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Topics - Aritz

Track Editing / Micro Machines Track (FINISHED)
July 29, 2013, 07:29:16 PM
I was bored and...  ;D



Follow the images, I think is pretty clear. The tip is to choose a ID for each texture, then you have the map correct and the tarmac, grass or the kerbs will appear longitudinally mapped. It is a nightmare if it is not done this way  8)

First of all, put your track view in the viewport:

Draw the vertex and convert them to brezier, not brezier corner:

Draw the track properly, take your time (I didn't here obviously):

Make the track shape or shapes. You can make different shapes if the track has different track sections. This is a complex part for me, because we have to deal with kerbs, concrete areas after the kerb or simply grass, different types of kerb, not kerbs, etc. I made here the most simple shape possible. Then select each segment and set 1 ID for the grass, 2 ID for left kerb, 3 for right kerb, 4 for asphalt, 5 white lines and everything else.

In the map editor, select multy sub object and select grass for the ID1, left kerb ID2, etc.

Go to LOFT with the track selected and get SHAPE (or shapes)

My shape is too big, so the track is too wide. No problem: Select SCALE and make it narrower, don't forget to move the TWO points simultaneously using CTRL to select both of them. This is very useful because you can put more point along this line and you would make narrow parts, wider ones, etc (see next screenshots below)

You can edit the track heights or fix curves selecting again the track spline and moving its vertex:

You can also edit the shape, mine has the white lines and the kerbs too wide. I should use this way to narrow the whole track  :P :

There are more things yet: Cambers are very easy to do using the TWIST deformator. Create points before the curve, during it and after the curve. You will need to use the viewport for this. 0 is the starting line (0% of the track) and 100 (100%) will be again the finish line, so think in %. Then edit the center point or points, so you have a plain straight, then the camber starts from 0 to X and where the curve is over, the camber will be 0 again:

Maybe is better if you use breziers instead of corners, test yourself:

Then you have to edit the surface values. Here could be problems, because the scale of the textures has to be the same for all of them... If this is not possible, you will need to detach the wrong mapped section and map again using UWM Map modifier. I've use 0 shape steps, but you can use more for further actions (after the convertion of the track to a editable poly)

Probably are better ways to do this, but this is very easy and this is a tutorial for begginners (what I am) Feel free to add more ways or fixes to my tutorial.

I am working on a DH bike, my own bike. Everything is done with 3D Max for now, but I am thinking to start learning Solidworks because I think this program is better for mechanized pieces.

I have thousends of hours of work yet, most of them will be learning, because complex pieces are very hard!

Track Editing / I need low poly cars
March 10, 2013, 01:57:18 PM

I need different cars and not high quality models. They will be far from track and I don't want to waste polys for nothing.

I've got a few, but I need more. Would someone help me?

They can be rFactor's xpacks or 3ds, Max, ...

This is what I need, no more quality needed :)


Track Editing / 3Ds Max question
February 27, 2013, 09:06:27 PM
Hi all

I have a problem with material editor... I used the eyedropper  to know which material has one object and now I can't see again all the submaterials of my scene, only using the eyedropper  again, I can select one object's materials, but I cannot see all of them together as before (almost 100) I can't see their names either...

This is how it was before using eyedropper  to seek a texture:

And after (the eyedropper  is the yellow rounded tool):

Track Editing / DIRT areas, how to do them
February 19, 2013, 01:23:52 PM
This way is also useful for any kind of area on grass, asphalt or whatever:

The last step and very important is to create a fake (or not fake) BUMP texture, named for example "grass_bump.tga". It can be like this, a blue texture with black Alpha Channel. It won't change the grass at all in dry but it will when rains, looking darker and realistic.

Create as well the shader file, let's say "grass.shd" with this code on it:

map = grass_bump.tga

Suggestions and wishlist / Put together Piboso's forums
September 08, 2012, 01:28:23 PM
Schwoni showed me interesting track creation tips which can be read in GP Bikes forums. Thinking about that, I realised that should be better if the Piboso's three games are together, at least the modding threads.

Track creation is almost the same and I think paints too, aren't they? Probably are very good modders in Gp Bikes which could help here and good paintes which could help there, but right now, they no know each other...
Bug reports / Track viewer bug
August 28, 2012, 08:21:19 AM
This is a minor bug but maybe is easy to fix:

If I open many times the viewer, sometimes textures appear grey or black and other times the viewer crashes. I use the viewer to see changes when I do exports of the tracks. Sometimes I only export an object and I have to close the program to see the correct map.
Track Editing / Yosemite Park LAST BETA
August 19, 2012, 05:06:09 PM
Are you ready for 9995m long mountain road? Be careful, the road has surprises...

Gentlemen, want a challenge? Let's put our times here! I was not able to finish a single lap yet!

NOTE: Put a bit lower the graphic quality, the tracks is a FPS eater...

LINK ZIP file: http://www.mediafire.com/?q33y5jllt53dd6c (RDF fixed!)

Next release will be the finished track. I hope that I will be able to fix the shadows, better terrain and with more surprises. That's going to be someday not soon, I need time.

Track Editing / Yosemite Park (WIP)
July 28, 2012, 10:53:52 AM
And what about this  8)

A fantasy track, 10000 meters long, narrow, dangerous, tricky... The track will have the awesome Yosemite Park inspiration  :D

An old preview of the whole track:


Media / VirtualR likes KRP :D
July 27, 2012, 09:12:13 PM

That is the second time that one "versus" video has been added and people have respond very nicely both times  :D (The other one was past year with first Beta): http://www.virtualr.net/kart-racing-pro-reality-check-video)
I was visiting my Yout channel and I realised that the video had almost 1000 views... Why is that possible I thought... And google found the reason  ;D

After that, I saw that every KRP step (new betas, new features, etc) has been posted with videos or screenshots, so good support for the game because many people visit VirtualR!

My first day there and I was amazed with the track! Fast and very hard to drive! I was exausted after 60 laps but my best lap was this, a lot of mistakes and very careful driving :P

Here the versus video. You will see that the speed is fixed, real is not that easy and turns are harder with a real kart  ::) But the point is that KRP is a very good simulator as you can see :)

Media / One Day in EsCourse (KRP video)
July 23, 2012, 02:06:05 PM
Bug reports / Semi-Dry line lost
July 17, 2012, 05:41:33 PM
I was watching a replay and I've found the drying line had not follow the track, it had lost the racing line:

This is a tutorial for dummies. I did a track and I fixed my own mistakes like you will have to do. Follow the instructions and you will find the way to solve the problems that you will have.

Google maps, seek the track and PRINT SCREEN button:

PASTE the image on your photo editing program. Edit the image and select what you want, in this case, I will the easy track of course...

Open Bob's Track Builder (BTB) and click on the shown icon to create the track:

Create nodes, in this case I've created 5 but as you will see, 4 were enough and I delete one few steps after (DELETE button once selected the node)
BTB has 4 windows, one is 3D (push 3 to select it) and it is the most usefull, but sometimes we have to use the up/left window (push 1 to select it) or all of them (push 4)

Select window 1 and edit the nodes (I want you to learn how to handle the nodes, their options, even if is better to do with the background but it is more clear without it)

Click on the node and those pink line will appear, they let you to make curves. Play with them, shrink or enlarge them, move left/right, until you understand how the track can be modelled.

Now we will open the background to fix the track on it. This way is very simple and not very accurate, but well done is enough. There are better ways, using Google Earth and creating a path on the track,
but like I said, my way is enough at least for me :P
I've fix the background using the Windows photo preview as you can see, do it properly and the track will be accurate:

Open again "transform" and edit the nodes now using the background:

First of all, resize the track. I put 180m but I don't really know how long it is, you must know of course:


BTB puts the track on air, don't ask me why. We have to lower it just over the background image.
Select four windows view and select all the nodes in the down/left window using SHIFT or like me. Once selected (the nodes will be red) use SHIFT to move them together (in BTB shift is like ctrl in Windows)

Move the nodes down until the track disappears under the background image and then move them a little over the image.

The track has very low polygons and the turns are not curved at all, so select that and put less panel lenght. 1 meter is quite good for straights (even 5 for better FPS) but use 1 or 0,5 for turns. I've used 2 only for this tutorial:

One problem, the polygons are wrong here, let's fix it using transform and moving the node again:

I think DEMO's kart and track are not the best choice now.

I think the best is to have KC3 for the demo, it is an amazing kart for start and one important detail: It has not front brake, so easy to drive (most demo users are beginners in karting world)

Quite similar with the track, Lonato is a hard track to start. In Essay is easy to feel yourself fast and that is exactly what people needs when try a simulator :P If you get frustrated because you are out too many times, you will hate the game or you will think something in the game is not right...

Another suggestion is to reduce the brake pressure to 70% for rear only brake karts. Again, first attempts with KRP are quite difficult because brakings end with spin outs due to the extreme braking force setup.

Want to have your own track? Rather than ask for it, DO IT! Yes, YOU CAN!

There are members who do them and we didn't know ANYTHING about track creation when we start doing them! If we could do many tracks already, you will be able to!

Do you think doing a track is couple of hour of work? NOT AT ALL! Be ready for MONTHS, but you will enjoy it more than driving ;)

Those are the links I've found, feel free to add more that you think important:

FIRST STEP if you are not a 3ds (3D Max) expert, Bob's Track Builder tutorials: http://bobstrackbuilder.com/videos.aspx

ONE MORE BTB TUTORIAL, for complete begginers: http://forum.kartracing-pro.com/index.php?topic=1832.0

MOST IMPORTANT, Track creation FAQ: http://forum.kartracing-pro.com/index.php?topic=1476.0

Piboso's track creation guide, he answers our questions and there are the RULES for track creation: http://forum.kartracing-pro.com/index.php?topic=11.0

CONVERTING FROM rFactor and much more: http://forum.kartracing-pro.com/index.php?topic=196.0

SHADERS: http://forum.kartracing-pro.com/index.php?topic=1739.0

SKIES: http://forum.kartracing-pro.com/index.php?topic=1513.0

RUBBER ON TRACK: http://forum.kartracing-pro.com/index.php?topic=1807.0

PUDDLES: http://forum.kartracing-pro.com/index.php?topic=863.0

3D GRASS: http://forum.kartracing-pro.com/index.php?topic=821.0

DIRT/MUD/RUBBER AREAS: http://forum.kartracing-pro.com/index.php?topic=2543.0

BTB Tutorials by LauZzZn: http://forum.kartracing-pro.com/index.php?topic=5800.0

How to make the track using only 3ds MAX; LOFT (1st step): http://forum.kartracing-pro.com/index.php?topic=3047.0
THIS TUTORIAL WAS IMPROVED: http://forum.kartracing-pro.com/index.php?topic=2543.0



Bug reports / Skin not visible at first
June 28, 2012, 08:14:12 PM
When someone connects when I am driving, his kart is white and he has not pilot driving it, until I go to the pits and enter again. After that, everything is ok.

Sorry if this was posted before, I didn't search first  :-[