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I haven't seen this problem before, but your track is looking good! I don't see anything obviously wrong with your MRK file, so I'd probably try to find the issue as follows:
- Convert and open your image and check that you don't actually have a black row of pixels at the bottom.
- Does it only happen in that section or with that particular texture?
- Also check if either the top row or bottom row of your image is being cut off. There's nothing obviously cut off in your screenshot.
- Are you sure your image is 512x16 or did you somehow make it 512x15?
(01-15-2021, 08:24 AM)checkpoint10 Wrote: [ -> ]I haven't seen this problem before, but your track is looking good! I don't see anything obviously wrong with your MRK file, so I'd probably try to find the issue as follows:
- Convert and open your image and check that you don't actually have a black row of pixels at the bottom.
- Does it only happen in that section or with that particular texture?
- Also check if either the top row or bottom row of your image is being cut off. There's nothing obviously cut off in your screenshot.
- Are you sure your image is 512x16 or did you somehow make it 512x15?

Thank you! Due to all of your help, I can "really read the writing on the wall".... LOL

I converted my MIPs back to BMP and they look perfect every time. Also, if you look at the image I posted the black line is underneath my image. The whole image appears to be present because if you look carefully at the 3M it actually is 16 pixels tall.

This happens on all of my adverts I've used.

I noticed that I converted the concrete wall texture to a BMP and it was 18 pixels tall... should I be making my adverts 18 pixels tall? What sizes do you guys use?
I figured out that if I make my MIPS 17 pixels tall, it will cut of the bottom and the top pixel when I view it in OPE, but it does not have the black line anymore.  I also must use a height of 0 to 15 in the MRK file (which is really 16) or OPE will fail to launch.
Guys- The pink color that is associated with the paint and fence in this picture... I figured out how to change these with modifying the text in the 3do... however from looking over this it looks like many of them are wrong... should I just save this correction in a seperate text file, and then when I am finally done I can put in the correct colors before running 3d23do for the last time?

nil : NIL ;
__Asphalt1__: [<0, 0, 0>, c= <248>];
__Asphalt2__: [<0, 0, 0>, c= <248>];
__Asphalt3__: [<0, 0, 0>, c= <248>];
__Asphalt4__: [<0, 0, 0>, c= <248>];
__Concrete1__: [<0, 0, 0>, c= <224>];
__Concrete2__: [<0, 0, 0>, c= <224>];
__Concrete3__: [<0, 0, 0>, c= <224>];
__Concrete4__: [<0, 0, 0>, c= <224>];
__Grass1__: [<0, 0, 0>, c= <240>];
__Grass2__: [<0, 0, 0>, c= <240>];
__Grass3__: [<0, 0, 0>, c= <240>];
__Grass4__: [<0, 0, 0>, c= <240>];
__DryGrass1__: [<0, 0, 0>, c= <144>];
__DryGrass2__: [<0, 0, 0>, c= <144>];
__DryGrass3__: [<0, 0, 0>, c= <144>];
__DryGrass4__: [<0, 0, 0>, c= <144>];
__Dirt1__: [<0, 0, 0>, c= <208>];
__Dirt2__: [<0, 0, 0>, c= <208>];
__Dirt3__: [<0, 0, 0>, c= <208>];
__Dirt4__: [<0, 0, 0>, c= <208>];
__Paint__:[<0, 0, 0>, c= <35>];
__YellowPaint__:[<0, 0, 0>, c= <151>];
__Sand1__: [<0, 0, 0>, c= <222>];
__Sand2__: [<0, 0, 0>, c= <222>];
__Sand3__: [<0, 0, 0>, c= <222>];
__Sand4__: [<0, 0, 0>, c= <222>];
__wall0__: [<0, 0, 0>, c= <209>];
__wall1__: [<0, 0, 0>, c= <209>];
__wall2__: [<0, 0, 0>, c= <209>];
__wall3__: [<0, 0, 0>, c= <209>];
__wall4__: [<0, 0, 0>, c= <209>];
__wall5__: [<0, 0, 0>, c= <209>];
__lwall0__: [<0, 0, 0>, c= <209>];
__lwall1__: [<0, 0, 0>, c= <209>];
__lwall2__: [<0, 0, 0>, c= <209>];
__lwall3__: [<0, 0, 0>, c= <209>];
__lwall4__: [<0, 0, 0>, c= <209>];
__lwall5__: [<0, 0, 0>, c= <209>];
__cwall0__: [<0, 0, 0>, c= <209>];
__cwall1__: [<0, 0, 0>, c= <209>];
__cwall2__: [<0, 0, 0>, c= <209>];
__cwall3__: [<0, 0, 0>, c= <209>];
__cwall4__: [<0, 0, 0>, c= <209>];
__cwall5__: [<0, 0, 0>, c= <209>];
__rwall0__: [<0, 0, 0>, c= <209>];
__rwall1__: [<0, 0, 0>, c= <209>];
__rwall2__: [<0, 0, 0>, c= <209>];
__rwall3__: [<0, 0, 0>, c= <209>];
__rwall4__: [<0, 0, 0>, c= <209>];
__rwall5__: [<0, 0, 0>, c= <209>];
__armco0__: [<0, 0, 0>, c= <208>];
__armco1__: [<0, 0, 0>, c= <208>];
__armco2__: [<0, 0, 0>, c= <208>];
__armco3__: [<0, 0, 0>, c= <208>];
__armco4__: [<0, 0, 0>, c= <208>];
__armco5__: [<0, 0, 0>, c= <208>];
__larmco0__: [<0, 0, 0>, c= <208>];
__larmco1__: [<0, 0, 0>, c= <208>];
__larmco2__: [<0, 0, 0>, c= <208>];
__larmco3__: [<0, 0, 0>, c= <208>];
__larmco4__: [<0, 0, 0>, c= <208>];
__larmco5__: [<0, 0, 0>, c= <208>];
__carmco0__: [<0, 0, 0>, c= <208>];
__carmco1__: [<0, 0, 0>, c= <208>];
__carmco2__: [<0, 0, 0>, c= <208>];
__carmco3__: [<0, 0, 0>, c= <208>];
__carmco4__: [<0, 0, 0>, c= <208>];
__carmco5__: [<0, 0, 0>, c= <208>];
__rarmco0__: [<0, 0, 0>, c= <208>];
__rarmco1__: [<0, 0, 0>, c= <208>];
__rarmco2__: [<0, 0, 0>, c= <208>];
__rarmco3__: [<0, 0, 0>, c= <208>];
__rarmco4__: [<0, 0, 0>, c= <208>];
__rarmco5__: [<0, 0, 0>, c= <208>];
__walllite1__: [<0, 0, 0>, c= <207>];
__walllite2__: [<0, 0, 0>, c= <207>];
__walldark1__: [<0, 0, 0>, c= <207>];
__walldark2__: [<0, 0, 0>, c= <207>];
__wallltod1__: [<0, 0, 0>, c= <207>];
__wallltod2__: [<0, 0, 0>, c= <207>];
__walldtol1__: [<0, 0, 0>, c= <207>];
__walldtol2__: [<0, 0, 0>, c= <207>];
__wallreg1__: [<0, 0, 0>, c= <206>];
__wallreg2__: [<0, 0, 0>, c= <206>];
__armclite1__: [<0, 0, 0>, c= <209>];
__armclite2__: [<0, 0, 0>, c= <209>];
__armcdark1__: [<0, 0, 0>, c= <209>];
__armcdark2__: [<0, 0, 0>, c= <209>];
__armcltod1__: [<0, 0, 0>, c= <209>];
__armcltod2__: [<0, 0, 0>, c= <209>];
__armcdtol1__: [<0, 0, 0>, c= <209>];
__armcdtol2__: [<0, 0, 0>, c= <209>];
__armcreg1__: [<0, 0, 0>, c= <209>];
__armcreg2__: [<0, 0, 0>, c= <209>];
__fenceVert__: [<0, 0, 0>, c= <40>];
__fenceHorz__: [<0, 0, 0>, c= <40>];


[Image: attachment.php?aid=1726]
You seem to have more colors than I do. What parameters are you running on TRK23D? Here are the colors I currently have at Nashville:

__Asphalt1__: [<0, 0, 0>, c= <165>];
__Asphalt2__: [<0, 0, 0>, c= <165>];
__Asphalt3__: [<0, 0, 0>, c= <165>];
__Asphalt4__: [<0, 0, 0>, c= <165>];
__Concrete1__: [<0, 0, 0>, c= <165>];
__Concrete2__: [<0, 0, 0>, c= <165>];
__Concrete3__: [<0, 0, 0>, c= <165>];
__Concrete4__: [<0, 0, 0>, c= <165>];
__Grass1__: [<0, 0, 0>, c= <240>];
__Grass2__: [<0, 0, 0>, c= <240>];
__Grass3__: [<0, 0, 0>, c= <240>];
__Grass4__: [<0, 0, 0>, c= <240>];
__DryGrass1__: [<0, 0, 0>, c= <144>];
__DryGrass2__: [<0, 0, 0>, c= <144>];
__DryGrass3__: [<0, 0, 0>, c= <144>];
__DryGrass4__: [<0, 0, 0>, c= <144>];
__Dirt1__: [<0, 0, 0>, c= <208>];
__Dirt2__: [<0, 0, 0>, c= <208>];
__Dirt3__: [<0, 0, 0>, c= <208>];
__Dirt4__: [<0, 0, 0>, c= <208>];
__Paint__:[<0, 0, 0>, c= <37>];
__YellowPaint__:[<0, 0, 0>, c= <151>];
__Sand1__: [<0, 0, 0>, c= <224>];
__Sand2__: [<0, 0, 0>, c= <224>];
__Sand3__: [<0, 0, 0>, c= <224>];
__Sand4__: [<0, 0, 0>, c= <224>];
__walllite1__: [<0, 0, 0>, c= <176>];
__walllite2__: [<0, 0, 0>, c= <176>];
__walldark1__: [<0, 0, 0>, c= <176>];
__walldark2__: [<0, 0, 0>, c= <176>];
__wallltod1__: [<0, 0, 0>, c= <176>];
__wallltod2__: [<0, 0, 0>, c= <176>];
__walldtol1__: [<0, 0, 0>, c= <176>];
__walldtol2__: [<0, 0, 0>, c= <176>];
__wallreg1__: [<0, 0, 0>, c= <176>];
__wallreg2__: [<0, 0, 0>, c= <176>];
__armclite1__: [<0, 0, 0>, c= <248>];
__armclite2__: [<0, 0, 0>, c= <248>];
__armcdark1__: [<0, 0, 0>, c= <248>];
__armcdark2__: [<0, 0, 0>, c= <248>];
__armcltod1__: [<0, 0, 0>, c= <248>];
__armcltod2__: [<0, 0, 0>, c= <248>];
__armcdtol1__: [<0, 0, 0>, c= <248>];
__armcdtol2__: [<0, 0, 0>, c= <248>];
__armcreg1__: [<0, 0, 0>, c= <248>];
__armcreg2__: [<0, 0, 0>, c= <248>];
__fenceVert__: [<0, 0, 0>, c= <29>];
__fenceHorz__: [<0, 0, 0>, c= <29>];
I tried to replicate samsepi0l's problem with the wall textures along the stadium straightaway at Nashville. But I didn't encounter any issues.

Texture is 512x16 that I made in GIMP and converted to .mip using Winmip 2.

MRK file:
46 0
s46p1: Boundary 0 "wallfs" <511,0> - <0,15>
46 0.5
End s46p1
46 0.5
s46p2: Boundary 0 "wallfs" <511,0> - <0,15>
46 1
End s46p2
0 0
s0p1: Boundary 0 "wallfs" <511,0> - <0,15>
0 0.5
End s0p1
0 0.5
s0p2: Boundary 0 "wallfs" <511,0> - <0,15>
0 1
End s0p2


[attachment=1727]
(01-16-2021, 08:14 AM)checkpoint10 Wrote: [ -> ]You seem to have more colors than I do. What parameters are you running on TRK23D?

Normally when I make a change all I type is:

sg2trk tamiami
trk23d tamiami
3d23do tamiami

No real use of parameters. I am just making changes and re-building the 3DO so I can verify things look good with OPE.
Is it possible to have a closed pit for caution periods in this game as there are in the Nascar games?
(01-16-2021, 07:06 AM)samsepi0l Wrote: [ -> ]should I just save this correction in a seperate text file, and then when I am finally done I can put in the correct colors before running 3d23do for the last time?
Yes, sure. Together with everything before the first track section (TSO references).
I haven't updated this track editing log for a while. Still working on Nashville, slowly but surely. Most tedious thing has been making buildings.

I realized that 3D23DO has a command line option /s=<scale> which I am now taking advantage of. Since I measure most of my buildings in feet, I am now coding my .3D files in feet and running 3D23DO /s=6000 to scale it up to 500ths.

One other thing I did recently is make the hill for the downtown section. I did this by noting all the key points in 3DOEd and connecting them together in multiple polygons as one trackside object. This trackside object is located at (0,0,0) so that I can use the "world" coordinates for each of its points. Proper visibility is done through putting it in the right object list in the track.3D file. Dennis, I am guessing you are using a similar technique for your hilly track.

[Image: attachment.php?aid=1732]