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Track creation guide

Started by PiBoSo, September 17, 2010, 12:03:42 PM

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PiBoSo

Quote from: Aritz on July 09, 2012, 02:01:37 PM
I wanted to do that line where you can accelerate when you are doing the rolling start, but I have not information at all... How many meters before the finish line?

Are there more lines to do? (Finish line excluded)

The yellow line must be 25 meters from the start. It should also have 2 cones at left and right side.

Aritz

Please, help for densitymap for grass  ;)

Aritz

I have a weird problem. I've created the second texture for track with those grey spots on it (For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping.)

I can see them with the mapvier but they are missing on game, why?


Aritz

Please help  :(

What am I doing wrong? Is because grey spots are not allowed as "tyre marks"?

PiBoSo

Quote from: Aritz on July 11, 2012, 09:21:43 AM
I have a weird problem. I've created the second texture for track with those grey spots on it (For tyre marks, a second texture can be defined using Opacity channel and a secondary UV mapping.)

I can see them with the mapvier but they are missing on game, why?

If they are visible in Map Viewer but not in Kart Racing Pro then it's most likely a bug.
Is it possible to download the MAP file to test it?

Aritz



Aritz

August 10, 2012, 05:05:57 PM #292 Last Edit: August 10, 2012, 05:21:41 PM by Aritz
Does TRKGRAS named object produce a shadow?

If I do a mountain, will I see its shadow at the track?

I see ARMC shadow but not mountain shadow on the bottom part of the track... It is very weird... only objects have shadow and not higher parts of the track like a bridge?

hmm...I am not the only one  :P


PiBoSo

Quote from: Aritz on August 10, 2012, 05:05:57 PM
Does TRKGRAS named object produce a shadow?

If I do a mountain, will I see its shadow at the track?

I see ARMC shadow but not mountain shadow on the bottom part of the track... It is very weird... only objects have shadow and not higher parts of the track like a bridge?

hmm...I am not the only one  :P

TRK objects don't cast shadows.

Aritz

How does the track height affect to the engine? It is possible to use negative values for better power? My track has pronounced ramps and I wish to have a little more power :P

PiBoSo

Quote from: Aritz on August 11, 2012, 11:28:37 AM
How does the track height affect to the engine? It is possible to use negative values for better power? My track has pronounced ramps and I wish to have a little more power :P

Negative values of what?

Aritz

[info]
name=Yosemite Park
short_name=Yosemite Park
length=10000
author=Aritz
[u]altitude=1500[/u]

[race]
defaulteventlaps=1
reflaptime=600

[ui]
pic=Yosemite Park.tga
pic_info=Yosemite Park_map.tga

[weather]
cloudy_prob = 10
rainy_prob = 20

[data]
code = 0


Of that "altitude", can be negative, so lower than sea level?

By the way, what  is the "code" for?

PiBoSo

Quote from: Aritz on August 11, 2012, 12:48:47 PM
Of that "altitude", can be negative, so lower than sea level?

By the way, what  is the "code" for?

Altitude cannot be lower than sea level.
"code" is used to sort tracks.

Aritz

You said that big polygons are a problem, so is it better to make 300000 little polygons than 100000 but three times bigger?

PiBoSo

Quote from: Aritz on August 23, 2012, 09:07:13 AM
You said that big polygons are a problem, so is it better to make 300000 little polygons than 100000 but three times bigger?

Yes, for collisions.
But not for rendering.
So the best solution is probably to automatically split triangles during TRP export.