Author Topic: Track creation guide  (Read 91712 times)

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #60 on: July 01, 2011, 09:04:38 AM »
then the problem is the shape, not the grip :?

thx

GhostriderPl

  • Full Member
  • ***
  • Posts: 212
  • KZ1
    • View Profile
    • Email
Re: Track creation guide
« Reply #61 on: July 01, 2011, 12:34:28 PM »
Kerbs have the same grip of asphalt B.
[/quote]

really? i feel like on ice when i drive on them staying on the gas......
If you want to Finish First you have to Finish First!

Schwoni

  • Hero Member
  • *****
  • Posts: 771
    • ICQ Messenger - 323510444
    • MSN Messenger - Schwonek@hotmail.de
    • View Profile
    • Email
Re: Track creation guide
« Reply #62 on: July 02, 2011, 12:38:20 PM »
is it possible to do them in next beta also editable? like asphalt? for example TRKAKERB, TRKBKERB ...  ?

Schwoni

  • Hero Member
  • *****
  • Posts: 771
    • ICQ Messenger - 323510444
    • MSN Messenger - Schwonek@hotmail.de
    • View Profile
    • Email
Re: Track creation guide
« Reply #63 on: July 07, 2011, 07:24:40 PM »
`Hi,
I don`t get my traffic lights working. I have done a red texture, a green and a black. The red are renamed to Starting_LightR1_ON.TGA, till 4. The green one Starting_LightG_ON. This textures i have put on my light and tried it first after this it was always on, maybe i have had only the ON textures?

After this i have done new materials, used this Black textures and called it the same only with OFF. Put this in new balls in 3ds and after this  i have put them on my Green and Red Texture which was maybe working ;) After i have only a black light nothing is working. What i have to do?

Nitrox

  • Full Member
  • ***
  • Posts: 237
    • View Profile
Re: Track creation guide
« Reply #64 on: July 08, 2011, 10:37:20 AM »
As far as I understand it I think you need to create one lights off texture (ie a black one), clone it several times and call it

Starting_LightR1_Off
Starting_LightR2_Off
...

These textures should be the standard textures for your object.

Then you need a red light texture, name it

Starting_LightR1_On
Starting_LightR2_On
...

and a green one with

Starting_LightG_ON

They have to be in the same folder as the off textures mapped to your object. Then create textfiles (txt) named like your off textures (Starting_LightR1_Off, ...) and put the name of the corresponding on texture in the first line of it.

Hope this helps, otherwise maybe Aritz could help, I think he got it working once.

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #65 on: July 11, 2011, 01:49:02 PM »
I have two questions about the trees. My trees are invisible from one side...

 I did them using 3 texturized planes but the planes are double faced (6 planes in fact) something like that but very very close each other: ||

I can see Essay's trees and they are simply as mine but the difference is that they have the foliage texture planes far away each other: |    |




Like as said, my trees have those planes very near, they almost are like one in fact. Is this the problem?

Second question:  Using this "star" plane position (foliage) the game shows them with an awfull shadow, how can I avoid this?



 By the way, I have the same problem with the mountains, is there a solution?






« Last Edit: July 11, 2011, 01:50:39 PM by Aritz »

PiBoSo

  • Administrator
  • Hero Member
  • *****
  • Posts: 1847
    • View Profile
    • Email
Re: Track creation guide
« Reply #66 on: July 11, 2011, 02:22:51 PM »
Second question:  Using this "star" plane position (foliage) the game shows them with an awfull shadow, how can I avoid this?



From wiki page: http://tools.piboso.com/index.php/Track_Creation_Rules
"Trees leafs must have the TREE string inside the name (eg: CK_TREE.TGA)"

This gives the surface a uniform lighting.

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #67 on: July 11, 2011, 03:29:04 PM »
I found my mistake, apologies again...

In 3dmax I was using the 1 sided trees, the old ones... Now I've cloned the 2 sided and I can see 3d trees from all angles and the CK solved the shadow.

Thank you

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #68 on: July 28, 2011, 07:10:00 PM »
I am trying to do 3D grass.

Is this file correct?

File "grass.grs", content:

grass.tga
gravel.tga

So 3D grass will be created over grass.tga and gravel.tga areas.

Grass_density.tga could be done like rain puddles? (using alpha channel and painted random areas and mapped in the grass.tga in glossiness channel)

Thx

PiBoSo

  • Administrator
  • Hero Member
  • *****
  • Posts: 1847
    • View Profile
    • Email
Re: Track creation guide
« Reply #69 on: July 30, 2011, 11:00:16 AM »
I am trying to do 3D grass.

Is this file correct?

File "grass.grs", content:

grass.tga
gravel.tga

So 3D grass will be created over grass.tga and gravel.tga areas.

Grass_density.tga could be done like rain puddles? (using alpha channel and painted random areas and mapped in the grass.tga in glossiness channel)

Thx

Wiki page updated:
http://tools.piboso.com/index.php/Track_Creation_Rules#3D_Grass

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #70 on: July 30, 2011, 02:16:55 PM »
Thank you, now is clear for the begginers (hopefully I understood the rules)

Nitrox

  • Full Member
  • ***
  • Posts: 237
    • View Profile
Re: Track creation guide
« Reply #71 on: August 01, 2011, 10:42:22 AM »
Piboso, could you post an example of the texture file (eg lonato one)? I think I have an idea what it should look like, but this would really help :)

Edit:

Just something for you to laugh :P

« Last Edit: August 01, 2011, 11:30:47 AM by Nitrox »

PiBoSo

  • Administrator
  • Hero Member
  • *****
  • Posts: 1847
    • View Profile
    • Email
Re: Track creation guide
« Reply #72 on: August 01, 2011, 11:55:48 AM »
Piboso, could you post an example of the texture file (eg lonato one)? I think I have an idea what it should look like, but this would really help :)

Just create four 128x64 textures with several grass blades drawn on each one ( from bottom to top, like a side-view ). Then pack them into one 512x64.

Nitrox

  • Full Member
  • ***
  • Posts: 237
    • View Profile
Re: Track creation guide
« Reply #73 on: August 01, 2011, 12:52:38 PM »
Thanks you, already got it, this really is a great feature  :) For BTB track creators 3D grass really makes a difference, you need to remove/eplace the grass under the curbs!

Aritz

  • Hero Member
  • *****
  • Posts: 1308
    • View Profile
Re: Track creation guide
« Reply #74 on: August 01, 2011, 12:59:20 PM »
you mean when the grass beggins just from the track even where kerbs are?