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Messages - vizzz

1
Track Editing / Re: Track creation guide
August 14, 2017, 11:55:00 AM
Piboso, Thanks for your reply!

I hope to see them in game soon ;-)
2
Track Editing / Re: Track creation guide
August 13, 2017, 11:58:46 AM
Thanks a lot!!!  You gave me good idea and I only switched from relative to absolute positioning of pits. Now I've got what I need.
3
Track Editing / Re: Track creation guide
August 12, 2017, 11:47:15 PM
Quote from: LauZzZn on August 12, 2017, 11:37:20 PM
What do you need it for? Normally you do not need that for KRP

I just want to move pitlane from start-finish straight to parallel straight.  In TrackEd there is Centerline menu item with different kinds of centerline. Please check attachment.  So I thought it could be my case...  But I didn't find how to use it properly... :-(
4
Track Editing / Re: Track creation guide
August 12, 2017, 10:22:49 PM
How to make separate pitlane which is parallel to track and has pit entrance/exit? I tried to add additional line for centerline (in TrackEd) but I have no idea how to use this additional line for pitlane.

I attached screenshot from TrackEd. Green line - pitlane.
5
Track Editing / Re: Track creation guide
August 06, 2017, 10:15:09 PM
Quote from: Raise on August 06, 2017, 07:50:05 PM
You can't add multiple light sources in this game unfortunately and there also doesn't exist any other type of wall besides the ones listed.

thanks for reply! unfortunately, I have to find another solutions for my indoor track issues...
6
Track Editing / Re: Track creation guide
August 06, 2017, 01:16:13 PM
Hi everyone! I make new indoor karting track and I've got several questions:

1. How to add many light sources (from lamps over the track) and not to use 1 ambient light (which perfectly suits for outside tracks)?
2. I didn't find proper material for walls. All wall materials from Track creation guide have too much friction and kart always stops when it touches walls. I'd like to add more sliding effect to walls - when you touch walls you loose some speed but continue to drive ahead.
3. How to make separate pitlane which is parallel to track and has pit entrance/exit? I tried to add additional line for centerline (in TrackEd) but I have no idea how to use this additional line for pitlane.
7
Track Editing / Re: Converting from rfactor
December 21, 2010, 09:14:46 AM
Quote from: Chris Owens on December 21, 2010, 12:34:09 AM

I think I've figured out my problem.  "In scene there is Multimaterial with all scene submaterials. Replace all submaterials from Gmotor2 materials to Standart materials, replace all textures with the same textures in TGA format."

I'm not sure what you mean here, could you go into a little more detail as what I'm suppose to do?

In scene there is Multimaterial with all scene GMOTOR2 submaterials. So you should replace all these submaterials with "Standart material". First of all check diffuse map in gmotor2 material in order to see what bitmap you should convert to TGA. then replace Gmotor2 to Standart. Then in Diffuse map slot place Bitmap material and after select Bitmap you can choose necessary TGA file.

8
Track Editing / Re: Converting from rfactor
December 20, 2010, 10:12:59 PM
Quote from: Chris Owens on December 20, 2010, 09:19:49 PM
I've got the track part converted.  I'm not sure as to how the textures work.  When I open the exported file up in Track Editor, none of the textures load.

You should place both MAP and TRP files in the same folder and then open TRP file in TrackEd.
If you use MapView you should see textures in MAP file. If you don't see them so something wrong with materials/textures...
9
Track Editing / Re: Converting from rfactor
December 20, 2010, 07:11:31 PM
Quote from: Chris Owens on December 20, 2010, 07:02:48 PM
What version of 3ds Max does everybody use?  I've tried 2010 but the plugin posted here didn't work.

I use 3dsmax 8.  I use it since 2007 when I started to make tracks for rFactor.
10
Track Editing / Re: Russian Ring Kart Layout
December 20, 2010, 10:54:07 AM
Quote from: Tomy on December 18, 2010, 11:20:04 PM
Quote from: SuperKillo on December 18, 2010, 12:13:27 AM
Could you make a change in the chicane? the piano of the last vertex is too high. A little lower would be perfect.

Yes, it's, the kart jumps here and keep on track is very complicated. Fix this 'bug' please?  :-\

Can you post some pics to show where exactly correct chicane?
11
Track Editing / Re: Converting from rfactor
December 19, 2010, 12:03:37 PM
Quote from: OS-Chris on December 19, 2010, 11:51:48 AM
Thanks vizzz, I have a couple of questions though ?

1. How do you do rain reflections  & tyre-mark overlays ?
2. How do you handle the 3 different skyboxes for KRP ?
3. Any tips or tricks with used TrackEd (i.e. setting centerline, pit & grid positions, etc.) ?

1. I didn't add these features right now. On previous version of RusRing I added rain reflections. But now I forget how to make it...  Let's ask piboso to describe adding of both features...
2. I use basic skyboxes from Lonato track. So I removed rFactor files for skybox and background.
3. Tracked - for centerline I just start with strait line. then move it to my track and orient it. then add segments. I use Add curve segments.  For grid, pits and etc  I use race control. It shows everything just on centerline and track so you can see where to place each item.
12
Track Editing / Re: Converting from rfactor
December 19, 2010, 09:41:03 AM
Hello!

Here is my way of converting rFactor tracks to KRP:
1. First of all I need to import track to 3dsmax. I use script attached to this post. Also Gmotor2 plugin should be installed in 3dsmax.
2. After import I've got scene with all objects and materials.
3. In scene there is Multimaterial with all scene submaterials. Replace all submaterials from Gmotor2 materials to Standart materials, replace all textures with the same textures in TGA format.
4. Properly rename objects in scene to KRP requirements.
5. Export scene in 2 files - MAP and Collision. Use KRP Tracktools.
6. Open collision file (TRP) in Tracked, make centerline, merge it to track, save TRP file. Also make pits, grid, splits, start-finish, speedtrap using Race Control. Add cameras to track.
7. Then I copy existed track to new track folder, rename files, put new files - MAP, TRP, RDF, TSC - in folder.
8. Right now track is ready.

It's very common description how to add tracks. You need strong 3dsmax knowledge and understand how to use KRP tracktools.
Don't forget to check this manual (especially Track Creation Rules and How to make centerline):  http://tools.piboso.com/index.php/Track_Tools
13
Track Editing / Re: Neva Ring Kart Layout
December 18, 2010, 08:20:04 AM
Quote from: T.J. Koyen on December 18, 2010, 02:51:42 AM
Fun little track, nice work! Very fast! Turn one and the other tight hairpin at the other end take some real guts to navigate!  :D

Is the track meant to include the tire-barrier section on the back straight's chicane?

yes,  the tire-barrier section is only included in kart track.
14
Track Editing / Neva Ring Kart Layout
December 18, 2010, 12:28:29 AM
Here is my next track - Neva Ring.
Again it's temporary kart track.
Neva Ring Kart Layout is released for the first time for any sim. Track is based on previously released beta version of track for rFactor. But current release is much more improved version especially road surface and many trackside objects.

I'd like also to thank my teammates Vladimir Makhnytkin (opiwan) and Dmitriy Gavrilenko (Gaus) for their great help in making this track.

I also would like to say that full course of Neva Ring will be released for next version of GPBikes (compartible with current TrackTools).

Link for download (36Mb):
http://www.hobbystar.biz/NevaRing.zip

How to install:
Unpack archive in folder :  X:\Program Files\Kart Racing Pro\tracks\
15
Track Editing / Re: Russian Ring Kart Layout
December 17, 2010, 07:26:11 PM
Quote from: JGregoire on December 17, 2010, 06:08:01 PM
Hello,

Very good track!
Why you do not a version with the long track? With the KS1, It's very Funny.

Good idea! I'll try to release this long version next week.