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Messages - Birel-Rotax 42

Bodyworks / Re: bodywork VS engine
April 05, 2019, 05:01:48 PM
Quote from: oppolo on April 03, 2019, 01:23:37 PMHi, thanks
I'd like to do a 4T engine with  4 gears, but the structures of files has changed from my last visit...so I dont know how to tell KRP  to use this engine with this chassis
The bodywork is now distinctly separate from the chassis. This means that Tony Kart pods can be run with a CRG chassis and any other combination you could think of.

As far as linking an engine to a certain kart, you may want to reference the KZ1 engine files. As far as I know, there are three variations of each engine "i", "m", and "v" which represent Iame, Maxter, and Vortex. However, as I did with the Rotax, it is possible to only use one engine for all karts. For each engine you add, you will have to add a 'kart' folder that indicates which kart is allowed to use this engine. I believe the 'kartname.ini' file will give you the options to say which karts can be used. One folder for each kart.

I can make a video tutorial if needed. It's hard to explain without the visual aspect.
General Discussion / Re: itS
November 03, 2018, 07:59:15 AM
Quote from: AidenKempf on November 03, 2018, 03:48:56 AM
Its very ego testicle of you to shit talk a early access game :/
Early access = beta

KRP didn’t ever have physics issues like KartKraft, end of story. The KK release definitely didn’t deliver sim-level physics.

Also, the word you’re looking for it “egotistical” - I’d imagine PiBoSo has better things to do than take business advice from someone who thinks early access is an excuse for a poor release :/
Suggestions and wishlist / Birel Bodywork Issue
July 15, 2018, 04:49:28 PM
Good work with KRP V6! I came across an error with the Birel bodywork.

When using the first person view, the Birel "Evo" pods don't show up. From 3rd person, all is fine, as well as replays, but first person doesn't seem to have sidepods.

All other chassis do have the sidepods show up in first person, so I believe there is an issue with the Birel "evo" pods.


Looking through the bodyworks files, I figured out what the problem is. Under gfx.cfg in the "fl_evo" folder, the cockpit model is named "c_fl_evo.edf" Unfortunately, that file doesn't exist - the one that comes with the installer is "c_evo.edf"

By either renaming the file to "c_fl_evo.edf" or changing the cockpit model in the gfx.cfg to "c_evo.edf" I was able to solve the problem. The reason I bring this up is because I'm unsure if this will cause a data mismatch online. Is there any way to update the installer of KRP V6 to have this fix included?

Thanks, PiBoSo - really appreciate your work.

I'm pretty sure that you had the polygons facing the correct way before you flipped it.

As for not being able to see it, you have to center the track at the origin of the 3ds max scene in order to be able to see it when starting TrackEd.

You should consult the documentation on track creation, you seem to have made a couple major errors.


A few pointers:

You are using a lot of polygons on shape steps - most tracks use between 3 and 5 - you're using 15. As for the mesh, it looks well done. You've got a good start, keep going on it.
Yes, that sounds like the polygons being flipped.

Start by selecting the track mesh and going to the polygon selection tool. Hit "ctrl-A" to select all polygons and then find the button that says "flip"
A couple of things.

Make sure that the texture you use is a power of 2 (128x128, 256x256, 512x512, etc.)

Make sure that your track surface is located close to the origin of the 3d scene. (I've done this before, it's infuriating)

Make sure that the polygon faces are facing up (make sure the faces aren't flipped).

Try all those things, hopefully they solve your issue. If not, could you upload the .map and .trp files so someone can investigate them?
Setups / Re: Stop leaning
July 08, 2018, 03:09:38 PM
Hmm... it’s almost like you didn’t look there and weren’t willing to put in any effort to solve it unless someone held your hand :/ :/ :/ :/

For some reason I don’t believe you when you say you tried a clean install in this thread.
Setups / Re: Stop leaning
July 04, 2018, 11:32:58 AM
The settings pages might be a start...
This is pretty simple stuff. I'm also sure that there are at least 2 other paint tutorials. I'll throw mine in and hopefully this is the last we ever hear of a paint tutorial.

Start by putting every single texture in a folder together.

Open PaintEd and click Dir Read

Navigate to the folder where all the textures are

Acknowledge that every texture has been loaded into PaintEd

Name the paint so you can select it in game

Hit pack and save it to the correct bodywork folder

Support / Re: No Throttle - PS4 Controller
June 30, 2018, 08:15:35 PM
Do a clean install to guarantee you reset the controls
Paints / Re: Tony Kart M6 Paints.
June 28, 2018, 09:58:38 PM
Quote from: kinito199 on June 28, 2018, 11:57:24 AM
That's not an M6 sticker kit my dude, that's a KG 506 sticker kit
You can still race online without having the steam version...
Track Editing / Re: Track creation guide
May 28, 2018, 10:11:32 PM
Quote from: JoaquinPS21 on May 28, 2018, 09:59:16 PM
Is there any prefix or a way to change the rendering/drawing distance of an object? I added some 3D environment with mountains to a track to get a environment closer to the real life track, but the rendering distance of it is really low, it only render a little part of one of the mountain when you are really close to it, nothing more  :-\
You may be able to change the line in your profile.ini

It can be found in the Documents>PiBoSo>KartRacingPro>profiles

Try changing:


Increase from 1000 to 1500 to start off. I believe the unit would be meters, but I could be wrong.
Track Editing / Re: Track lap times not working
May 21, 2018, 12:38:12 AM
The corridors are an easy one to solve. You delete the file line.tga in the track's directory and that makes the corridor invisible. For my tracks, I model a grid onto the track and use TrackEd to line the corridors up, as shown in the picture.

As for lap times not working, I'm not sure what is wrong. It seems you have everything in order, but you should try adding the speedtrap line somewhere on track just to make sure it's not an error because of that. Also, you may want to remove the checkpoints until you have sorted out the timing issues.
Hi all, after a couple tests of 3d kerbs, I've found a way to have beautiful outside kerbs that are also functional.

The method involves 3ds Max's path deform modifier, which you use to deform your kerb to a spline on the edge of the track. When you model your 3d kerb, also model a plane that has about as many length vertices. This makes sure that the surfaces are a match for each other when using the path deform modifer. It should look something like this:

You will use path deform and then collapse the modifier to leave you with just an editable poly. From there, I recommend shifting the plane down by 0.0025m, as seen in the picture:

This is a good balance between usable runoff and realistic handling on kerbs.

Name both objects "TRKKERB"

When exporting, export the .trp file with both the kerb and plane present. When exporting the .map file, export only with the 3d kerb, without the plane on top.

For 3d inside kerbs, it is probably best to make the plane lay above the 3d modeled surface to avoid the kart's chassis catching on the 3d geometry. It should look something like this:

Let me know if this helps or if you have any questions!