;D photos rustic is the result of a photo taken with the phone at screen pc
I have a Mac partitioned with win7, with the Mac keyboard I do not know capture screen :-[
sorry I have not understand the 33cm?
as I understand it with the Board of PiBoso if export two scenes, one with the curbs "flat" .TRP and the other with the curbs "deep" .MAP should get the same result of  INVISIBLE prefix.
when I have some time, i testing
Title: Re: problem Kerb
Post by: malny on November 13, 2012, 12:02:57 PM
 :)works ok, I exported my track .MAP
after I raised some of my polygon TRKASPH, I exported .TRP
now we can fly without INVISIBLE prefix :P

thanks PiBoSo

for EVO rustic photo collection continuessss ;D  thanks
Title: Re: problem Kerb
Post by: PiBoSo on November 13, 2012, 12:42:45 PM
Quote from: malny on November 13, 2012, 11:21:42 AM
;D photos rustic is the result of a photo taken with the phone at screen pc
I have a Mac partitioned with win7, with the Mac keyboard I do not know capture screen :-[

Does the keyboard have an F11 key?
Please look in readme.txt of Kart Racing Pro for info about screenshots grabbing.
Title: Re: problem Kerb
Post by: malny on November 13, 2012, 04:43:42 PM
Quote from: PiBoSo on November 13, 2012, 12:42:45 PM
Quote from: malny on November 13, 2012, 11:21:42 AM
;D photos rustic is the result of a photo taken with the phone at screen pc
I have a Mac partitioned with win7, with the Mac keyboard I do not know capture screen :-[

Does the keyboard have an F11 key?
Please look in readme.txt of Kart Racing Pro for info about screenshots grabbing.

yes, arrives to F12 on the Mac  but I have not found the right key combination. for now F10-11-12 adjust the audio ... I will try solution to post  quality photos...
Title: Re: problem Kerb
Post by: laraarsa on November 13, 2012, 05:24:28 PM
Are you pressing the Fn key together with f10/11/12?
Title: Re: problem Kerb
Post by: EVO on November 14, 2012, 01:22:53 AM
Quote from: malny on November 13, 2012, 11:21:42 AM
Quote from: EVO on November 13, 2012, 04:01:40 AM
the screen shots look like old photo graphs they have a rsutic qualtiy to them.  But thats besides the point. Are sating you are going to make the first few kerbs 1cm and 2cm all the way to 33cm?  that would work good i think.  You could also use an invisible kerb with only a 1cm dip.  the kart will drive on this invisible kerb and not all the way into the real kerb.  it might be possible to get away with this. to do this name the real kerb whatever becuase it doesnt have to be colidalbe but make sure you give it a SAHD_ prefix  name the invisible kerb INVISIBLE_TRKKERB.

;D photos rustic is the result of a photo taken with the phone at screen pc
I have a Mac partitioned with win7, with the Mac keyboard I do not know capture screen :-[
sorry I have not understand the 33cm?
as I understand it with the Board of PiBoso if export two scenes, one with the curbs "flat" .TRP and the other with the curbs "deep" .MAP should get the same result of  INVISIBLE prefix.
when I have some time, i testing

you figured it out on your own. nice.  yeah i dont know where i was going iwht that idea.  But it would be nice to have kerbs like real life and not flat that the kart can sink into.  So what if you made a insivislbe kerb 1-2cm deep and keep the 3cm deep kerb but non-colidalbe
Title: Re: problem Kerb
Post by: LauZzZn on January 01, 2013, 06:30:09 AM
news?
Title: Re: problem Kerb
Post by: malny on January 02, 2013, 10:08:44 PM
Quote from: LauZzZn on January 01, 2013, 06:30:09 AM
news?

I have to be honest ... :-[
I bought a new steering wheel CSW by FANATEC .. ;D
is two months that I play without opening 3ds'max!

I hope to get back to work soon!
I tried different configurations of shape but it works just flat ... (. trp)
the file (. map) instead can be more complex.
then I have to get back on track to make textures with bump best because they are out defects ....
Title: Re: problem Kerb
Post by: LauZzZn on January 03, 2013, 01:14:23 PM
sounds good. malny i made the thing with the real formed kerbs,too at oschersleben but i dont understand your problem :D could you pm me?
Title: Re: problem Kerb
Post by: GhostriderPl on March 05, 2013, 09:17:10 PM
I tried once more to drive KRP, but every time i get angry because of the Curbs :-\

When you drive on them you lost a lot of grip, and when you drive too close then your Kart get stuck on them...

I just dont understand that, because its on every track and every little fault cause a exit to the box :(

In KZ1(in real) i can make some little faults and it costs me 2/100 of a second and thats all......

But when i cant use the Cerbs in KRP which i use in real life its very weird, and when i stuck the 3rd time on a cerb even if i can drive fast then it is so frustrating that i must quit the game. ICOULD drive 2 seconds faster, but every Curb is like a fear moment.

I dont know much about Computers, but i dont understand where is the problem with the Curbs ::)

Some people say that the Grip on the Curbs is the same like on track (in KRP) but thats not true....in Kerpen as example i drive on them like on ICE, but they are very important on this track(and on few others too)




Greetings, GhostriderPL

Title: Re: problem Kerb
Post by: Schwoni on March 05, 2013, 09:43:28 PM
@ GhostriderPL

the problem of the slippery curbs is the 3d shape, in kerpen for example also the .trp file is exported with 3d shape curbs. That make it slippery!
Piboso explained in reply # 15. I was at beginning of my modding career and didn`t knowed that. So it is like it is there.
Another "problem" in my opinion is that chassis friction or resistance if it scratch on ground is much too much in krp, my opinion.
Since beta 7 the axle lift is so extreme easy, i drive in KRP like in real, short and fast steerings, so the kart jump in corners without much drifitng. "anstellen"
You know what i mean, and since beta7 the rear axle lift that much in fast and hard corners, like in lonato that 90° right ( the first one) that the kart scratch with front chassis on ground and i overroll always -.-
That annoyed me so much that i stopped driving Beta 7 after 2 days. I hope Beat 8 will be better again, that i can come back :D
Title: Re: problem Kerb
Post by: GhostriderPl on March 05, 2013, 10:29:04 PM
I exactly know what you mean.....and thats the reason why i lost the fun....i drive very "round" and always have the plus that i can drive other Gear-Settings (longer) because of that....

And the Corner in Lonato is a good example.....the Chassis is scratching in that second and you think that you are driving in the rain ;) ::) (with your driving style the other way) ;)

A have an opinion when talking about KRP (very good basics) but without much testing with real drivers there isnt a solution because only drivers can give the input that is needed for realism.....i dont want talk about THIS because nobody hear that  ;)  i only hope that Beta8 will be better :-\




Greetings, GhostriderPL
Title: Re: problem Kerb
Post by: GhostriderPl on March 06, 2013, 07:43:15 PM
I am sad, because PIBOSO nothing says to this problem, which in my opinon is a BIG one :(

The Curbs are on EVERY track like shit..........such a good sim, but looking great isnt the right way.
In real I NEVER stuck on a curb....The chain can get off, but stuck on it...no way..

Why this is so a big problem in this sim?  Other sims havent this problem ::) :-\

In Lydd i come off track and cant get on it again for example......

PIBOSO, take some guys from here and let them test and give their opinions to you!! Because THIS is the only way to make a great sim....Giving 1000 Betas isnt the right way (in my opinion)...There's a GREAT Basic....but without help it would be a "game" with good graphics....And even you dont want that i think ;)

Think about it, because lots of very fast drivers leave at the moment because it is frustrating.....and i think you make the sim for another reason....FUN and Realism ;) :)


Greetings, GhostriderPL
Title: Re: problem Kerb
Post by: LauZzZn on March 06, 2013, 08:05:37 PM
Quote from: GhostriderPl on March 06, 2013, 07:43:15 PM
I am sad, because PIBOSO nothing says to this problem, which in my opinon is a BIG one :(

The Curbs are on EVERY track like shit..........such a good sim, but looking great isnt the right way.
In real I NEVER stuck on a curb....The chain can get off, but stuck on it...no way..

Why this is so a big problem in this sim?  Other sims havent this problem ::) :-\

In Lydd i come off track and cant get on it again for example......

PIBOSO, take some guys from here and let them test and give their opinions to you!! Because THIS is the only way to make a great sim....Giving 1000 Betas isnt the right way (in my opinion)...There's a GREAT Basic....but without help it would be a "game" with good graphics....And even you dont want that i think ;)

Think about it, because lots of very fast drivers leave at the moment because it is frustrating.....and i think you make the sim for another reason....FUN and Realism ;) :)


Greetings, GhostriderPL

some times i think the same as schwoni and ghostrider..
i would be happy to help piboso making this sim better in its physiks.
Title: Re: problem Kerb
Post by: James Beer on March 06, 2013, 10:23:38 PM
I also a agree that the kerbs are too slippery in real life they are not like that, I find now most of time in krp you have to avoid using the kerbs instead of using them which is not correct, a bit of a disappointment but I hope it can be resolved ;)
Title: Re: problem Kerb
Post by: LauZzZn on March 06, 2013, 10:27:09 PM
thats no problem for me but the stuck is my problem
Title: Re: problem Kerb
Post by: James Beer on March 06, 2013, 11:22:31 PM
Quote from: LauZzZn on March 06, 2013, 10:27:09 PM
thats no problem for me but the stuck is my problem

Ah ok yeah that's also a problem, slippery ness is my problem because of my f f b. I mean its a no win situation either set the the height at high setting thus making the center of gravity higher increasing the risk of flipping or go for a low height combating the flipping problem when coming off kerbs but you always get stuck on the kerb :-\ shame really as this is the best kart sim out there