Forums

Full Version: Track editing progress notes
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
(03-28-2022, 08:24 AM)samsepi0l Wrote: [ -> ]does anyone know, if any of the default tracks have any little umbrella tables I can steal for my track?
If only Cinzano had been a series sponsor back in the day...
(04-07-2020, 05:58 AM)Pavel 69 Wrote: [ -> ]I yours case is better to replace single roof polygon with two smaller polygons:

roofA: POLY <47> {point7, point8, point9, point12};
roofB: POLY <47> {point9, point10, point11, point12};

_roof: BSPF (point12, point7, point11), nil, roofA, roofB;

I was reading this thread from start to finish, and wow- this makes complete sense to me now. I have a bit of nostalgia for this thread. Congratulations though to Checkpoint10. You can see almost exactly 2 years ago he was excited because he'd made a full billboard (and I was jealous as well)....

2 years have past and you're making the complex city of Detroit. I am proud of our progress!
(03-31-2022, 05:35 PM)samsepi0l Wrote: [ -> ]I was reading this thread from start to finish, and wow- this makes complete sense to me now. I have a bit of nostalgia for this thread. Congratulations though to Checkpoint10. You can see almost exactly 2 years ago he was excited because he'd made a full billboard (and I was jealous as well)....

2 years have past and you're making the complex city of Detroit. I am proud of our progress!

Appreciate that! If nothing else, this thread is evidence that if you want to learn something bad enough, you can do it. Thanks to everyone's support and you can see from the beginning of the thread that you were all right there coaching me along. Also, I am so glad that samsepi0l is also learning as well, much better to learn something together and it is also great to see all your progress.

Cheers to further achievements ahead!
I am applying my 1024x16 wall mips throughout the track, and I've noticed that converting to mip using Winmip 1 produces undesirable artifacts along the wall in the game, but this effect is largely corrected when converting using Winmip 2. Just thought that might be useful to someone.
I don't know what the differences might be between versions 1 and 2 but Winmip uses a very fast method of producing .mip images but it can produce unexpected results. It doesn't scale the image the way an image processor would, it just drops 75% of the image information each step of the process. I'm not saying absolutely that's what's going on for you but it may be.
Let's say I want to use DYNAMIC to make a few copies of an object in a 3d file... but it is an internally defined set of polygons... I assume I don't need to use EXTERN "object_name";

what is the syntax for this?

I tried just replacing EXTERN "object_name"; with the name of the collected item I am trying to place in several spots- it will show up when I convert the object to 3do, but it always just stays at XYZ = 0,0,0 instead of going to the coordinates I specified in DYNAMIC's XYZ....
Let's call such thing as 'inserted' object. This construction is possible with later Papy games. But with icr2 I never used it.

Many tracks from Nascar 3 use 'inserted' objects. But there are problems with them when you try convert them to icr2. Good example is Las Vegas oval. N3 track has light poles all around the track. But after conversion to icr2 there are no lamps along back straight. It's because lamp is 'inserted' object into back hill 3do, and lamp object is inserted several times into hill 3do. But after conversion that 3do construction doesn't work. More to it Dave Noonan converter tries to solve such object by extracting this 'inserted' objects. It usually have numeric names like 00000001.3do, 00000002.3do. But most of the time converter unable to fix such objects and after conversion N3 track lost some details.

If Dave Noonan had problems with such 'inserted' objects then why should I try them Smiley
(04-04-2022, 06:50 AM)Pavel 69 Wrote: [ -> ]Let's call such thing as 'inserted' object. This construction is possible with later Papy games. But with icr2 I never used it.

Many tracks from Nascar 3 use 'inserted' objects. But there are problems with them when you try convert them to icr2. Good example is Las Vegas oval. N3 track has light poles all around the track. But after conversion to icr2 there are no lamps along back straight. It's because lamp is 'inserted' object into back hill 3do, and lamp object is inserted several times into hill 3do. But after conversion that 3do construction doesn't work. More to it Dave Noonan converter tries to solve such object by extracting this 'inserted' objects. It usually have numeric names like 00000001.3do, 00000002.3do. But most of the time converter unable to fix such objects and after conversion N3 track lost some details.

If Dave Noonan had problems with such 'inserted' objects then why should I try them Smiley

Hmmm, interesting.  I just made a seperate 3do for the pillars, and used EXTERN with DYNAMIC.

this should work right?
Code:
right_col_1: DYNAMIC 99, 68, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_1: DYNAMIC -99, 68, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_2: DYNAMIC 85, 76, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_2: DYNAMIC -85, 76, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_3: DYNAMIC 85, 54, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_3: DYNAMIC -85, 54, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_4: DYNAMIC 72, 39, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_4: DYNAMIC -72, 39, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_5: DYNAMIC 58, 29, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_5: DYNAMIC -58, 29, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_6: DYNAMIC 46, 20, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_6: DYNAMIC -46, 20, 0, 0, 0, 0, 1, EXTERN "pillar49";
right_col_7: DYNAMIC 32, 12, 0, 0, 0, 0, 1, EXTERN "pillar49";
left_col_7: DYNAMIC -32, 12, 0, 0, 0, 0, 1, EXTERN "pillar49";

[Image: attachment.php?aid=2078]
What a beautiful model! What you’ve done with DYNAMIC is how I’ve done it for certain buildings like with all the cubes at Cobo Hall and it will convert with Noorok’s tool and load in the game fine.
(04-02-2022, 02:48 PM)CowtownBob Wrote: [ -> ]I don't know what the differences might be between versions 1 and 2 but Winmip uses a very fast method of producing .mip images but it can produce unexpected results. It doesn't scale the image the way an image processor would, it just drops 75% of the image information each step of the process. I'm not saying absolutely that's what's going on for you but it may be.
I did a quick compare and for sure Winmip 2 gave more accurate results for my 1024x16 texture. I saw elsewhere in the forum that the Last Chance tools might be better still so I might do another comparison later, but for now Winmip 2 is good enough for me to proceed.