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November 26, 2024, 02:23:19 PM

News:

Kart Racing Pro release13e available! :)


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Messages - Junfan

1
General Discussion / Re: Kart Racing Pro beta15b
August 14, 2016, 02:22:18 AM
That did it.
Thanks!
2
Hopefully this helps...








Thanks,

Junfan
3
There are "concrete" decal objects placed on the track surface - they get these "mirror-like" reflections from trees, etc.
They are basically flat planes in 3ds Max named "decal_XX" using a single-channel texture (no alpha channel).  The other surfaces (asphalt) don't seem to be affected.
If you download and check out the track you can definitely see it.  I'll try to post a screen shot soon.
Thanks!
Junfan
4
Yeah, I think everyone does. (have the "shadow problem").
I've trying to get rid of them, but I don't seem to be able to.  I have some friends looking into the issue - if anyone out there has any suggestions I'd be more than glad to hear them.  Hopefully people that are better at this than I am can chime in.
My apologies for the shadows - and thank you for trying out the track.

Junfan
5
Link updated - new version has some of the offending bumps removed, and now has the "short" layout.
I hope I registered it properly, please let me know if you're not getting laptimes...

Thanks everyone!

Junfan
6
Update:
Fixed a scaling issue with the track - thanks to real life karters who've raced this track and alerted me to the issue.
The track's scale now reflects real life more closely.
This will probably be the last update, until I am ready to release a "prettier" version of it...

Thanks all!

Junfan
7
Wow, it's not uncommon for graphics driver not to jive with a particular game, although I haven't really seen the issue affect the entire OS - and from two different manufacturers.
@Michael - Really the best thing to do here is downgrade to the previous driver, as suggested in this thread.  See if this utility will work for you - for completely uninstalling the graphics drivers - works with Windows 8:

http://www.guru3d.com/files-details/display-driver-uninstaller-download.html

Then you reboot and install the previous Nvidia driver version. ;)

Junfan
8
I second the gratitude for the kind response!
...and for understanding the enormous excitement surrounding this release (with good reason).  Looking forward to the finished product - which looks fantastic so far.

Junfan
9
Thanks WSalisbury3, it's my pleasure, to work on this - although it IS pretty time consuming!  Will we see you there IRL when the season starts?
Don't know if I'm ready to tackle another track, but I would very much like to continue to do this as my time allows, especially if it's useful for N.E. racers.  Let me get through this one first ;)

I put up another version - was not planning to release another one until I was good and ready with something more final, but I was able to fix a couple of issues with this one that I felt would make the track more raceable for users.  I was able to address some of the evil bumping and jerking in some of the corners - obviously, did not want to remove them all, since the track in real life is not exactly as smooth as a billiard table - which is very much part of its character.  Also, one of my son's fellow real life racers took a stab at the race data file - it now accommodates 24 karts, although it reveals some of the work needed on the staging area.

From now on I'm concentrating on cosmetics - fixing some issues I'm having with some of the textures in 3ds max, as well as a lot work in the paddock area.  Again, many thanks to evolution-kart for all his help!

Junfan

10
A new version is up, with some cosmetic updates.
Still some ways to go, but the track is coming along ;)

Thanks,

Junfan
11
Thanks to you, man!
All:  link now points to a newer version with slightly better buildings and track markings.

Junfan
12
Hi,

So I've finally brought myself to release this track to the KRP community.  It's still very raw, and there are some quirks and cosmetic issues I'll need to iron out.  That being said, it's driveable, and as challenging as its real-life counterpart.

Oakland Valley Race Park (OVRP) is located in Cuddebackville, NY USA.  It is one of the premier stops in the USA Northeast Rotax Max Challenge, and a favorite of kart racers all over the Northeastern United States.  I do not recall which of the Andrettis famously said that if you learn to race there, you can race anywhere.  Go to http://www.ovrp.net/ to learn more.  Here's the link to the KRP track:

http://www.mediafire.com/download/waqdb5m23m31gdi/OVRP.zip

Again, the caveat is that it's still a work in progress - short-listed for immediate improvement are some of the bumpiness on the track surface itself, as well as improved buildings and pits.  Long story short, I've been reading posts about how people should endeavor to make the effort to create tracks on their own, so I picked up the gauntlet, so to speak, and here's the result, so far.  I'm a total newb at track building and 3ds Max, but I'd be nowhere, if it wasn't for the help of evolution-kart.  This friend has been super helpful, and joint credit should go to him when the track is finally ready to be registered.  Thanks also to the kind souls here that have shared their track-building knowledge and created the tutorials I followed to make this thing.

And to recall last year's ice bucket challenge insanity, I call out US KRP'ers to come out and start creating some tracks, to deal with the dearth of American venues in the game. :)

Thanks again to my co-creator evolution-kart, and to Piboso for making such an awesome sim in the first place.

Junfan


13
Other Addons / Re: Rotax Max Beta 12
January 20, 2015, 07:02:45 PM
A bit quick on the trigger?

With all due respect to the modders (I myself took it upon myself to learn enough BTB and 3ds max to make my own track, and have a healthy appreciation for their hard work):
But all I see here is a newcomer to the forum asking a question in a sensible, respectful  manner.  I didn't see any undue insistence or pushiness on his part, and he didn't post a single thing once his question was answered with four simple words.  This is the first time I've read any post from anyone asking for the update since Corrie rightfully addressed the inquiry on his thread. 

Instead of going out of our way to give them a hard time, I think we can find it within ourselves to be a little easy on newcomers?  You never know if someday they may give others something to be grateful for.  Give him a pass for not using the search feature or whatever, then by all means get on his case if it becomes recurrent.  I'd like to think this is a friendly place...

By the way, a beta of my track is on the way!

Junfan
14
Further update...

I don't seem to be having the issue at all anymore - I had a very obvious naming issue with the objects in 3ds Max, which I've corrected, and now the track loads and is playable.
This is obviously early days and the track is in very much an "alpha" release.  I will continue to update the file available at the link in my first post here with my latest effort as the track continues to (hopefully) improve.  I'll start a thread when I'm happy with the results and am ready to register the track. 

Thank you for your attention, and especially to evolution-kart, who continues to help me with creating this track.

- Junfan
15
Update...

I tried it again with the old mediafire files.  I proceeded to rename the objects in the max file as before, only this time I did not use any numbering (i.e., instead of "TRKASPH_object1," I simply used "TRKASPH."  I left the trees alone with the name 3DS MAX gave them when I created them.  I also got rid of some unused textures.  This time around, the export worked really fast and both .trp and .map files were generated.

The .map file looked good in Mapviewer, and TRACKED did not crash.  I was able to create a new centerline (first segment a 10m straight, last segment a curve), merged it, generated terrain and was able to load the old .rdf file.  However...I now have the same error as before, where KRP crashes upon loading the track to drive.

I am able to choose the track, but after the "connecting" screen, there's not the usual picture of the kart on the stand in the pits.  The track looks fine in the replay viewer.
An acquaintance who plays KRP points to the pits and maybe the start/finish line as being the culprit, since it's weird that you don't see that picture of the kart on the stand.  Well, as far as I know the .rdf was created properly - but since I'm obviously far from an expert, this deserves a look by more experienced eyes. 

The other thing is the trees...I do not know how to make the trees the "proper" way as described to me by evolution-kart, but shouldn't I be able to leave them as is (and perhaps just rename them as I tried to before, as a WLL object)?

FWIW, I've updated the files in the Mediafire links, so now they represent my latest effort.  Thanks in advance, to any and all...

Junfan