Track editing progress notes
That's clever, but I don't know how much difference it would make for me personally only because as your moving fast they look fairly good. Maybe I'm just so used to how the game looks. I'm surprised we don't have problems with textures causing crashes on some of our texture heavy tracks like detroit91, denver, nashville or long beach 91. You definitely get an "A" for innovation though.

On a side note- how did you change your detroit91 tunnel texture on the track in the 3d file? I might want to do something similar to that in longbeach 91 and 96. I have some spots that need to be different than the racing surface.

I would also like to know how to put objects correctly in the inside of the track zone itself. Like brake markers. Pavel did this in his laguna quite a bit I see.
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The tunnel texture on the track is textured TSD that covers the full width of the track. I remember having speckles on the track from the asphalt showing through on the edges, which I manually fixed in the 3D file by changing the track texture at those parts.
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Pavel - can you do a tutorial to help us on how you add items inside of the track? I'm referring to like where you had cones on Cleveland, or at Laguna seca where you added objects inside the track surface.
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(04-25-2024, 12:46 PM)samsepi0l Wrote: Pavel - can you do a tutorial to help us on how you add items inside of the track?  I'm referring to like where you had cones on Cleveland, or at Laguna seca where you added objects inside the track surface.

That is pretty easy. At first you have to add at least one tsd line to let OPE create TSD section in 3d file. TSD section starts with string: % SURF_ED: Total lines right after TSO section. At first part all lines are defined (DetailP, DetailN). After all lines are set starts long DetailList section. Like ObjectList section for TSO it determine at wich track subsection each TSD will be visible. So in that list you need just add TSO to make it visible with all TSD details on the surface.

You have to add TSO only to DetailList H and don't change DetailList M and L. Also if there are several objects in DetailList then it behaves lik TSO list: last in the list - closest object, it will draw infront of other objects in the list.

EDIT And don't forget to remove TSO from ObjectList if you insert it into DetailList.
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(04-25-2024, 04:04 PM)Pavel 69 Wrote:
(04-25-2024, 12:46 PM)samsepi0l Wrote: Pavel - can you do a tutorial to help us on how you add items inside of the track?  I'm referring to like where you had cones on Cleveland, or at Laguna seca where you added objects inside the track surface.

That is pretty easy. At first you have to add at least one tsd line to let OPE create TSD section in 3d file. TSD section starts with string: % SURF_ED: Total lines right after TSO section. At first part all lines are defined (DetailP, DetailN). After all lines are set starts long DetailList section. Like ObjectList section for TSO it determine at wich track subsection each TSD will be visible. So in that list you need just add TSO to make it visible with all TSD details on the surface.

You have to add TSO only to DetailList H and don't change DetailList M and L. Also if there are several objects in DetailList then it behaves lik TSO list: last in the list - closest object, it will draw infront of other objects in the list.

EDIT And don't forget to remove TSO from ObjectList if you insert it into DetailList.

Wow - it actually kind of makes sense to me! I am proud I have come this far.

So... would it be wise for me to insert it like a regular TSO to see which sections OPE tries to put it in, and then manually remove it in the 3d file and use the same section below?

Also- I understand what you mean with "LIST" priority being to the right.... wouldn't all of the cones or objects be to the far RIGHT of the list since they will have draw order priority over any track lines?

Thank you for your help here!
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Here is an example of where this means if this will help anyone... (this is just a snippet from my lbeach91 finished file)

   
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Quote:So... would it be wise for me to insert it like a regular TSO to see which sections OPE tries to put it in, and then manually remove it in the 3d file and use the same section below?

Yes, this is exact way I always did this. But it maybe better sometime to open track 3do in 3dedit and count polygons/track sections.

Quote:Also- I understand what you mean with "LIST" priority being to the right.... wouldn't all of the cones or objects be to the far RIGHT of the list since they will have draw order priority over any track lines?

Yes, exactly. But if you have several TSO objects in the list than closest should be far RIGHT.
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I am working on documenting everything I know about ICR2 track modding - been working on a Wordpress site as well to organize all the mods and tools I've done. I don't have time to create a full tutorial but I thought it might be helpful to at least summarize my workflow. Would welcome any feedback or if there are any inaccuracies.
[Image: attachment.php?aid=2307]
Workflow for .3DO and .MIP files:

[Image: attachment.php?aid=2308]


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This is epic. I would love to see this motivate others to take the same journey as we have so we can get some new young track creators! Thank you SK!
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(04-05-2020, 06:03 AM)checkpoint10 Wrote: I made a billboard! It might not sound like much, but I coded it in a text file and converted using 3D23DO following the guidance from Pavel's document.


I was searching this thread for the post I made years ago on the track.txt 9th, 10th and 11th values and I saw this and smiled.... MEMORIES!!!!
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