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Topics - Nitrox

1
Suggestions and wishlist / Ghost Driver
February 09, 2012, 04:30:04 PM
I think the possibility to create a ghost driver from replays would be a very very nice feature!

Ofcourse, you can have a look at sector times and see where you loose most time, but I think a ghost drive would be one of the advantages you could use in a sim that you do not have in real life. It would really help understanding tracks better and would improve training possibilities.

It already came up somwhere, but I thought I repost it.
2
Suggestions and wishlist / Changing Default Setup
January 29, 2012, 02:35:47 PM
PiBoSo, you could add a feature to define custom default setups which show on every track. So you could create one setup for dry, one for wet conditions and then just adjust it on track - you wouldn't have to start from scratch every time you race on a new track/with a new class etc.
3
Bug reports / Log File
January 08, 2012, 04:18:25 PM
Is there a log file, which would be helpful at troubleshooting problems like kart.exe crash with certain tracks, FFB loss, ..?
4
Piboso asked me to add this here, when I posted it in B5 Thread.

So my request was to fix the bug that you can't change kart class and reenter the server. You will still have the same chassis as before.

This is very annoying when you join an open class server, and then realize that you are the only one with XXX chassis.
5
Track Editing / Asphalt Bump Map Sample
January 04, 2012, 11:55:27 AM
Hi there,

thanks to Aritz' sample I was able to create a simple bump map for asphalt. It is used for adding some details and enables dynamic track surface. I used some seamless textures and edited them - the file is 1024x1024.
Please feel free to edit or use it!

Maybe some others want to post some samples too?

http://www.zshare.net/download/982463768b818066/
6
As PiBoSo wants to change the trp file format of the tracks in order to include more features, I thought it might be helpful to see which track creators and converters could re-export the tracks, so we won't loose them. Please reply to this post, I will update the list. Used velocipedes track list as a base - thanks!

Bold tracks can be re-exported :)

A1 Speedworld (unreleased)
Amay
Amsterdam Indoor
Amsterdam Outdoor
Buckmorekart
Bueren
Dijon
Ellough Race Park
Faßberg German Track
Genk
Goldenport
Kartodromo Ciudad Evita (unreleased)
Kerpen
Kimbolton
La Conca v1.1
Lauta (Bulgaria)
Magescq (Francia)
Neva Ring
Red Lodge
Roskilde
Russian Ring
Styria Karting
Taquaral
Toowoomba Kart Club (unreleased)
Villarcayo

If I there are tracks missing, please report!
7
General Discussion / Project Photo Fly
July 17, 2011, 12:46:08 PM
Just found this around the web and wanted to share it. I wonder if this could be useful for building Tracks/Objects for KRP. :)

http://labs.autodesk.com/technologies/photofly/
8
Suggestions and wishlist / Multiple Track Layouts
June 27, 2011, 01:24:49 PM
As I'm currently working on  track for KRP, which has 3-4 possible layouts and as you are looking for new features for Beta 4, I decided to post my ideas here.

Now, I think the only possibility to create multiple track layouts is creating a seperate track for each layout. If the track has 100MB, this would be a total of 400MB for 4 layouts - with almost identical data inside. So I thought of different ways to realise multiple layouts:

Theoretically, it should be possible to link a file via symlinks, so you only need one .map file. The difficulty is to realise the differences in the map with the same map file. This is the point, where I thought of the marshalls on track, which can be placed in TrackEd without adding them to .map file. What about using this for a file that contains data for some orange cones? (eg. cones_layout1.cfg; cones_layout2.cfg;...) This would give us the ability to create multiple track layouts, only using one .map file and seperate .trp, race data and "cone" files for each layout.

Maybe one could also tweak UI a bit, so you can select the track and then the layout (trp, race data, ...). This would also make it possible to create and use seperate race data for reversed tracks.

Please, think of it, PiBoSo ;)
9
Track Editing / 3D Grass
June 18, 2011, 02:36:17 PM
Quote3D Grass

To enable 3D grass, you need 3 files in the same directory as grass texture:

    grass.grs (text file that contains the settings for grass generation)
    grassfx.tga (the blades of grass texture)
    grass_color.tga (defines the colour of the grass blades)

3D grass will be automatically applied to materials assigned texture 'grass.tga' (or any texture name matching the .grs file)

Please PiBoSo, could you give some more information about how to integrate 3D grass? What should the .grs file look like? Should I put the files in track folder before or after exporting from 3Ds Max? (Can't find those files in lonato track folder). What should the grassfx texture look like? Could you post an example?

More and more tracks for KRP appear, but none of them has 3D grass. Maybe it would be implemented if you explain it a bit more in detail.

Thanks!
10
Track Editing / Track slowdown
June 08, 2011, 12:40:04 PM
I am currently working on a small Austrian karting track and experienced another problem today. I decided to post it in this thread, because i think it has something to do with the track creation rules concerning object names etc. The problem is, that I experience a strong slow down in a certain passage of the track.

http://www.youtube.com/watch?v=r9aVldFx0zM

I had this Issue several times and I don't really know how to fix this. First it occured when I only had the track itself and did some testing. I first thought it has something to do with overlapping polygons of my merged tracks (Bobs Track Builder). Re-merging some of them solved the problem.

Then it happened a second time, this time I had to remove an additional "surface" on one of the tracks in BTB. My theory was that you could see the downside oft the track and that this caused the problem (no terrain had been added back then and I added camber to a track with the additional surface).

Now I exported the track for testing and it worked first. Then I realised that I forgot to give a grass object a correct name (on the other side of the track, not where the lag occurs) and I fell through the grass, so I renamed a few objects in 3Ds Max. This was all I did, no editing in BTB this time, so I think the mistake has something to do with the object names in 3Ds Max. There are no double objects with same names. I used: TRKASPH_objectXX; TRKGRAS_grassXX; TRKSOIL_objectXX; TRKSAND_sandXX; TRKBASPH_object XX; DECAL_objectXX; TRKKERB_objectXX;

Please, PiBoSo, what's wrong with my track?

Thanks in advance!