Track editing progress notes
(03-07-2023, 09:42 PM)Pavel 69 Wrote: .....So it seems like LPEdit is drawing ICR2 lp lines moved one step forward and reject last record from lp......

1 step may not be enough to explain the difference.

I found there is a "scale" option which I believe adds little hash marks showing distance. I did some math, and it seems these scale marks are 3 records (roughly 33 feet) each. The LPs for detroi91 look shifted more than 1/3rd of these hash lines.

I will play with this more this week when I am at work.
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(03-27-2021, 06:54 PM)samsepi0l Wrote: So guys- I want to post this so others can benefit and not have to go through what I went through.

I tried doing some work to the trees, which is surprisingly difficult because you can only experience the changes when you load it on a working track.
  • I was able to scale the size of the trees in the hexed.it website like I had just posted.  The value does take up hexidecimal spots 34, 35, 36.
  • I was able to rename the file to something longer than just a few letters (in my example I changed the name of a pmp from "tree1" to "tree1abc" and it worked fine, just like we thought it would
  • I did have some problems converting a tree from detroit over to tamiami, because when I applied the tamiami sunny.pcx to the detroit trees it would not show up in the game.  The track would load and drive fine but the trees were completely invisible.  I was pretty careful that I used a completely white boarder around the image, color 255.  The black portion on the inside was color 0.  I saved it as a BMP when I was using winmip 1.2 and made sure the sunny.pcx pallet was applied in GIMP like I always do when I make MIPS for cars (or whatever). 
  • I tried "last chance tools" and I had better results converting the image to a PCX with the appropriate sunny.pcx, and then changed the PCX to PMP.  It then worked in the game the way I expected.

EDIT- I posted this too quickly, there is still a rogue color showing up in my tree (it's like a silver color) - and it's not consistent when I do this so it has me wondering...

I totally forgot how to use LAST CHANCE tools to make PMP files.... so I had to re-learn it tonight and there was something wrong that was making it fail. I am making this post so I will come back to it in a few years when I forget and have the same problem again.

If last chance gives you an error NOT AVAILABLE - make sure you post an EXTRA line in the text file under your last file name... like this!

   
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Is there a suggested maximum amount of lines a TSD file should have? I mean, should we split it up into several text files at a certain point?
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Yes, there is limit. But I don't remember exact number. As soon as I found OPE stopped to add new lines then I made second tsd file.
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Pavel - is there an easy way to explain how you made your curbs on tracks where they have elevation changes as you ride up the curb? I am putting these in long beach and I'm wondering if there is a good way to go into SGE and get the correct height change that would correspond to the placement of the fsections that I did in SFE.

Can you give me any pointers? I like the curbs you did in meadowlands road course.
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Here you can see a problem I am having.... I am not sure the best way to do this.  My section will have curbing on the left where the track hits the grass.  But the section gets narrow and veers to the right.

[Image: attachment.php?aid=2281]


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The most accurate way to make realistic curbs is, like you mentioned, by using height lines. I did it too on my track. But this method works only, if the curbs run parallel to the track centerline. I could do it, because my track had a fictional layout. But if a real layout needs changing centerline, it will be tricky and probably needs compromises.
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Like Dennis said above to make proper curbs you need them run parallel to centerline. And also it's better to have all curbs on the left at same distance from centerline, same with right side curbs. So when you design a track in SGE/SFE you need to keep in mind all this things like curbs, elevations and AI compatibility.
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(03-05-2024, 03:22 PM)Dennis Wrote: The most accurate way to make realistic curbs is, like you mentioned, by using height lines. I did it too on my track. But this method works only, if the curbs run parallel to the track centerline. I could do it, because my track had a fictional layout. But if a real layout needs changing centerline, it will be tricky and probably needs compromises.

Thank you guys... I think I will do some trial and error and see if I can make this look like I want in OPE. If it looks like the heights are right in OPE, then they should be just as good in the game right?

I am using most of the same SG file for LBEACH96 as I didn't need to change that much in LBEACH91 to get the new track-shape. I have some places where the center-line is slightly crooked like you see in my previous examples so it looks like I may need to modify my center-line there. This was not a problem in LBEACH91 because none of the curbs are really curbs- they had no height. In real life, back in 91, the curbs were just paint. In 96 you see if you watch the video- they moved the walls back in many corners and put in real ramped curbing so the drivers could see better past the apex.
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Wanted to let you all know of an experiment I did on Detroit that was both successful and a failure. I'm trying to find a solution to textures looking distorted when seen from a more extreme angle, such as the armco below.

[Image: attachment.php?aid=2291]

I wrote a script that searches for all the walls in the .3D file and replaces them with 16 textured polys stacked on top of one another. This forces the game to draw the textures better.

[Image: attachment.php?aid=2292]

But here's how it fails: apparently if I do this to all the walls, it will cause the game to refuse to load the .3DO file, presumably due to some memory limitation. Then, I tried to do it to only the armco, and while it loads, once I get to a point on the back side of the track, the game crashes. So I guess that is also a memory limitation related to how many textured polys might be loaded while driving.

I have an idea that maybe I can remove the walls from the .3DO file and replace each of them with a trackside object (of a wall), maybe that could work around memory limits. But this would require some serious scripting or a lot of manual work, so I don't think I will pursue this any further given this doesn't seem to be something that bothers many people.


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