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Messages - Aritz

31
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 08:18:32 PM
It is a lot better now but you should use more polygons for corners. I don't remember how it is made in BTB but I think it was panels. I used 5m for straights and 1 or less for corners. Select the part of the track you want to edit and edit this panel value.

The terrain has to be edited anchor by anchor, yes! You can move more than one at the same time, but in the end, you will have to move one by one
32
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 06:57:38 PM
it is easy:

Z and mouse to move around
zoom is made using the mouse wheel
and you can see the wireframe choosing it in "draw" option
33
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 06:20:36 PM
Your track is still a mess...

You have to clean up those micro-polygons and this is very very easy with BTB, just move the vertex until they auto-weld. Both track and grass. After the cleanning, you will have to move, delete and fix the overlapped polygons too.

Look a quite clean mesh. You should work until you have something similar (it is not a 5mins job):

34
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 05:15:07 PM
You have to weld the overlapped vertex wisely.

You will have to do the same with the overlapped polygons. Move the vertex of those polygons until they get welded and then, the overlapped polygons will disappear.
35
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 04:00:22 PM
Your problem seems to be the number of nodes... You should use as less as possible, 3 per corner for example, and no 10.

Delete as many as possible first of all
36
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 01:17:11 PM
Are you using cambers? Are the track heights real, are they following a real environment with different heights?

No, it is not easier in 3ds Max than BTB, it is almost the same way. If your track is not smooth, you did something wrong.

First of all, you have a big problem: You didn't delete overlapped polygons where the track has its optional different layouts. You have to fix that, probably is where you are bumping
37
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 11:53:13 AM
forget your track TGAs (ripples, grass...), they are only needed for MAP creation, which is MAX's job. What INI file needs is the yourtrack.map (a photo of the real track for example) and pic_info (top view of the track)

38
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 11:02:15 AM
You have many mistaken values in TRP file.

-Left values always are - and you have sometimes - and sometimes +

-Pits are wrong placed. There are all in the same place and just in the starting line. You should use relative values for the pits, it worked for me that way. Remember +-

-Make more checkpoints for avoiding shortcuts ;) Plus make them longer, they are too short. And give them a penalty, without it they are useless (the value means seconds) Remember +-

-Since you didn't sent me all the files, I cannot test it. Are you sure that you are using all the files in the track folder? Ambient files, marshalls, cameras, etc. If you don't know how to edit them yet, copy them from a working track and edit their names. Same for the INI file, which you have to edit too (track name, etc) Open a working one and follow the structure
39
Track Editing / Re: [REAL] La Sarrée (95%)
September 08, 2013, 12:49:07 AM
PM me with the track files if you want, I'll see them tomorrow

MAP, TRP, etc
40
Track Editing / Re: [REAL] La Sarrée (95%)
September 07, 2013, 11:02:59 PM
You didn't make the finish line, nor the splits. The corridors are wrong also, you have to adjust the values until 2 corridors appear (now there are in the same place)
41
Track Editing / Re: [REAL] La Sarrée (95%)
September 07, 2013, 10:27:59 PM
I say that because it is the easiest to fix... In the worst scenario, the track is wrong and that will be a worse problem

Take the screenshots ;)
42
Track Editing / Re: [REAL] La Sarrée (95%)
September 07, 2013, 10:16:12 PM
I don't know... Let us see the race data, pits, grid, centerline, etc of the track editor whatever you think it may be wrong
43
Track Editing / Re: [REAL] La Sarrée (95%)
September 07, 2013, 09:34:18 PM
Thx I am glad to hear that someone has follow it with success.

What you say is probably because you didnt make the centerline or merge it after closing it. Did you?
45
Track Editing / Re: Micro Machines Track
September 04, 2013, 09:51:30 AM
I have a few improvements to include, so I will finish the track first. They are only shaders, so no track changes. If someone has detected any bug or problem, please, now is the time!