tamiami "build" thread (or sort of....)
#21
(10-28-2020, 04:28 PM)samsepi0l Wrote: I think I have the SG file the way I want it for now, and I'm ready to start playing with SFE.  Is there anything I should back-up incase I make mistakes in SFE?  I'm sure I will.  I backed up the SG file, do I need to back up the MRK?

You would want to back up the MRK if you had actually done some work to assign wall textures to various track segments. If you haven't done that and the MRK file is essentially blank, then I wouldn't worry about it at this point.
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#22
I am taking screenshots from youtube races at tamiami to get a better idea of the overhead layout so I can have more reference shots to use to be accurate. I am noticing that tamiami is more like a "road course" than a street circuit in some senses because some of the corners have large grass patches at the apexes rather than just walls. I am thinking it may be a good idea to add additional sections in SGE right before the corners to make these sections go from a wall right against the track to the grass patch in between. Is that the right aproach? I'm trying to plan ahead so I don't need to keep going back to SGE.

(If this sounds confusing I can draw it out as a picture- it may make more sense)
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#23
(11-02-2020, 04:30 PM)samsepi0l Wrote: I am taking screenshots from youtube races at tamiami to get a better idea of the overhead layout so I can have more reference shots to use to be accurate.  I am noticing that tamiami is more like a "road course" than a street circuit in some senses because some of the corners have large grass patches at the apexes rather than just walls.  I am thinking it may be a good idea to add additional sections in SGE right before the corners to make these sections go from a wall right against the track to the grass patch in between.  Is that the right aproach?  I'm trying to plan ahead so I don't need to keep going back to SGE. 

(If this sounds confusing I can draw it out as a picture- it may make more sense)

Sure, it's not unusual to have to add sections to allow for grass patches and transitions to it. If you have a picture I can help you think of which sections you need.

If you make a mistake it's usually not a big deal to go back to SGE to remove and reconnect sections.
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#24
So now I have added a bunch of sections is SGE and I am using SFE.  I see how SFE can be very time consuming.  One thing is I got a few sections done, and then I realized I wanted a wall with a fence when I actually had a wall with no fence.  How do I change this?  Is there an easy way to change the type of wall (or armco, whatever)?

Also- Pretty much every track has the white paint around the edge of the track where the asphalt meets the grass... does this mean I have to use "paint (curbing)" to recreate this around the entire track?
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#25
(11-03-2020, 06:13 PM)samsepi0l Wrote: So now I have added a bunch of sections is SGE and I am using SFE.  I see how SFE can be very time consuming.  One thing is I got a few sections done, and then I realized I wanted a wall with a fence when I actually had a wall with no fence.  How do I change this?  Is there an easy way to change the type of wall (or armco, whatever)?

Also- Pretty much every track has the white paint around the edge of the track where the asphalt meets the grass... does this mean I have to use "paint (curbing)" to recreate this around the entire track?

Within SFE, you'll just have to right-click to remove the wall/surface and replace it. Remember you can do a copy forward or backward to quickly copy your work all over the track.

I do have a Python tool (related to my SG to CSV export tool) that is maybe an easier way to do it. But it's not quite ready for release yet.

Yes, for the parts with white paint, I would lay down the fsections like this (L to R): Wall, Grass, Paint (about 1 ft away from the grass), Asphalt, Paint, Grass, Wall.
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#26
I feel like I spent forever playing with SFE but I know I like to take my time and try to do it the best way I can.  Can you take a look at this and see if you find anything that will be a problem or check if there is anyting you don't like?  If I did something wrong, I don't want to go further and run into problems.


Attached Files
.zip   tamiami_nov17th.zip (Size: 2.73 KB / Downloads: 311)
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#27
(11-17-2020, 07:23 PM)samsepi0l Wrote: I feel like I spent forever playing with SFE but I know I like to take my time and try to do it the best way I can.  Can you take a look at this and see if you find anything that will be a problem or check if there is anyting you don't like?  If I did something wrong, I don't want to go further and run into problems.

I think there is a problem in Section 45 that will prevent the track from converting from SG to 3D properly. You would've found out about this anyway because SG2TRK will tell you that and TRK23D will crash. I couldn't figure out what you did wrong there so you might just want to redo that section in SFE which hopefully will just take you a few minutes. I think that is the only thing technically wrong with it at this stage. Once you get it into OPE you can do a fly through of the track and get a better idea of what it might look in-game.
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#28
(11-18-2020, 04:54 PM)checkpoint10 Wrote: I think there is a problem in Section 45 that will prevent the track from converting from SG to 3D properly.

I looked at my track in detail and I think I found an error with sections PRIOR to 45.  There was an extra wall over on the left side of the track that I eliminated just now.  However now that I've fixed this error I am looking closer at section 45 to understand what you mean.  Here is the section in detail, with my thinking noted here.    I notice that when you select a line it gives it a number, 0 through 9 (if the section has 10 fsections).  Just a fact-check, can you validate my thinking and understanding?  I am mostly confused or unsure about the left pit wall and the right track wall (WHAT I AM CALLING "2" and "3" in my photo below).

[Image: attachment.php?aid=1699]

EDIT: OK- I see what you mean about the "WARNING" I got when trying to convert the SG to a TRK.  I get "WARNING- section 45: width of fsection 4 is 0!.

I'm not sure how to fix this.

EDIT x2: I think I figured it out, I had a double paint line (so this was an accident) I am able to get it to convert to TRK without this warning now, but when I try and convert to 3D I get a crash


Attached Files Thumbnail(s)
   
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#29
No matter what I do I am not able to get the 3D to generate without it crashing. I am stuck- I need help guys.

I am almost positive the problem has to do with my pit-wall(s). When I eliminate the pit-walls I can get it to work. I have tried referencing the caesars.sg file that you posted forever ago, and I don't see what you are doing differently there compared to what I am doing for tamiami.
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#30
Here is my SG file if anyone can help.  I have spent 4 hours trying to get this to convert to 3D.  I want to understand what I am doing wrong.


Attached Files
.zip   tamiami_backup_112120_2pm.zip (Size: 2.8 KB / Downloads: 321)
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