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September 23, 2020, 05:28:50 AM


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Messages - LXS77

Track Editing / Re: help to convert rfactor track please
September 02, 2020, 02:32:30 PM
Glad I could help! All the best with the project!
Track Editing / Re: help to convert rfactor track please
September 01, 2020, 09:35:03 PM
OK, mate, so, basically, the root of the issue is that you haven't finished forming the terrain along the track :D

Edges of lines created in the Race Data can't hang in the air and should be resting on objects, which the game can recognise. Therefore, we start with making these lines narrower to match the existing terrain (an amended .RDF is attached).

Then we need to correct some TRKGRAS object names, so the game can see them. When renaming objects in 3DSimED (I assume, you're using this package to create an .FBX), please bear in mind that Object Name and Instance fields should have exactly the same values (see the attached image). Compile a new .TRP file, copy the amended .RDF into your track folder and you should be good to go. The laptimer will start working when a full lap is completed.
If you wish to run a quick test, please use the attached .TRP.
Track Editing / Re: help to convert rfactor track please
September 01, 2020, 06:17:12 PM
Thanks for the files, Buzzer! It's all working now, I'll post some explanations later on today...
Track Editing / Re: help to convert rfactor track please
September 01, 2020, 12:56:21 PM
Hmm, any chance you could PM me a link to your .MAP file, so I can test the track at my end?

Object names are fine, you can have as many trkasph_obj items as you need. Issues like this are usually related to the centerline or Race Data parameters.
Right, OK, your start/finish line is located at the end of the track (692 m.), but it should come at the beginning (like first meters of the track), so try to set Start/Finish Line Long: to 0 and see if it helps.

Also, the centerline seems to contain too many small segments (especially the one here - image attached), try to simplify it. As a general rule, the fewer segments the line has the better for the performance.
Hi, check in TrackEd if the center line is merged and start-finish, speedtrap and splits are properly set (i.e. Long: is stated and all Left: values are negative and Right: - positive).
Support / Re: Replay issue
August 25, 2020, 01:09:58 PM
Most importantly - it's working for you now!  :)
Support / Re: Replay issue
August 23, 2020, 09:55:17 PM
Hi Overdue, you're saying you can see previous Replay files on your "daily use" PC, but, according to PiBoSo, 11f is incompatible with previous Replay versions (i.e. any Replays saved before 18th August are no longer readble). How do you make sure you're running 11f on your "daily use" PC?
I'm glad you're enjoying the results! Sadly, can't help you with puddles (just never done them for my tracks). Have you studied the Track Creation Guide?  ;) Though it doesn't really provide detailed instructions on this matter, it definitely mentions rain puddles as a texture in the Specular channel :)
Support / Re: Replay cameras
August 07, 2020, 09:53:27 PM
Quote from: Overdue on August 07, 2020, 08:45:57 PMIs it possible to create custom camera views and save them?

Hi, yes, it is. Open the track's .TRP file with the Track Editor and go to Views -> Cameras Control. There you can either load and edit the existing set of cameras (.TSC file) or create a new one if the .TSC file is missing. Here you can find more info on how to use the Cameras Control option: http://docs.piboso.com/wiki/index.php?title=TrackEd#Trackside_Cameras

Quote from: Overdue on August 07, 2020, 08:45:57 PMIs it possible to record multiple cameras at the same time? Maybe with a third-party app?

It is possible if you save a Replay of your session first. Then you can watch a replay and switch between different camera views.
Quote from: rainey06au on August 05, 2020, 02:41:59 PMIsn't working for me, I create .GRS files for each texture with the correct values inside the code, including referencing the different density .TGA of each texture (all suffixed with '_g'). RGB channel is 255 white, alpha channel is my density. FBX2EDF starts to mix them together with some very bizarre behavior. I decided to just use my edge density map across all textures in the end because I really didn't want grass being drawn right up to the track edge (through the dirt).

I've run some tests with multiple grass textures and separate .GRS files. Well, yeah, this densitymap thing is weird. Perhaps, there's something wrong with the function (if I'm not mistaken, in the MXB process there was a single grass density mask for the entire track) or we're just using it incorrectly (which is more likely) ;D

Anyway, it's an optional feature and you can still play with the max_density value for each grass texture (gives pretty good results BTW).

Quote from: rainey06au on August 05, 2020, 02:41:59 PMI am developing the track as a training tool for my 10yo daughter and to improve my modelling abilities (hence the attention to detail). No plans to release publicly but I might one day!

Ah, I see. Well, for training purposes the track's perfect! All the best to your future Jamie Chadwick! :)
Quote from: rainey06au on August 05, 2020, 01:15:01 PMSo I'm pretty happy with how it looks with some grass. I wanted to have the bare patches of dirt stay bare so I made the density mask. It's got some side effects across some of my terrain grass textures but you don't notice for the most part.  My rain puddles are not working still but I'm much happier with this workflow now thanks to you LXS77. :)

Glad I could help! :)

The track looks great! Are you going to publish it when it's ready or is it just for personal use?
Quote from: rainey06au on August 05, 2020, 12:32:37 PMI've discovered another little setback.  Looks like you can't use more than 1 different densitymap in a project. I had different masks made for my different grass textures but when I leave them in the .GRS file it does some sort of funky blend of them in the distribution of 3d grass... sadly.

It's one density map per texture. You can create individual .grs files for each grass texture, FBX2EDF will process them. Just keep the density map in the TGA's Alpha channel.
Right, OK, looks like you're following a procedure of creating a track for MX Bikes (another project by PiBoSo). Kart Racing Pro, however, uses a different approach, which is (in my opinion) way simpler .

I highly recommend going through these articles:
1. http://docs.piboso.com/wiki/index.php?title=Track_Creation_Guide
2. http://docs.piboso.com/wiki/index.php?title=TrackEd
3. http://docs.piboso.com/wiki/index.php?title=MapView

All your objects should stay in 3DS Max as a part of your track. No need to export them separately into different formats. They only thing you need to do before exporting into .FBX - name surfaces and collidable objects as described in the Track Creation Guide.

P.S. And one more thing - .map, .trp and the sub-directory where these files are located should have the same name (e.g. sampletrack.map and sampletrack.trp sitting in sampletrack sub-dir). Another example is the filelist of the Lydd track (image attached).