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Track conversion tutorial rFactor - Kart Racing Pro

Started by Racehard, January 07, 2011, 01:50:19 PM

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nak

Hi sorry yeah its for GPBikes but all the track conversion knowledge is here.

nak

If it would help here are the TRP, TCL and RDF that I am currently working on. www.megaupload.com/?d=9ZPXT2QC I am aware that the file names dont match, this is changed before they are put into the game folder. The track loads into game and plays just fine but cannot be finished without working timing :( Also if some kind soul would tell me exactly what im doing wrong i would be forever indebted to them!!!

dibu

January 04, 2012, 02:40:07 PM #257 Last Edit: January 04, 2012, 03:14:58 PM by dibu
Did you see what PiBoSo wrote here?
http://forum.kartracing-pro.com/index.php?topic=196.msg8159#msg8159

With just the .trp it's hard to say, but can you test again with these settings: 


finish_line
{
   long = 115.000000
   left = -10.500000
   right = 19.000000
}
speedtrap_line
{
   long = 337.000000
   left = -8.000000
   right = 9.800000
}
split1
{
   long = 657.591431
   left = -9.000000
   right = 7.000000
}
split2
{
   long = 1200.182861
   left = -7.300000
   right = 8.800000
}
split3
{
   long = 1742.774292
   left = -12.000000
   right = 10.500000
}
pit_in
{
   long = 1924.000000
   left = -1.000000
   right = 20.000000
}
pit_out
{
   long = 161.000000
   left = -1.000000
   right = 14.500000
}

Edit: just changed some more values.


nak

Thanks guys I missed Piboso's reply, it was 1 badly named object in the max file on each model! just where the 2nd split is on Norisring and next to the S/F on Assen.

Cloudheaven

I'm starting my test for conversion and I have some problem!
I have understood that I have to rename all the material, so
the track is TRKASPH_object1, but what's the correct name for the grass?
My grass is divided in 12 object! Thanks for the help!

EVO

TRKGRAS_object01, TRKGRAS_object02,........TRKGRAS_object12
For surfaces you would never drive on do not name them to the KRP standard this will make them non colidable and improve frame rate
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

maxrod

You can attach them,Right click, unless you need them separate.

EVO

does that improve performance as well or just simplifies the max file?
To download all my dashes, airboxes, tracks, and more
click here or see my personal website

maxrod

It will make no differents in performance just sometimes makes it easier, To detach needs to be editable mesh.

Cloudheaven

Thanks for the help guys, unfortunately I've another issue: once I have exported the project in .map and .trp
if I try to see the result in Map Viewer I can't see nothing, only a grey screen!
The simple track is formed by a tarmac layout and some grass around, only 2 texture in tga without alpha channel,
the name of the 2 material is correct and the material is set to standard, what I'm missing?

Dan Buck

If I die tomorrow, I'd be alright because I believe that after we're gone, the spirit carries on! :: If you no longer go for a gap that exists, you're no longer a racing driver.

Nitrox

Make yourself familiar with mapview controls. ;) hold control and move the mouse, use arrow keys to move POV. For better orientation, put clearsky from any other track in same folder as .map file.

Cloudheaven

Quote from: Nitrox on February 03, 2012, 12:52:48 PM
Make yourself familiar with mapview controls. ;) hold control and move the mouse, use arrow keys to move POV. For better orientation, put clearsky from any other track in same folder as .map file.

Thanks, but anything I do it's useless, even add a clearsky from another track, I get always an
empty grey screen, no matter what I do  :'(

maxrod

Only skipped through reading your post as i am busy at minute, Are your textures power of 2, are there errors on export.

Cloudheaven

Both textures are 512*512 and I have no errors on export!

3dsmax is 2010 version