Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: DjFIL on April 18, 2013, 10:53:20 PM

Title: Help DjFIL Make A Track...
Post by: DjFIL on April 18, 2013, 10:53:20 PM
Thought I'd start a full thread of my own.  Been adding way too much to the end of all the other threads.  If you want me to go back to adding at the end of those threads, just mention it and I will.  I really appreciate all the help I've received so far from LauZzZn, EVO and other KRP Forum members.

To bring everyone up to date on my initial project progress.  3DS Max 2010 is what I'm using, because the plugin to export works, and it doesn't seem all that different to use.  Building the core elements of the track (track surface and the grass surrounding it) went fairly smoothly (did it 3 times for this one track, get quicker each time).  Also after my first export I noticed the scale of the software wasn't set correctly.  So set 3DS Max to Meters (Customize > Units Setup)... and now the track is exported at the correct size (confirmed when drawing the center line around the track in Track Editor).  I'm exporting it early, cause I want to test this layout... and see if it's fun and worth putting more time in to, or if I should work on another layout plan that I have.

So with the export here's my new issue.  When I open the track in Track Editor or Map Viewer... I'm noticing that the Asphalt (Track Surface) section is appearing upside down (is seen only if I view it from under the world, looking up). The grass around it (inside and outside of the track) looks just fine.  Everything looks normal in 3DS Max before I export it.  With LauZzZn's help I'm using correct textures, even the 3D Grass shows in the Map Viewer (seen in my example below).  I've also confirmed in 3DS Max that my objects are titled correctly: TRKASPH01, TRKGRAS01 & TRKGRAS02.  What else can be causing this, and how can it be fixed?

Map Viewer (from above)
(http://members.shaw.ca/shawtest00/above.jpg)

Map Viewer (from below)
(http://members.shaw.ca/shawtest00/below.jpg)

In Track Editor
(http://members.shaw.ca/shawtest00/tracked.jpg)

In 3DS Max 2010
(http://members.shaw.ca/shawtest00/3dsmax.jpg)

Other question would be is how do I get the Sky Box to appear when viewing my track in Map Viewer?  I copied the skybox files from another track's folder.  I guess there's a way to activate them, or link it with your map?

More questions later.  Thanks again to everyone for the help.
Title: Re: Help DjFIL Make A Track...
Post by: Bradley on April 18, 2013, 11:22:25 PM
If you are viewing texture from wrong side then it could be you need to normalize the normals or recalculate the normals (basically what direction the vertices are pointing)  I wish I could help you more but 3ds is just not my thing (blender artist)
Title: Re: Help DjFIL Make A Track...
Post by: Bradley on April 18, 2013, 11:24:04 PM
ps. This used to happen a lot when mapping a sky texture to a dome etc. flip the normals was always the ticket-:)
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 19, 2013, 12:23:34 AM
I was looking for that, but in the textures area.  Figured it out and got the polygons flipped, exported it again, and now my track textures correctly inside Track Editor and Map Viewer.  Yay, Another step ahead.

I tried to load it in game... but everything (except my Kart, and my HUD) is pitch black.  Before when I loaded it, I was falling in the black abyss... now it feels like i'm actually driving on a surface... but I can't see anything.

So... what's next?  I'm guessing the skybox maybe a part of this?  Or is there something else I need to do... like regarding a light source?
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 19, 2013, 02:11:50 AM
Hooray! I figured it out.  Looks like I didn't copy enough files from one of the original tracks for it to work.  So I totally can drive it now.  Pretty sweet... feeling really proud that I created something, and it wasn't to difficult... even though this is very bland currently.  Thanks again everyone for the help in this thread and others threads, and LauZzZn with PM's.

Look forward to learning how to add more detail to my tracks like objects, trees, extra roads (pit lanes, alternate routes, etc), hills (in the terrain and on the track), and much more.
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 19, 2013, 03:30:13 AM
And I broke it.  I was trying to fix an issue where it looks like I slightly nudged the track surface out of place (small, 5-10 cm, gap on one side of the track)... couldn't get it adjusted right, though i'd delete components (not including the track surface) and build the grass around it again... unfortunately caused further issues and then I (stupidly) accidentally clicked save... bye bye work.  Oh well, going to be lot easier each time after the first.

One question... can I lock objects in 3DS Max (like locking layers in Photoshop) so they can't be moved/edited once I'm happy with them?
EDIT: Looks like I found it (under each object's Hierarchy > Link Info menus)

EDIT2: Got it back to where it was again... took me about 90 minutes... getting faster every time.  Repetition is a good thing for long term memory anyway.  Loads perfectly now in Map Viewer and Track Editor... but every time I load the track in KRP it crashes before I'm in the 'garage' menu.  What are causes of these crashes?
EDIT3: Looks like the center line wasn't biding (or being saved as bound) to the track.  Yay!
Title: Re: Help DjFIL Make A Track...
Post by: maxrod on April 19, 2013, 11:08:32 AM
you can lock parts of your scene in 3ds max just right click then object properties freeze, You also have a auto save if when you open you go to auto back it save every 5 min.
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 19, 2013, 04:09:26 PM
dont save on the same file i have folder with versions of my tracks so i start with 1 and then 1.1 ..... so when you make a failure you can use the old file ;)
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 19, 2013, 04:28:48 PM
I started to save with a new extended name (-wire, -grass, -textured, etc) every time I reached a "checkpoint" in the build.  But that is also great to know about the 5-minute autosave.  See if that can help me another time, hopefully not required (but mistakes do happen).  And that's sure an easier way to lock parts... I'll look for that.

Thanks everyone!
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 19, 2013, 06:46:10 PM
name them with 1 1.1 etc its much easier
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 20, 2013, 02:58:30 AM
So I figured out how to get some objects (Cones, Tires & Bails from the misc.pkz file) and got them placed on my track in the Track Editor.  How can I easily get more simple objects to use/place, like light posts or those square/pyramid pop-up awnings?  Thanks.
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 22, 2013, 12:28:11 AM
So I'm working on a 2nd project, a fantasy track layout.  One of my challenges with this new layout is extra connector roads for alternate layouts.  Can someone help me with how to achieve this?  I'm learning about combining two objects in to one and than welding vertices, to make it so they're connected/smooth transitions.  Is this the correct technique?

Also another question about making a pit lane.  Should I just take the same technique?  I noticed in PiBoSo's rules about "PIT_TRKASPH"... would that mean that the pit lane would have to be it's own object?  But could I weld that to the main track, or would that make it become one object and therefore I couldn't give it the unique name?

Thanks for the assistance everyone.
Title: Re: Help DjFIL Make A Track...
Post by: Bradley on April 22, 2013, 04:26:40 AM
You can layout a pit just like you did the track, then connect the vertices(weld) then when all is good go in a separate the access lanes from your track so they are different objects- this will also make it easier to texture, since most pit lanes and access look a little different texture wise :)
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 22, 2013, 06:00:00 PM
Ok... so I've got my alternate routes laid down, and vertices lined up with the original piece of track.  So they should be able to easily weld.  I also set the weld threshold a bit higher, to make it easier to make them happen.  But I can't seem to get the vertices of two different objects to weld together.  Is there a way to select the vertices of two different objects at once?  It seems that it only lets me select one object at a time.

Thanks!
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 22, 2013, 06:09:36 PM
if i understand you right you can attac to objects together
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 22, 2013, 06:22:59 PM
If I attach two (or more) objects together, will it still let me give them different identifiers?  like TRKASHP01 and PIT_TRKASPH01?
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 22, 2013, 06:37:30 PM
no but you can detach them later
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 22, 2013, 06:42:56 PM
Oh ok.  Is it important to have them as separate identifiers (if I'm fine with them all being the same surface type)?  Like is it important to title the pit lane "PIT_TRKASPH01"?
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 22, 2013, 06:46:35 PM
no i never do that.
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 22, 2013, 06:50:16 PM
Ok good to know.

One more question.  Sometimes when I'm creating grass (selecting outline > create shape > adjust outline (-1.0) > convert to poly)... it automatically caps the piece for me, and sometimes it doesn't.  If it's not automatic and I have to complete the capping, I see the 1.0m outline in the wire view.  But no matter the outcome, they both look normal in the 3D view window.  Any reasons why the outcome would be different?  And any issues with it being like this?
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 23, 2013, 09:53:00 PM
Figured out my issue with the odd results when building infield grass... it was because the shape outline (created 1 m away from the track) had vertices (segments) that were crossing over them self at the corners.  Once I got them lined up correctly, everything worked as expected.

Just to let you in on my current project... it's a custom made fantasy track featuring 5 possible layouts.  Beyond creation of the basic track and grass... with this project I'll be learning how to add\attach alternate roads (including pit lane), adding kerbs, adding few trees (around the outside), adding a fence and/or wall, and modeling and adding a building (a garage/club house).  I've already got it up to a drive-able state, and I'm pretty happy with the layout that I've made.  I'll make a new thread and put up some pictures when it's getting closer to release.

After this project is a special one... I'm planning to trying to recreate a track from a popular "karting" series.   ;)  That will have me learn how to create hills (on and off track), banked corners and a tunnel.  But that's probably a few weeks away from even getting started.

But one step at a time.  Thanks again to everyone who has provided help.  Pretty excited to be getting back in to track creation.  It's been lot easier (to get off the ground) than expected, but still lots more to learn.
Title: Re: Help DjFIL Make A Track...
Post by: EVO on April 24, 2013, 05:37:58 AM
Select both objects and apply an edit meah modifier or you may hve to attach them
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 27, 2013, 01:21:48 AM
I'm building kerbs.  Figured out the path following issue I was having earlier... now got part down easy.

But what heights are average kerbs around a karting track?  My first attempt was way too large.  Second attempt was better... but still rides bit too harsh.

What dimensions are you using to create your line (shape for lofting) for standard kerbs?

Thanks.
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 27, 2013, 06:46:51 AM
for the outside ones 70cm something like this and the inside kerbs maximum 50cm ,comes up to how the shape is
Title: Re: Help DjFIL Make A Track...
Post by: Bradley on April 27, 2013, 07:49:41 AM
Like I said I am not familiar with 3ds, um try to join the
2 objects together( this should allow you to play with the vertices at the same time) , then weld the vertices, then separate  to be two different objects again
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 28, 2013, 07:38:02 AM
Kerbs are done and feel good.  Here's a preview (overhead) of my creation in work.  Fantasy layout created from scratch.  Will include 5 layouts (all clockwise), longest is 935m.
(http://members.shaw.ca/shawtest00/fantasy-3d.jpg)

If anyone able to give a few pointers on how to make walls (for the pit wall), fences (for around the compound) and trees (and tree lines)... that would be much appreciated.  Lastly I plan to build a clubhouse style building for near the pit area entrance... but I've found plenty of youtube tutorials on how to make buildings.

Thanks!
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 28, 2013, 09:05:57 AM
i try to make those tutorials today. buildings is a thing where its not easy to make a tutorial i think because no building looks same. i can send you my buildings that i made for my tracks if you want and you can learn from them
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 28, 2013, 04:42:37 PM
That's ok.  For the buildings, there's loads of tutorials on youtube from simple to complex.  But that would totally be awesome if you'd help by creating tutorials for fences and trees (and tree-lines).  That would be so appreciated.
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 28, 2013, 05:03:39 PM
in my 3dsmax tutorial thread i could add the tutorial and add some examples of 3d fences that i have
Title: Re: Help DjFIL Make A Track...
Post by: DjFIL on April 28, 2013, 06:59:26 PM
Figured out how to make a simple concrete wall (for between my pit lane and track) using a loft technique.  Had a little trouble closing the ends of the wall, but got it figured out in the end.  Texturing worked fine, once I set UVW Map to "box".  So that's cool.

But yes please... still would love help with 3D Fences and Trees.  Having a tough time to figure out how to even start something like that.  So a tutorial for those items would be awesome.  I'll keep an eye open in that thread of yours.  Thanks LauZzZn.

Anyone have (or know where can I find) packs of objects to use in the layout editor?  I only have found (from the original tracks.pkz) tyres (singles and stacks in multiple colours) and cones.  Not sure what others I would want or need exactly... but more to see and select from is always nice.
Title: Re: Help DjFIL Make A Track...
Post by: LauZzZn on April 28, 2013, 07:01:15 PM
trees and alternate router will be in the next video