Forum Postings 2001 August

http://www.mircx.com/cgi-bin/forum.cgi?forum=Tracked

collected and (very little) formatted by addie walti


Threads

The start of a thread is on top right below the title

Magic Data Type
Setting up Underlay bitmap
Track doesnt load in the race but does in practice
How do I move/rotate track
Internal Object Defs

OS error information =2
Vanishing CC-line
Opaque track sections?
Kerbs help!
starting up editing

Mapping to track surface
gras in Pit line
CC Line in TE
Is my track too short?
Texture Bumpiness

Pit lanes - I can't get in
how install news tracks on GP2
TE crashing when changing Jams...
No view into pitlane problem
horizon

Please Wait screen
use of the new jam's in the track
Monaco Big Trees
Gp2 Tyre consumption
CC line / track files

Editing JIP files
cc line problems
Pit Problem ("could not connect pit lane")
misc
Dummy sceney arms

Help Please - New Track! (gp3 freezes)
NEW DISCOVERY!! (I think!) kerb-units
Maximum Track Width?
Bump Data
Grass, Gravel, Tarmac

Hi (vital cmds in a track)
Problem with View Distance on 1 Mile Oval
How do you change Texture ID for jam files?
Rookie's question about Internal Object definition
Pit problems

Cars crash into pitlane entrance!
CC line
Kerbs
JamTool flags
Object drawing order

A required ressource was ...
Internal object for a roadsign
Bridged fences
GPxPatch bug report question "Related to internal objects or cameras"
GP3 loc type D

Converting GP2-GP2 using the track editor
Scenery troubles?
Shadow has forest textures
CC Line doesn't change
TE = TXF Import/Export

Warping Fence Textures
Fence overlap!!!

end of file


Index

Magic Data Type

Posted by Schubert from 203.197.55.77:

Does somebody know what the values fw rw 1st .... 6th are for?
Also how do i know what the maximum value for each data is? Help appreciated

Posted by Marc from 212.129.224.16:

fw = front wing
rw = rear wing
1st .. 6th = gears

Posted by Schubert from 203.197.43.38:

oh its the setup. Thanks very much Marc.


Index

Setting up Underlay bitmap

Posted by Isix from 200.176.133.82:

Hello!
How do I to configure position and zoom of underlay bitmap on Paul´s TE?
Best regards

Posted by Andrew from 205.188.199.43:

in the misc config section

Posted by Isix from 200.176.132.91:

Hello Andrew!
Thank you very much!!
Best regards


Index

Track doesnt load in the race but does in practice

Posted by Andrew from 205.188.199.38:

Hi, I have tried everything but my track wont load in the race, its strange, have you found anymore reasons other than the one listed in the FAQ addie?

Posted by David Schneider from 213.3.171.166:

Try Addies Site...there is a solution in the Troubleshootings

Posted by Andrew from 205.188.199.47:

yep, I know, I tried that, and most of the others....

Posted by addie from 194.191.82.27:

you mean in unlimited practice it loads, and in a race it fails ?

Posted by Andrew from 205.188.192.44:

it loads in everything, but a quickrace, i.e unlimited practice, non-championship race practice/qualifying/race, I havent tried it in a championship race yet

Posted by addie from 194.191.82.27:

quickrace does not work. everything else works ...
strange
you also checked different slots ?
you worked with "magic-data" ? if not, you may want to try.

Posted by Andrew from 205.188.199.182:

the track is only about 400 units, it loads in slot 1 and other slots with or without magic data and an altered bump table in the magic data

Posted by Kevin Clover from 213.1.5.91:

I seem to remember this being talked about in the past.It was thought that the pit lane did not have room for all the teams when race day came.So check you have room for all teams.TE has a min lenght setting sixty something springs to mind, but I can not remember with out reading my notes. any one elese remember?
Kevin C.

Posted by Andrew from 195.93.48.173:

Thant Cant be the problem as it loads in every situation otehr than a quickrace so its not the pitlane as all the teams have room in qualifying


Index

How do I move/rotate track

Posted by Karl from 66.31.110.225:

Hi, I am just starting out, so forgive my basic question: I have loaded my inderlay bitmap, but now I want to reposition the track so the start finish line lines up properly. How do I move around and rotate the track to line it up with the underlay bitmap?

Posted by Isix from 200.176.132.6:

Hello Karl!

You can move, rotate the track changing values in "Track Config" structure in Paul´s TE.

Change "Track Start Angle" to rotate the track, and "Track Start X", "Track Start Y" to move. See this picture http://armazem.0catch.com/Karl.jpg



Index

Internal Object Defs

Posted by Steve from 199.228.142.6:

I need to create some pit buildings for a circuit I'm working. The TE seems to expect an import file but I have no idea what I need to produce this file. Is it easier to just modify existing objects?

Posted by addie from 194.191.82.27:

its IMO indeed the easiest way, to modify an existing object. but you also can "transfer" objects from one track to another, by exporting them from one track, and importing them again into the other ...




Index

OS error information =2

Posted by Andrea from 213.213.60.53:

I've the following messag ven I load my trak:"track could not be open (OS error information =2)"
What does it mean?

Posted by Schubert from 203.197.54.90:

The TE is having trouble reading the file.
Try loading your file with Iso's TE and see if it works.
If it does try changing some stuff and try Paul's Editor again.

Posted by andrea from 151.26.38.246:

With Iso's Te it work without problem but when I try to run my track in Gp3 it crash.
The strange thing is that after that message in Paul's editor it work well.


Index

Vanishing CC-line

Posted by Simon from 195.92.168.168:

Hi,
I'm having a CC-line problem with Portland that I can't sort out. In the last chicane, the cc-line suddenly disappears (no more white dashed line), just before the end of the corner. Has anyone encountered this and found a solution, as I can't find anything on it in the tutorials or trouble shooting pages?

Posted by Schubert from 203.199.169.121:

I think that happens when u have a left turn of cc-line and tend to use sign 0 and radius negative. Check that again.

Posted by Simon from 195.92.168.169:

No, I figured it out, it was because I had more than 4 track sectors of length = 1 in a row. When I got rid of that the problem was sorted. But I've got to slightly redo my cc-line so i'm a bit annoyed about that!

Posted by Marc from 212.129.225.76:

what's it the problem with not seeing the cc-line?

even though you don't see it, the line is there and the computer cars will follow it like they should. i have had the same "effect" (i won't call it a problem) on several tracks and it works just fine.

Posted by Simon from 195.92.194.19:

Oh it's not a problem, ONCE the cc-line is built. It's just what cannot be seen is MUCH harder to make the cc-line if you can't see it, but I've sorted the problem and actually changing the track layout has improved parts of the cc-line so it's not so bad.


Index

Opaque track sections?

Posted by Karl from 63.122.187.227:

Hello,
I have started creating my first track and I am using an underlaid bitmap of an existing track. So far it is going well, but I have a question: The first 5 sections of my track are wider than the rest and are also opaque, so I cannot see the underlaid bitmap through them. All the other track sections are narrower and transparent. Track section 6 is shaped like a trapezoid as it forms the junction between the wider first 5 sections and the narrower other sections. Does anyone know what causes this and if it is normal or cause for alarm?

Thanks in advance!

Posted by Brett Knuchel (Knuckles) from 203.212.156.136:

Don't know about the opaque track but regarding the first 5 sections being wider, I think you will find there is a Track Width Change (0x85) on section 6.

Posted by Karl from 63.122.187.227:

Thanks, I can see this data on the track table, and it is wider, but I cannot find where to change it (it's not on the track section details page?)

Also, I have another unrelated question: my pitlane is "orphaned" from my track, the pit lane entrance and exit sections no longer exist and it is just hanging in space. I tried the "move pit lane entrance/exit" menu option but it crashed TE. Any ideas?

Thanks

Posted by Bob P from 64.230.35.53:

Finish your track layout, then anchor the pitlane to the track - at the section you want the pit entrance to begin - with the 0x86 Connect PitLane Start command. Then shape your pitlane, then in the sector where the last pit segment ends add the 0x87 Connect PitLane End command.

Hope that helps. Check all the guides at http://www.grandprix3.ch/TEIC/index.html

Bob P


Index

Kerbs help!

Posted by mindprobe from 195.23.112.194:

Is it possible to put in the same section a kerb of type A in the left side and one of type B in the right side?

How?

Thanks!


Index

starting up editing

Posted by fahmi from 64.110.183.253:

Can anyone help me to make a complete, accurate and good track, I have the TE and the guide but I still don't understand, I have spent for weeks even months but I still not succces. So, please somebody to guide me making a track step by step with the example. I hope somebody will reply me. Please!!!

Posted by mindprobe from 195.23.116.116:

I think the best way is to start by building a simple track like a oval, i do the things like this:

first i keep only the first sector, and then build the track layout, when this is ready, i put the pit acording to the tuturial found in grandprix3.ch then go try thetrack if it doesn't load see the trouble shooters in the same site, after this start working with the scenary!

This is how i work, but i won't say it's the best way, it's only my way :)

hope it helps!

Posted by Schubert from 203.197.54.174:

Hope this helps......

Steps involved.

Take an existing track which best suits your track.
Click Remove -- Scenery (Cause it messes up when the track layout is changed.)
Click Remove -- Track Side Objects and Kerbs/ Wall Removes, Road Signs
Now run the track and see if it works
if Didn't-- Remove all track width, height, track--set all banks to 0 left and 0 rigt
now check.
worked, good.
click track--remove all track height
Now click remove all track commands (except t0).
Now click track-- remove all track sections (except 0).

Select the track tool and start :Right click on the track anywhere and click Insert track section. Specify the stuff. Go on until youv'e finished. the track joining both ends

Posted by Matteo from 212.171.156.10:

Where I can get the Vaino Iso-Hannula's editor?

Posted by Isix from 200.176.133.192:

Hello Mateo!

Here http://www.geocities.com/isohannula/

Best regards

Posted by fahmi from 64.110.183.253:

Hey schubert, thanks for your help even there still a little bit understand, i finally got it and my track are working now. Thanks a lot :) Also for Mindprobe, i appreciate youur help



Index

Mapping to track surface

Posted by Simon from 195.92.168.165:

In GP2 you could map JAMs to the track surface to get a different texture such as in the case of a change of track material from tarmac to concrete. Since the introduction of JIPs is this still possible?

Posted by mindprobe from 195.23.114.127:

it's possible with the command mapping texture, but only in HW mode, in SW the new texture gets mix up with the original, it's a mess!

Posted by Simon from 195.92.168.163:

Cheers. What I will do is have a Hardware mode version with it and a SW mode version without it.

Posted by mindprobe from 195.23.112.203:

yes, i also think that's the best way to do it


Index

gras in Pit line

Posted by Matteo from 212.171.156.10:

Why in the pit-lane I have the grass and not the asphalt?
Thanks
Good Holidays
Matteo (Italy)

Posted by Schubert from 203.197.55.206:

You have to change the args of the mapped jips in pit lane. See a track that matches you pit side.

Posted by addie from 194.191.82.27:

or you just map some asphalt on the floor where you want asphalt. in original tracks with pits the way you want them, watch out for cmd 0xe9 where the asphalt starts (except monaco where the DEFAULT texture is asphalt: see 0xc8) in cmd-library

i hope it helps


Index

CC Line in TE

Posted by AD from 62.30.192.1:

I've been trying to use GP2 Track Editor 1.9.1, but when I load a track, the CC line has corners that are longer than the track, but in GP2 it's fine. If I try to put the line in the right place, the game goes bizzare. Please Help!

Posted by David Schneider from 195.186.168.217:

I think its normal. The TE don`t show the CC-Line correct.
Or am I misunderstooding something?



Index

Is my track too short?

Posted by Karl from 66.31.110.225:

Hello again everybody. First I want to thank everyone for their help so far, this forum is great!

So I followed the steps in the guide to making an accurate track as well as the pit lane guide (both excellent) and I was ready to test my track in GP3. I loaded it up and it immeadiatly crashed back to windows when I went to drive my track.

I went to the trouble-shooter FAQ and the first thing mentioned is the minimum track length. My track is only 530 units long (it's a model of Lime Rock which is only 1.53 miles.) In the FAQ, none of the slots have a minimum length even close to this short.
So my question is: is there a way around this yet? I know the FAQ was written for GP2, is there some way to avoid this in GP3? THanks in advance for your help.

Posted by David Schneider from 195.186.173.193:

You have to start GP3 in Debugmode. For this you must use the GpXpatch.

Posted by Karl from 66.31.110.225:

THanks for the tip. I did this and I got the following Assert error:

0x0048d399 - Total number of swivel arms not equal to total number of scenery structures (cmd 0xee)

How do I resolve this? I used the remove command tool to remove the swivel arm commands as mentioned in the trouble shooter, but to no avail.

Any other ides? thanks

Posted by Marc from 194.134.218.156:

that error means you have swivel arm commands (0xC1, 0xC2, 0xC3, 0xC4 or 0xAF) in track segments that don't have a 0xEE command.

in GP2, this was no problem, in GP3 you can't do this anymore.

my solution is to remove every of the above commands and 0xBA, 0xEA and 0xEB from the track.

Posted by Karl from 63.122.187.227:

THanks, I tried that, but I stil get the same error. Any other throughts? One thing I noticed is that in part of my track it appears that the scenery and maybe fences are "looped" would this cause errors?

Posted by addie from 194.191.82.27:

karl

no, the mentioned assert error means exactly what it says. in the command-library you may want to study the cmds 0xee and 0xaf/c0/c1 to understand the meaning of “swivel arm” and “scenery structure definition”. you will easily understand the cause of the problem and how to fix it afterwards.

i hope its useful
addie


Index

Texture Bumpiness

Posted by Schubert from 203.197.54.174:

Addie had said that all textures have a a bumpiness level associated. How do i know which has what. Is it determined by the texture flags. Please??

Posted by addie from 194.191.82.27:

what did i say ?
sounds interesting, but i cant remember.

Posted by Schubert from 203.199.170.53:

A month ago i had asked you why grass was shown in my pitlane. I was very new then. i tried renaming the texture file. So what was left was an untextured pitlane.

But the bumpiness was still there? Remember? You said .....

Limke the car bounces over grass. Can i remove the bumpiness. Is it because of the texture or what??

Posted by addie from 194.191.82.27:

oh i see. sorry for the confusion

yes this kind of bumpiness is linked to the texture, via texture id. actually its a default setting in gp3 that driving on the verge is bumpy. i dont know if there exists a parameter which lets you set the amount of bumpiness. if anybody knows about it, please post it.

however you can map a texture with a particular id and the verge is not bumpy anymore. other texture-ids give you the behaviour you notice when driving in a gravel trap.
for getting an idea you could take a tarmac texture like 1229 and change its id to the one of the gravel-trap and map it somewhere. when driving it, you will understand.

in gp2 its just the texture-id that sets the "behaviour" of a texture mapped on the trackverge. in gp3 its probably the same, though there are more ids reserved for e.g. gravel traps. if somebody has a list of the "special-texture-ids" please post it.

i hope its useful
addie

Posted by Schubert from 203.199.170.200:

But suppose i want my verge smooth.

I have a texture already mapped on the verges. The id of these textures are 906 and 908 which are used in original tracks for grass textures.

So what do i change the id to. The id 1229 is already used. Which other texture id's give no bumpiness and arent used?

BTW Isix said that the Unknowns determine how bumpy the texture is.

IDX_18[4]=132 or
IDX_18[4]=134 or
IDX_18[4]=136

for different bumps. But it didn't work on the verges. I didn't try it on the track surface as yet but i wouln't want to.

Posted by addie from 194.191.82.27:

and 1230?
IIRC in original melbourne there are other textures with tarmac on the verge, maybe they are smooth also ?
as for the mentioned unks, they set the bumpiness but they dont let you make it smooth ?

Posted by Schubert from 203.197.56.156:

Thanks BTW whats IIRC

Posted by addie from 194.191.82.27:

If I Recall Correctly
(sometimes i'm a bit lazy in typing :)


Index

Pit lanes - I can't get in

Posted by AD from 62.30.192.1:

I've started on a new track. It looks OK in TE, but I can't move the pitlane. I can't use the track until I do, as it says some commands are missing. I initialised it before I started, but it's in the wrong place.

Posted by addie from 194.191.82.27:

see http://www.grandprix3.ch/TEIC/index.html follow "writings". in the "guide to pit lane editing" you find info about the details how a pit lane is connected properly to the track

Posted by AD from 62.30.192.1:

When I quit GP2TE1.9.1, everything is fine until I go to run GP2. The screen starts to change resolution, but hangs. I'm left with the Windows Desktop, a motionless mouse cursor and forced to switch off. GP2 runs fine on its own (If I don't run TE). Also, how do I remove all objects?


Index

how install news tracks on GP2

Posted by Alexandre from 216.209.124.54:

I don't understand how install news tracks on GP2!

Posted by mindprobe from 195.23.113.108:

one simple way is to go to your circuits folder in the gp2 directory, backup one of your files for instance F1ct01
copy the new track to that directory and rename it F1ct01

Posted by Alexandre from 216.209.170.120:

There's a problem, because I don't can to change the file FCT01. It's impossible!

Posted by starchild from 12.5.17.78:

U dont need to ! Get GPXPatch :)
http://www.xs4all.nl/~rsdi/index.html


Index

TE crashing when changing Jams...

Posted by Jaap from 213.46.120.241:

First of all... many thanks to Paul, Addie, John and all the contributors I've forgotten... Fantastic work!!!

I'm currently working together with Maurice van den Hoogen to create a new track for our team. Track and pitlane is progressing great and getting objects in and out is working properly too... But.. now we've come to the point to use our own jams in an own directory... So we've made 'fwnjam' under Gp3jamsH... but after changing this in the tree in the TrackEditor.. the track with the new jams work perfectly. But it isn't possible anymore to add any textures etc and TE crashes directly to the desktop. This must be a problem with the SW-Jams I reckon... I've tried to create a dir under Gp3jams as well (and copied the original jams into 'fwnjam' in that dir)... but this didn't help the crashing.

Could anyone please help us with this issue?? Once again... great work with those tutorials etc... It really helps one! :)

Posted by John Verheijen from 213.84.79.68:

You must point to SW jams and not to HW jams.
The TE can't read HW jams.

Posted by addie from 194.191.82.27:

confirming jv.
in a track you always have to point to the SW jams, those in the gp3jams-directory, whether you have them or not. but you have to have a directory in gp3jams and in gp3jamsH with the very-same name and the jams inthere also have to have the very-same names. in the track you point to the directory in the gp3jams-directory and gp3 decides itsself whether it reads from gp3jams or gp3jamsH. and the TE always reads the paths you gave in the track, and if these point to a HW-jam it crashes. gp3 also crashes if you have the wrong type of jams in your directories.

Posted by John Verheijen from 213.84.79.68:

And both jams (HW + SW) must have the same TextureID's.
John Verheijen

Posted by Jaap from 213.46.120.241:

Thanks John and Addie. You were completely right there. I had made the SW jams, but the Texture ID's weren't correct. Now I've copied all original Jams (unedited) in a specific dir under Gp3jams and it works perfect. Every time when you add a jam, just add (copy) the original jam to the dir under Gp3jams as well.... and no problem!

Thanks guys.


Index

No view into pitlane problem

Posted by The Smoking Pen from 212.159.1.2:

I'm having a problem with a pitlane not being visible from the track. When entering the pitlane, you see the ribbons behind the track walls, not the pits, until you enter the pit sector with the PitLaneFencesStart command. I've been through Addie's tutorial and tried the ViewIntoPitLaneEntrance command at varying distances, but nothing seems to work - you can't see the pitlane track and fences unless you're in the pitlane.

I'm probably missed something really obvious, as I'm new to this, but I'm stumped. Any ideas?

Posted by schubert from 203.197.55.27:

Check the arguments of the commands. So that a2 is greater than 0 (i think it must be 0 but im not sure.)

Also try giving the command from the last sector in the track from where the pit lane is not visible but before the entry.

eg: if you have a right (90 deg) turn and then the pit entry. Give the cmd just at the entry of that right turn.

note that: from the sector where the cmd is given you should not be able to see the pit entry. But from the next sector you should be able to.

Posted by Schubert from 203.197.55.27:

correction in the brackets (i think it must be 0 but try a bigger value like 10)

Posted by Schubert from 203.197.55.27:

Darn!!!! correction again. I was trying the greater than sign but it was rendered as a tag.

It must be greater than 0 (>)

Posted by The Smoking Pen from 212.159.1.2:

Thanks for that, but it turned out to be the L1 ribbon obscuring the pitlane when viewed from outside, not the Pitlane View commands that were at fault.


Index

horizon

Posted by KLEIN SLYGUE from 172.189.33.165:

I have a problem on a track,
the landscape at the background it's to hight. So sometime you see a brown area under the landsacpe. So I want to get down the landscape.
it's possible and where I can do it on the software
thank

Posted by Maurice from 213.51.12.142:

You need to use the command 0x92 I think. Check out the command Library which you can find on http://www.grandprix3.ch/TEIC/


Index

Please Wait screen

Posted by AD from 62.30.192.1:

I moved a few fences (they were across the track), but keep ketting the "Please Wait..." screen over the track map, and GP2 freezes. I'm using Slot 1, but the track was fine before. Please Help!

Posted by addie from 194.191.82.27:

so gp3 freezed when loading the track ...
please have a look at:
http://www.grandprix3.ch/TEIC/index.html
follow "trouble shooters FAQ". there you find a list of possible causes for this problem ...
GP3 - Trackediting Information Center

Posted by AD from 62.30.192.1:

It's actually GP2 (two) that freezes. I don't have GP3. Where can I find details?

Posted by addie from 194.191.82.27:

gp2 and gp3 are (from trackeditors point of view) pretty much similar, so the trouble shooters FAQ and all the other info may help anyway.

however, as far as i recall the most popular reason for a gp2-track to freeze the game was its cc-line (see pt 2 in the FAQ at "track does not load (freeze at loading)").
you most probably hit this limit if you use the cc-line wizard function of TE. this function was experimental and never really worked so you have to make your cc-line on your own anyway ...

i hope it helps
addie


Index

use of the new jam's in the track

Posted by jamesformula1 from 213.1.139.161:

Hi,
I have just added 2 new .jam files to the list in trackeditor, how do I use these .jam files and how do I put them on my track?
Thanks in advance.

Posted by Schubert from 203.197.56.156:

jams contain textures as you know and every texture has an id of its own. You can use your own id's for your jam textures.

But note that some id's are reserved for gp3. You can't use them. See the reserved ids at Addie's Site TEIC.

To put jams onto your track you must use the "Texture Mapping" command 0xe9 or maybe its 0xe8 (see cmd lib)

The TE will then allow you select the texture in a jam.
And also the location (top) where you want to apply it.


Index

Monaco Big Trees

Posted by starchild from 62.7.20.39:

Hi all, does anyone know how to make those monaco trees? they have a seperate jam for the trunk , so u get a really massive tree...my efforts are in vain,can anyone help? ta:)

Posted by addie from 194.191.82.27:

all i know is its "combined objects". you have to understand how objects with id1=5 (THE internal objects) work.

at next you have to look out for the "object shape" that makes the row of trees. its an object shape including a lot of "objects id1=5".

you could try to import this object from monaco. but be sure you have a backup of your track !! i guess you will have to have all the affected object setups and textures in your track, then it may work out ...
wear your hiking shoes.
let us know

Posted by addie from 194.191.82.27:

sorry, maybe its confusing.
it should read:
"object shape" (aka internal object)
and "object setup" (aka object definition)

i try to establish a different naming because i think the historical naming is confusing. at least i was pretty much confused at the beginning. normally i dont mind the latter, but when i wanted to write a guide to explain things to other people, then i did.

Posted by starchild from 213.1.86.120:

Hey thanks addie, I'll try it.. :)

Posted by AD from 62.30.192.1:

I think you can use a transparent texture for the top part of the tree, and use a standard image for the bottom half. Hope this helps.


Index

Gp2 Tyre consumption

Posted by AAS from 212.184.157.149:

I can change the Tyre consumption for each track in the track editor or in a trackmanager.
When i change the value in the track.dat (example 20000) and import later in trackmanager there is
another value (example 17000).
I think the trackmanager imports from gp2.exe!? Which value use gp2 when i play the game?
Which values (15215 Hockenh.- 32384 Monaco im original) are possible?
Thank you
Andreas

Posted by AD from 62.30.192.1:

You might like to try GP2Lap. This shows the tyre consumption stored in the track, under the relevant menu slot, and also renames the slot accordingly (if you are using f1ct01.dat, it will come up in slot 1; the tyre consumption will be listed below the map). If the value is wrong, you will have to import the value from your track to the track editor.

Posted by AAS from 62.226.35.226:

I have played with different values last night. I believe the possible values are : 0-65535.
I think you are right AD, with gp2lap the game use the info in the track.dat.
With a value 65535 the tires are used up after 4 or 5 laps.
But they don't burst when i go some more laps. Why?
Tkanks for the support AD
Andreas

Posted by AD from 62.30.192.1:

The tyres don't burst because the maximum wear is 4.0mm (try qualifying and looking at the advanced / inspect vehicle). Perhaps they should, but that feature was never added to the game. It is similar to running over / hitting debris. Could anyone write a patch so that damage did occur?

Posted by addie from 194.191.82.27:

once in gp2 i wanted to know and in an unlimited practice i drove on with the same set until i got tired of it after some 150 laps. i just refueled every 20 laps and inspected the vehicle. after the 2nd or 3rd run “inspect vehicle” showed the tyres were gone completely but i kept on driving the same set. believe it or not but at the time when i was "driving on the rims or even on the brake-discs" (90 laps maybe) the grip got better again :)
i never checked in gp3 whether the physics model is advanced now ...

addie


Index

CC line / track files

Posted by AD from 62.30.192.1:

I know the automatic CC line is buggy, but when I manually try to create a CC line, the same effects happen. The cars swing across the track and off the track (following the dotted line), but I made the line straight at those points. Is there a limit to CC-line secction length, or does there need to be one section per track section?

Also, I would be interested if anyone has a sort of map of the internal structure of track files (preferably GP2), as I may be able to work out some of the unknowns by comparing the original tracks, and provide a fresh angle. I may also be able to find out how to add / delete sections. Thanks.

Posted by AAS from 62.226.35.226:

The longest straight section on my tracks is 150.
My tracks (Seeallee,Acht)have never one CC-line section per track section


Index

Editing JIP files

Posted by Simon from 195.92.168.168:

Is it possible to open and edit the JIP files so as to create the white and yellow line pattern on the S/F straight at Portland?

Posted by Isix from 200.176.189.159:

Hello,

Open is possible, use JamEditor.

Best regards


Index

cc line problems

Posted by kezza from 212.187.76.115:

My cc-line in the TE (for my own track) is straight, but in the game it goes in the grass
if anyone can help me with it

Posted by Marc from 194.134.216.78:

the cc-line doesn't show correctly in the TE, it's in the game what counts.


Index

Pit Problem ("could not connect pit lane")

Posted by Schubert from 203.199.170.175:

I changed the pit side to left side and also the value in the trak config section and the 0x89 to 0x88. Gp3 crashes to desktop and gpxpatch reports the following errors ...
Could not connect pitlane or connected beyond middle of track (cmd 0x86, 0x87).
Pitlane fences start before first pit segment (cmd 0x9f). What do they mean????

Posted by Andrew from 195.93.33.159:

Make sure the pitlane speed limiter isnt before the start of the pitlane fences and im not totally sure of the first question check all the commands relating to the pit entry and exit

Posted by addie from 194.191.82.27:

please also look whether the "pit lane checkboxes" are unchecked in the sectors before the sector with 0x9f.
with "pit lane checkboxes" i mean the two checkboxes in the "track change dialog" ...
btw same on the exit side: the sector with 0xa0 is the first where the "pit lane checkboxes" both HAVE to be unchecked for sure.
when changing pit lane side you also swapped the positions of 0xa1 and 0xa2, resp. 0xa3 and 0xa4 ?

Posted by Schubert from 203.199.171.216:

Has anybody used Monaco as base track. I tried and was having a lot of probs like the ones mentioned.

But now its sorted out since I changed the base track. Thanks!

BTW i don't understand what the white portion is! (some initial sectors of the track are filled with white in the TE like t0, t1, t2)

even when fill objects is off.


Index

misc

Posted by B.G.N. from 213.1.130.159:

...please.

How do you change things such as the kerb colour?
How do you insert abjects around the track?
How do you get the JAM files needed to work, and where do you put them?

Thank you very much.

Posted by PSVwally from 212.187.76.115:

Kerb color change = use a jam editor...search in the jams for the kerb et voila..save it as a bitmap, paint it how u want it, save it back as a jam-file and import it in the game...

inserting objects is more difficult, i'm having problems to find out what numbers is what object?

focus the Jam files to the software folder of gp3, but make another dir with the same name in the hardware folder


Index

Dummy sceney arms

Posted by Andrew from 152.163.204.52:

Hi, I have a problem when I insert one the ribbon comes right up to the fence, I can post a screenshot if you need one, but does anyone know how to solve it?

Posted by woody from 212.137.157.194:

Well, without dummy scenery arms the ribbons go in a straight line between the two sets of real swivel arms.
Dummy scenery arm just force the ribbons into the positions specified by the previous 0xee cmd.
So just increase the DFC of the ribbon that's causing the problems, or turn it off if its not needed....


Index

Help Please - New Track! (gp3 freezes)

AD said the following:

Can anyone help me? I'm creating a new track (based on Monaco), but I fail the sanity check on overlapping objects (not a problem, on original tracks), world extent (ditto) and too many cc/pitlane rads 70. What does this mean, how can I stop it? I have no angles (except cumulative) over 45 degrees. I think my pitlane is fine (I followed addie's excellent tutorial), but the game hangs at the "Please Wait" screen, and I never see the track. Please advise. (I can send anyone who can help a copy of the track so far if necessary.)

Schubert said the following:

See that you remove the original Monaco CC-line if you haven't.
The sanity check isn't quite valid now days so it also could be the scenery posing probs.
Rmove it if prob still persists.
And remove all 0xXX cmds (specify the Object Anchor cmd) to prevent obj overlap.

Posted by AD from 62.30.192.1:

Thanks! It worked! A quick tip by the way - if you remove a CC line, the track is just about driveable (GP2 auto-calculates it). Just watch out for first corner pile-ups!


Index

NEW DISCOVERY!! (I think!) kerb-units

Posted by AD from 62.30.192.1:

I've found that 50 'Kerb' units equals 1 'Track Bank' unit. So you can have wide kerbs that go exactly up to the wall, no gap...


Index

Maximum Track Width?

Posted by The Smoking Pen from 212.159.1.2:

Does anyone know the maximum track width? I'm working on the Cleveland CART track and the back runway is 150' wide, which would give a track width of 5127. This causes all manner of wierd effects - the car disappears into nothingness and you can't see any of the track. The maximum safe width seems to be 4096, as everything behaves normally.


Index

Bump Data

Posted by AD from 62.30.192.1:

How can I add bump data to make a really bumpy track?

Posted by Schubert from 203.199.170.93:

http://www.grandprix3.ch/TEIC/index.html in the Workshops Section


Index

Grass, Gravel, Tarmac

Posted by AD from 62.30.192.1:

How do you add layers of gravel and grass to a track (eg a narrow grass rim on the inside with gravel further out and tarmac around the outside)?

Posted by BNG from 213.122.198.160:

I've been wondering how to even put a gravel trap in.

Posted by Andrew from 172.145.55.53:

Ever tried any of the tutorials?

you need a 0xe9 command and use the tutorials on johns site and the command libruary to help you

Posted by James Lucarz from 195.93.48.166:

I never read any of the tutorials. The best way to learn how to make tracks is to open the existing tracks and see how it is done. If you remember a certain feature in a certain track section, just find that track section in the editor and see for yourself. That's what I did and now I know pretty much everything about track editing.

Posted by Schubert from 203.199.170.93:

Since your Grass and Gravel are side by side and have similar bumpiness...

Take a texture (like 906 in most other tracks) or anyone which is used for default road side verge and paste a grass rim on the inner side.

And the specify a default fence side verge texture as 1229 (for your tarmac)


Index

Hi (vital cmds in a track)

Posted by berseker from 62.10.85.84:

Hi! I'm a beginner, and i have 1 question for you:
what are the cmds REALLY NECESSARY for a track to work?

Posted by Schubert from 203.199.169.239:

The commands 0x86 0x87 for connecting the pits lanes
and 0xa1 0xa2 0xa3 0xa4 for connecting pit fences
and almost all of the commands in t[0] in all original tracks.

Posted by addie from 194.191.82.27:

0x86, 0x87, 0xa1, 0xa2, 0xa3, 0xa4 in the track (as schubert mentioned already)
but the cmds in the very first sector of the track t0 are not vital.
then 0x88(or 0x89; depending on pit lane side), 0x96, 0x97, 0x9b, 0x9e, 0x9f, 0xa0 in the pit lane


Index

Problem with View Distance on 1 Mile Oval

Posted by Brett Knuchel (Knuckles) from 202.67.95.36:

I have just about finished a 1 mile oval but have one problem. The pit entry and exit are on the back straight, which in itself is fine but the 0xbe command (Front View Distance) is giving me some problem because if you set it too high then your car disappears in a shrowd of green. The setting in 0xbe seems to apply to the pitlane as well and there lies my problem. Because the pitlane is a tighter oval than the track then the angle of the pitlane is such that the view distance becomes too far. The problem only occurs on the pit exit because for the pit entry you are viewing toward the infield and hence the view distance hasn't gone out of range of the track. If you can understand what I am saying, does anyone have a solution? (I have already tried 0xbe commands in the pitlane but this doesn't help)

Posted by AD from 62.30.192.1:

Make the pit lane exit later, or make sure the pitlane and track are flat (even height out, not banking)

Posted by Brett Knuchel (Knuckles) from 202.67.82.152:

The pitlane exit can't be later because the pitlane entry is also on the back straight (it is only a 1 mile oval remember). The pitlane is flat and so is the track and there is no banking at the pitlane exit or entry.

Posted by addie from 194.191.82.27:

did i understand correctly: if you are in the pit lane, the cars dissapear on the track ? or vice versa ? or do they dissapear in the pit lane if you are also in the pit lane ? or same on the track ?
maybe far sight cmds 0xc5/c6 instead of 0xbe helps ? or 0x81 ?


Index

How do you change Texture ID for jam files?

Posted by James Lucarz from 195.93.48.188:

this is in relation the Monaco track. There are only three midhorizons (not the normal horizons but the larger ones used as scenery ribbond) I want to mae more than three so I change the name of one of the other Jam files and it increases in size but it has the same texture ID as one of the other Mid Horizons and only one of them shows up in the game. So I'll need to give this new MidHorizon file a different Texture ID number. How is this done?
Thanks.

Posted by Andrew from 172.173.129.196:

use Jam tool, and look at the unused texture Ids on addies site


Index

Rookie's question about Internal Object definition

Posted by Gabeboy from 195.8.38.98:

What should I do, when 2 object (like on Hungaroring the 2512 & 2816) use same internal object definition, but I would like they use different adverts?

Sorry for terrible english, I hope you will understand me.

Thanks

Posted by addie from 194.191.82.27:

basically you duplicate it and then treat them separately
for duplicate:
(sorry its a bit brief, but i hope you understand anyway)
-“export3D object” in right-click menu on the object in track tree
-menu “object/jams / Insert New Internal Object”, then choose the previously exported GPO-file

(be sure to have a save backup of your track before starting with this :)

Posted by Gabeboy from 193.6.238.130:

Thanks! It's working! :-))))))


Index

Pit problems

Posted by AD from 62.30.192.1:

Hi,

Can anyone help? My pitlane starts just before the s/f line, turns right, seems to go through a wall and ends up in what is drivable pitlane but looks like no-man's land. Please help!

Posted by addie from 194.191.82.27:

be sure to have it properly shaped in the TE. be sure to have properly placed cmds 0x9f, 0xa0-a4. see pit lane guide for the details on this.
the pit lane entry should not be closer than say 6-10 track length units away from s/f. same to exit. and the pit lane has to have a minimum length of 48 for the parking zone and some 5 units before and after the zone, inside the pit lane world (between cmds 0x9f and 0xa0)


Index

Cars crash into pitlane entrance!

Posted by starchild from 213.122.234.168:

Hi
I am working on a track (fuji) and have a big problem.when the cars turn out of the last corner on their inlap, they immediately turn right and drive off of the road, even though the pits dont start for a few more sectors, this invariably ends up with them crashing into the pitlane walls! Eek! I have tried several things to fix this but to no avail, has anyone got any good ideas?? extending the pitlane entrance didnt work, thanks

Posted by Isix from 200.176.18.141:

I see this problem in Estoril. This problem was why i use wrong values in MagicData. This values was "Setors to pit 1" "Sector to pit 2" and "pre pit speed limit". After i chage the values ... nobody crash anymore.


Index

CC line

Posted by fahmi from 64.110.183.253:

Hi, it's me again the rookie

I've just made my first track and it's working in debug mode but not in the normal mode. Why was that and what is the solutions.

BTW, can anyone help me to make the CC line,just the CC line, cause i'm having difficulties on it, Please !!!

Posted by Schubert from 203.197.54.190:

Check log assertions in GpxPatch and read the assertions after exiting gp3 after playing a few laps.

Whats the cc-line prob?

Posted by fahmi from 64.110.183.253:

The problem is :

when my track without a CC line it's working, but when i make the CC line, the game won't loading (crash).
I make the cc line by myself. I've match the red line in the TE but, when i load it, it's different with the TE and it's make the car drive through to the wall. I've about 3 weeks, but still i can't get it. So Schubert, can you help me, what is going on with the CC line, why it's different in the TE with the game, why it's the CC line is scrambled? can you help me or someone who know this ?

If you want it, i can send a copy to you.

BTW, do you know the easiest way to make a good CC line (and working with the tracks of course. Plese help me !

Thanks a lot!

Posted by Bob P from 64.230.32.67:

The truth is there is no easy way to make a CC line. You need to make one segment at a time, then test it in the game. The TE does not show the CC line correctly - check Addie's fantastic collection of forum posts and tutorials at http://www.grandprix3.ch/ for more.

Basically, your CC line will not match your track when displayed in the TE. Make it bit by bit, and you'll get it. The reason GP3 crashes when you add a CC line is because the line has probably vered away from the track too far. I am far from the best expert on this subject, but I think that covers it.

As many others have suggested to me, make everything else with your track first. Use the TE's remove CC line command to get rid of the line for now, and add it later. The track will work - at least when you play in practice mode - until you can make a line.

Bob P


Index

Kerbs

Posted by AD from 62.30.192.1:

How can I make a continuous kerb strip? I keep ending up with loads of gaps (no good as a pavement).

Posted by addie from 194.191.82.27:

see commandlib 0x8e/8f. robin de paus made a good description of how the kerbs work ...


Index

JamTool flags

Posted by Andrew from 195.93.48.161:

Hi, I was wondering if anyone knew the flag for kerbs texture (i.e so my texture doesnt act as grass) in Jamtool, or is there an address I could hex edit?

Posted by addie from 194.191.82.27:

basically every texture acts like grass if pasted on the verges. there are a few exceptions that act like gravel traps or tarmac. and this behaviour is controlled via the texture-id. at least thats how i think it works so far.

Posted by Andrew from 152.163.201.66:

Thanks addie, I found that by trial and error, but I still cant find others apart from 1229 and 1230 that act like tarmac, do you know the Ids that act like tarmac?

Posted by Schubert from 203.197.56.146:

Even i found that 1229 and 1230 are the only ones that act like tarmac.
We can't even create textures that act like tarmac for the verges.
To addie: I think i am discovering something about grass textures. I'll let you know in a few days.



Index

Object drawing order

Posted by Andrew from 195.93.48.161:

what level of detail do I have to use to make an object apear behind the ribbons

Posted by addie from 194.191.82.27:

yes, i really like to know this !
also the other unknows in the object-setup (aka object definition). once in gp2 i though i could reproduce a drawing order by setting those unks, but i lost patience before having it together bulletproof

Posted by Danc from 24.69.255.203:

I've been fiddling around with this.

What I can tell is that a value of 128 or higher (bit value) gives you "in front of fences".
When I use 127, the object goes behind again. The 132 used for marshals and arrows, I believe is just
128 (so draw in front) + 4 (always on), which makes sense.
Shadow (192) is 128 + 64 (medium). I'm not sure if this is how shadows are shown in the game, i.e. as a Medium texture, anyone know?
Apart from that, I couldn't find anything more than that.

BTW, I've figured out that 0xC5 command uses different location codes than GP2, type D. So, a new type D.
I've determined what these new type D codes are. I'll post this later, I'm tired right now... sleep.

Also, I wasn't sure if this was posted before,
On Paul's TE, fo commands 0xea,0xeb, turn ribbons on/off, it says it uses code type B. The ones shown are different.
Here's what I find works: (I apologize if this is common knowledge)
1=L5
2=L4
4=L3
8=L2
16=R2
32=R3
64=R4
128=R5
256=L1
512=R2
That's assuming we now refer to 'banks' as R1/L1.

Dan

Posted by Andrew from 152.163.201.66:

well I havent solved it but I managed to get a crane to go behind one of my ribbons, so I will look into it more later, so there is still hope..

Posted by Andrew from 152.163.201.66:

sorry to trouble you again guys but is there a way to get one object so show infront of another, because at the moment some objects go behind other objects even though they are infront??

Posted by addie from 194.191.82.27:

so far it seems to me the drawing sequence is determined by the position where the objectanchor-cmd is and/or the setting of the 2 unks in the object setup.
but as mentioned i'm not really sure about it.
anybody?

Posted by Danc from 142.58.209.105:

Oh sorry, my previous post was for seeing objects with 0xC5.
For some reason, objects seen with this command are pasted behind walls and ribbons, regardless of position.
When you use the 128 then it gets pasted in front of everything, incl. normal sight of course.
So my problem was opposite. BTW, has anyone tried to use 0xC5 to see objects in the same part of the track, instead of others.
Seems pointless, but maybe it could switch object drawing, just a thought...


Index

A required ressource was ...

Posted by Slygue from 172.191.70.44:

Hi, i have a problem width editing some tracks :

Often, when i'm modifiying scenery in the scenery dialog box, i box error appears with "A required ressource was", i click on "ok" but, it came back every time, i must close TE by Ctrl+alt+inser to quit the program and lost my changes.

I've searched every in the forum and the faq before writing this message but i can't find anything about that.

Plz, help me...

Posted by starchild from 213.122.93.41:

Yeah I get this sometimes too, maybe we havent got as many MBs as other kids :) When it happens to me tho, i press ok 2 or three times , then i get to save my work,so it hasnt bothered me too much :)

Posted by Schubert from 203.199.169.4:

Use values instead of draging the points L1, L2,...... around. Click OK and Save after every change in the box

Posted by Slygue from 172.191.25.102:

I'm never using the graphics to change the value of the ribbons. I have a lot of modifying on the scenery and it's very bothered me so much...

i don't think it's the MB, i have 2,5 Go free on my DD and 128Mo Ram and i test it with no other program that TE and it bug too...

I'm trying to do a fully new track and that error doesn't help me...

Posted by Schubert from 203.197.56.146:

Even I get the same problem. Its frustrating but you'll have to live with it. I don't know if many others are facing the same problem.

Alternatively you can use Iso's TE to design the scenery for your track

(You could do the 0xee Scenery Structure using Iso's TE)

Posted by Morten Blindheim from 213.172.193.29:

Starchild: I've got that message a couple of times, and I've got 512 mb of ram, so that's not the problem...

Posted by Slygue from 172.190.158.151:

It's again me with that damned scenery error.

I've just find something, just launch the ressource viewmeters of window, and work on the scenery. Everytime you display a new scenery the ressource fall down of one percent approximately. So the error is triggered when there's less than 10% free, it can help to see when it will bug.

Can you do something to correct that Paul ?

Cheers


Internal object for a roadsign

Posted by Andrew from 195.93.50.166:

do you know which one it is, i cant find it!!

Posted by starchild from 62.7.6.17:

It isnt have an internal object.Just look in the object definitions for the sign you want :), find the offset and use that no. when u insert an object

Posted by starchild from 62.7.6.17:

oops please excuse my spelling ..isnt have should read doesnt have ... i have been awake for ffffaaaaarr too long , goodnite :)

Posted by Andrew from 152.163.207.46:

yes i can do that, but thats not the problem, because i need to change the reverse side of the roadsign (it needs to be different on some but different on others)

Posted by Marc from 194.134.212.108:

seems like you need to customize an advert object and put the right jam's on it for your use. make it smaller, rotate it and put it close to the road and it will be just like a normal roadsign.

i don't believe it's possible to edit the actual roadsign objects.

Posted by Andrew from 152.163.207.46:

yes, I have tried that but the objects (other than roadsigns) seam to move when they are on the road, do you know what i mean


Index

Bridged fences

Posted by Schumi 3 from 195.93.64.176:

Hallo!
Ich hoffe ihr könnt auch deutsch! Also: Was bedeuten die Begriffe "Remove Textures" und "0x20 Bridged"?
Ich hoffe ihr könnt mir helfen! Ach ja: Wie kann ich denn auslaufzonen einbauen, ohne das ich immer durch diese Mauern und Zuschauer fahren muss?

Posted by addie from 194.191.82.27:

a "bridged"-fence means, the fence of the track sector in question is "short-cutted". this makes especially sense if you have bridged the fences of several track sectors in a row, in chicanes e.g. so you dont have to painfully figure out the proper vergewidth to get a straight fence. and sometimes you even HAVE to use bridged fences if you want a straight fence.
see "the guide to trackediting", (http://www.grandprix3.ch/TEIC/index.html follow "writings")
there i have an illustrated explanation ...

(unfortunately i'm a bit short in time to translate it to german. but its basically the same thing)


Index

GPxPatch bug report question "Related to internal objects or cameras"

Posted by Bob P from 64.230.34.96:

I received this message from GPxPatch

0x004757be - Related to internal objects or cameras.

I have removed all objects but the start lights and the pit building, and for now used the autospace cameras command in Paul's TE. Any ideas?

BTW, a while back I asked for anyone knowing about heights for mosport... well I not only got a height chart right from the track, when I was at the race the same chart was printed in the 40th anniversay book... using some simple math (the most I can do) and ISO's editor, I had the heights work pretty well, at least in the editor they look right. 8-)

Posted by Marc from 194.134.218.2:

this typically means the track data file is damaged or you are referencing to non-existing objects.

mail me the track if you want, and tell me which track it was based on so perhaps i can fix it. have fixed for my own tracks several times before.


Index

GP3 loc type D

Posted by Danc from 142.58.213.36:

Here are the values that I find work for 0xC5
2=fences
4=road
8=verges
16=all ribbons
32=pitlane road entry
64=L5
128=L4
256=L3
512=L2
1024=R2
2048=R3
4096=R4
8192=R5
16384=L1

no R1???????
The fields are the same as before, a4=turn on type D
a5=turn off type D. Not sure about a6. a7,a8 angle of view as before.

Dan

Posted by Augusto Dewey from 24.232.1.205:

This will help a lot thanks, I smell some person called "fat rat" under this post? :-)

Posted by Danc from 142.58.209.105:

Actually no, I'm not Fat Rat, aka Les Danyluk.
Although he does live close to me and we have communicated, we are not the same man.
In GP2 he made the great Westwood + others, I made banked monza. I'm flattered though ;)
I hope he's doing well.

Dan Chinnapen


Index

Converting GP2-GP2 using the track editor

Posted by Jimmy from 213.122.102.4:

Hi,
I've got this track that I want to convert to gp3 using Pauls Track Editor and here's what I do I load up any track and import the GP2 track, using overwrite and importing the commands, and then I save the track and try to run GP3 but I get crash back to Windows when I try to run the track. The GP2 track I've got comes with four JAM files, I will Need these? and what about things like this CC line thing??

If any one can help that would be great.

Cheers.
James.

Posted by Bob P from 64.230.40.158:

I hate to be the one who is the broken record, but follow the trouble shooting steps at http://www.grandprix3.ch/TEIC/tsFAQ/index.html. And in general at this site http://www.grandprix3.ch/TEIC/index.html.

Bob P


Index

Scenery troubles?

Posted by Bob P from 64.230.41.212:

I have followed the bitwise scenery information at http://www.grandprix3.ch/TEIC/workshop/bitwise.html yet when I want, for example, to turn on R1 and L1, which should mean A2=768, I end up with ribbons L1, R1, R2, R3, R4, and R5 turned on. Am I missing something?

I have looked, as well, at original tracks, and they have the A2 values set to match my expectations, but even copying those to my track fail.

Posted by Danc from 142.58.209.32:

Is there an unk command in GP3 that has the effect of switching the ribbon labels around?

Posted by Bob P from 64.230.41.212:

Would removing all unk commands be a prudent solution?

Posted by Schubert from 203.197.56.146:

May be you didn't turn off the ribbons R2,R3,R4,R5 o they moight have remained on.
Check the last Ribbon On\Off cmd.

Posted by addie from 194.191.82.27:

maybe its not really on topic, but you also may want to use but 0xea and 0xeb for switching on and off ribbons. the other pair 0xec/0xed changed meaning from gp2 to gp3. its no longer meant for the so-called “object-ribbons”. as far as i see its only meant for switching on ribbons that will get a forrest-texture 999 or similar in function. the forrest texture 999 seems to have a very special functionality (on ribbons switched on with 0xec). you just map texture id 999 and the game maps 985-998 as appropriate. see original hockenheim for a working example.

Posted by Danc from 24.69.255.203:

Maybe try to add the values in Iso's editor. Then open it in Paul's to see if anything's different.

Acutally, now I remember what I was thinking. I had thought once in GP2 that ribbons were switched, when it was actually relate to the command that says "# ribbons to the right" in 0xb8.
When this value was not the default, it seemed like ribbons were switched, but may not be related to your problem.

I would be surprised if an Unk was responsible for your problem, but who knows, maybe an unk replaces the '# ribbons' command in GP3.


Index

Shadow has forest textures

Posted by Danc from 24.69.255.203:

Has anyone seen this before. In a place where I have forest texture ribbons, and the sun causes a shadow.
The shadow itself also has a tree texture painted on the track, and driving under it causes cockpit dimming like a normal shadow.
Is this detail related?

Dan

Posted by Flo from 62.227.44.64:

I know this bug.
It's a problem with Savage 4 graphic cards.
It has nothing to do with the detail´.

Posted by Flo from 62.227.44.64:

I know this bug.
It's a problem with Savage 4 graphic cards.
It has nothing to do with the detail´.

Posted by Marc from 194.134.216.176:

Rubbish. I have the same effect on the Autodromo Belini track on my Geforce 2MX card.

Posted by Danc from 24.69.255.203:

I'm using an older Graphics Blaster RivaTNT1 w/ 16 Mb.
Is this card-related then and not track related? I'm assuming Belini would have seen this and corrected it if it had to do with TE.

Posted by addie from 194.191.82.27:

hard to imagine it has to do with the trackfile, or with TE.
directX ? video-driver ?

Posted by Danc from 24.69.255.203:

I'm using DirectX7, and an original vid driver.
That could be the problem. I'll just upgrade both and see what happens.


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CC Line doesn't change

Posted by AD from 62.30.192.1:

I can't get the CC line on my track (a modified original Interlagos) to go anywhere. I tried adding sections and restarting etc, I read Addie's tutorial, but still to no avail. Please advise!

Posted by addie from 194.191.82.27:

just to be sure i get you right.
you change something in the TE and then look it up in the game ? (thats what you should do anyway. however to see the cc-line in the TE you enable the view via show menu, and in the game its F5 but thats no news for you for sure :)

Posted by AD from 62.30.192.1:

Yep, but the CC Line stays central. It looks fine in TE, but I know that means nothing!

Posted by addie from 194.191.82.27:

if it stays central normally this means there is NO cc-line ?! btw: you are in gp2 ? (because gp3 freezes if your cc-line leaves the track too badly)

Posted by AD from 62.30.192.1:

Yes it's GP2. There's only a CC-line for the first straight and corner. Could that be the problem?

Posted by addie from 194.191.82.27:

its not a problem. the cc-line is just not there, and then gp2 substitutes one in the middle of the track (if track widths is symmetrical). if you look closely in the game you will see where your line ends and the substituted begins, assuming your line is not in the middle of the track.
your job will be to go on sector by sector now, as described in the cc-line guide ...
dont give up

Posted by AD from 62.30.192.1:

Thanks. The 'faster, flatter, better, wider' GP2 originals pack will be out soon. (Bus stop chicane flat out!)


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TE = TXF Import/Export

Posted by Slygue from 172.190.19.123:

Hi, i saw we can export the track in TXF but it looks we can't import it, i'm wrong ?

Posted by Paul Hoad from 194.203.140.126:

I'm afriad I don't allow importing again sorry

Paul


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Warping Fence Textures

Posted by Andrew D from 203.109.128.2:

Hi,

I am having probs like i did during gp2 editing where the fence textures are warping forward. To explain, when you drive past them, they seem to push forward at the top of the texture. it is happening with the textures i am putting on the fence extensions.
I am rotating the (to my undertanding) the right positions 270 degrees and they are up the right way, but i am still getting the warping prob and i cant remember how to fix it,

ANy help is appriciated
AKD

Posted by Andrew from 205.188.192.182:

0xd0 command


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Fence overlap!!!

Posted by Schubert from 203.199.170.249:

Does anyone know how to sort this problem with the fences.

I have an up-hill section which goes down in the next sector. I can see the fences through the road because of the ups and downs. How do i solve the problem?

I will be obliged if anybody helps

Posted by Andrew from 205.188.197.21:

check the forum posts collection i think there is something about it in there

Posted by Kent from 62.254.128.5:

I had this same problem when I was building my Kyalami 2001 track.

What you need to do is insert a d0 stabilize textures command with -1 in the a2 and a3 boxes at every track segment of the track sections over the hill you are having problems with.

So say you track section you want to fix is 10 units long your first d0 stablilize textures command will have 0 in the a0 box, the next d0 command will have 1 in the a0 box the next d0 command a 2 in the a0 box and so on all the way up to 10 in the a0 box of the 10th d0 stabilize texture command.

Sometimes you can get away with inserting the d0 commands above, in every other track segment, it all depends on the severity of the hump in the hill if you see what I mean.

Posted by Kent from 62.254.128.5:

Sorry everyone the a0 box I was refering to in the d0 command of my previous post should of course have been the a1 box.

btw this command works in Gp2 as well as in Gp3.

Posted by Schubert from 203.197.55.123:

Thanks a lot for the help Andrew and Kent. I'll try it out soon. Thanks :)



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