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Track building basic tutorial


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#1 Bernd Nowak

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Posted Apr 02 2009 - 05:38 AM

I wanted to add a basic tutorial how to build a track for GPL. But mostly for dummies like myself.

I went over to this site and followed it http://www.grandprix...ds.co.nf/GPLEA/ (click on the left under TUTORIALS).

Now I have doen the faboulus oval and may have understand what I did until the original tutorial reaches Part 5 Adding Objects.

Now I'm stunned. OK, it tells that they are speeding but some steps first helping me to understand what I do Posted Image

Part 4: Adding Textures

I took a close look with Winmip and checked the mips. I have attached a screenshot of the found mip files to the needed from the mytrack.tex file.

0 0 0 10.0 10.0 error
1 0 0 10.0 10.0 asphalt
4 0 0 10.0 10.0 grass
6 0 0 10.0 10.0 gravel
2055 0 0 10.0 10.0 hay
2055 0 1 10.0 10.0 hay
2055 0 2 10.0 10.0 hay
2055 0 4 1.0 1.0 hay
2055 0 5 1.0 1.0 hay
2056 0 1 10.0 10.0 trees
2056 1 1 10.0 10.0 barrier

Syntax is clear but the different MIP file types not (Type, Mapp, Sub-Im). If some nice soul could help me here.

Then we proceed fast to part 5 adding side objects.

This section must be changed to the trk23doz format and there need to be added a HSV file. My question to make life simpler would be to proceed without adding side objects at this stage as it looks like as soon as I have a 3DO I can add things with different programs to the track.

What I have so far:

mytrack.gtk (with 7 sections)
mytrack.tex (assigning textures to walls)

Maybe I have

I have no pitlane (need to figure out how to add this)

What is needed now to create a running track ?

Help is appreciated Posted Image

Attached Files


Edited by ginetto, Nov 28 2017 - 05:20 PM.
changed not working URLs


#2 npattinson - guest

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Posted Apr 02 2009 - 01:11 PM

View PostBernd Nowak, on Apr 3 2009, 12:38 AM, said:

Syntax is clear but the different MIP file types not (Type, Mapp, Sub-Im). If some nice soul could help me here.
MIP types differ in the following respects -

Transparency - a mip may be either be

1) opaque
2) opaque or completely transparent on a per pixel basis. I'll call this Transparent.
3) opaque, completely transparent, or partially transparent on a per pixel basis. I'll call this Semi-Transparent.

Colour bits - how many bits are used for each of red [R] green [G], blue [B] and alpha [A], alpha being the transparency.

Palette - does the mip use a palette or not. A mip with a palette has a limited number of different colours, in GPL that limit is always 16. A mip with a palette always has 8 bits each for RGBA. Mips with palettes are smaller, since rather than storing the colour for each pixel, which takes up anything from 16-32 bits, they store the number of the colour in the palette, which only takes 4 bits.

Now for the types.

T0 - Has Palette, Opaque, R8, G8, B8, A8 . NB the 8 alpha bits are unused.
T1 - Has Palette, Transparent, R8, G8, B8, A8. NB the only values used in alpha should by 255 (opaque) and 0 (transparent)
T2 - Has Palette, Semi-Transparent, R8, G8, B8, A8
T3 - No Palette, Opaque, R5, G6, B5, A0
T4 - No Palette, Transparent, R5, G5, B5, A1
T5 - No Palette, Semi-Transparent, R4, G4, B4, A4
T7 - No Palette, Semi-Transparent, R8, G8, B8, A8

Type 7 is only supported in my rasterizers, the older rasterizers had only partial support for it. Type 6 does exist, but again the support in the older rasterizers was incomplete, and the code for it in my rasterizers is wrong :( It probably had little practical benefit over type 3 anyway.

In general I don't think you're ever forced to use a particular mip type. But no doubt there are practices that are commonly adhered to. For instance I imagine the number of different colours you need in an asphalt mip is generally small and it's always opaque, so asphalt mips probably tend to be type 0.

I imagine Sub-Im is the number of sub images. Each mip contains a full sized image, and a number of smaller images each with half the number of pixels of the previous one in both height and width. Mips always need height and width to be powers of two.

Not sure what Mapp refers to, but it could be whether the texture is repeatable or not. Things like asphalt and grass textures are designed to be repeatable, their left edge matches the right edge and similarly for the top and bottom edges. By contrast things like car skins are not repeatable. Repeatability can be controlled separately for left/right and top/bottom.

Nigel

Edited by npattinson, Apr 02 2009 - 01:13 PM.


#3 Nurby Yogi

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Posted Apr 02 2009 - 01:40 PM

View PostBernd Nowak, on Apr 2 2009, 01:38 PM, said:

Syntax is clear but the different MIP file types not (Type, Mapp, Sub-Im). If some nice soul could help me here.

Hallo Bernd,

Here I have learned something. Posted Image
(hier habe ich etwas gelernt.)

http://srmz.net/inde...ansparent area
Have a look at toomis post.

http://gplr.bcsims.c...p?showtopic=247
Have a look a Ginettos post.

Perhaps it helps.

Greets Yogi

#4 Bernd Nowak

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Posted Apr 03 2009 - 12:31 AM

Now that was help indeed :)

Thanks Nigel and Yogi !

I will try to explain some basic MIP stuff first :)

#5 Bernd Nowak

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Posted Apr 03 2009 - 01:06 AM

OK,
here's how I have read the MIPs for the tutorial and again some questions:

Quote

For the mips used in this example:

ASPHALT.MIP:

Its' a type 0 MIP which has Palette, Opaque, R8, G8, B8, A8 . NB the 8 alpha bits are unused.
There are no subimages
The bitmap is 256*256
Mapping is 3 which means it will be stretched vertical and horizontal (which seems very unusual. Mostly it's mapping 0 which means it will be repeated vertical and horizontal)

GRAVEL.MIP

Again it's a type 0 MIP which has Palette, Opaque, R8, G8, B8, A8 . NB the 8 alpha bits are unused.
There are 4 sub images which have sizes 128*128 (first) and the 4 sub-images 64*64, 32*32,16*16,8*8
Mapping is 0 which means it will be repeated vertical and horizontal

HAY.MIP

Its' a type 0 MIP which has Palette, Opaque, R8, G8, B8, A8 . NB the 8 alpha bits are unused.
There are 4 sub images which have sizes 128*64 (first) and the 4 sub-images 64*32, 32*16,16*8,8*4
Mapping is 0 which means it will be repeated vertical and horizontal

TREES.MIP

It's a type 1 MIP which has Palette, Transparent, R8, G8, B8, A8. NB the only values used in alpha should by 255 (opaque) and 0 (transparent)
There are 5 sub images which have sizes 256*128 (first) and the 5 subimages 128*64,64*32,32*16,16*8,8*4
Mapping is 2 which means it will be repeated horizontal and stretched vertical

BARRIER.MIP

It's a type 1 MIP which has Palette, Transparent, R8, G8, B8, A8. NB the only values used in alpha should by 255 (opaque) and 0 (transparent)
There is 1 sub image which have sizes 256*32 (first) and the 1 subimage 128*16

As you can see the asphalt.mip has mapping 3 which I have checked with asphalt.mip from GPLPS installer and they all have mapping 0 and different sub images.

That leads to my second question why there are with only 5 mips so much different sub images ?

And for Nigel, I used RaceCon and RaceCon shows Repeat Horizontaly = yes, Repeat Vertically = yes for MIP mapping 3. Or is PapyBMP the tool to be used instead of RaceCon ?

Still I need to check how to create the track and what I need else :)
I have the GTK and the MIPS. It seems easy to create the MIPS but certainly needs some page on the Wiki telling a bit about MIPS and how to work with them :)

#6 Bernd Nowak

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Posted Apr 03 2009 - 01:09 AM

I should attach the MIPS :)

Attached Files



#7 npattinson - guest

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Posted Apr 03 2009 - 05:21 AM

View PostBernd Nowak, on Apr 3 2009, 08:06 PM, said:

That leads to my second question why there are with only 5 mips so much different sub images ?
I'm not 100% sure about this, but I would expect all mips to have enough sub images so that the smallest one is quite small. Some random original Kyalami mips I checked went down to 8x8, 8x4, 8x2, or 8x1. So maybe Papy's practice was to reduce until the longer side was 8. If the shorter side reaches 1 you definitely need to stop at that point though.

View PostBernd Nowak, on Apr 3 2009, 08:06 PM, said:

And for Nigel, I used RaceCon and RaceCon shows Repeat Horizontaly = yes, Repeat Vertically = yes for MIP mapping 3. Or is PapyBMP the tool to be used instead of RaceCon ?
No, RaceCon is better for identifying all details of the mip. I know I had some confusion in my code at one point about which way around these were, but I would have thought it was ok now. I checked out the original Kyalami asphalt.mip and that shows as repeatable in both directions which must be right I think.
Incidentally I don't think the term 'stretched' is really correct, 'clamped' is the term used by OpenGL documentation and elsewhere.

Nigel

#8 Bernd Nowak

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Posted Apr 03 2009 - 06:11 AM

OK. After some crazy stuff (C++ Expection error in trk23doz.exe) and a lot of edits it finally compiled. But some hazzle to get able to drive it :)

The obvious thing was to edit 67season.ini file. Done.
But a lot more had been missing !

To drive around my great oval I found that the mytrack.3do needed a grass.mip. Ok I know that it was defined in the mytrack.tex file. I borrowed me some from another track. Would have been nice if trk23doz.exe would mention it :)

Next I read that I needed a horiz.3do which I borrowed again including the various horizXX.mips. No good.
Using sciss.exe I noticed I need a sky.mib and a ground.mip. Same procedure, once again borrowed from another track.

Same for track.ini as well as page0.pbf, page1.pbf and page2.pbf.

Now to edit the page0.pbf seems easy.

A pitlane is missing. How to add this ?

I need to correct the pitlane stalls (It's raining cars ) :)

I need to fix the borrowed horiz.3do to have a horizon which is adjusted to my small oval and need some tips how to do this.

For the TV1, TV2 and Pitlane Cam I used TrkCAMEditSetup.exe which seems to work.

And if I have all that I need to add some side objects as well as some AI.

I'm open for all tips and at least I can say that I have created a track for GPL :) As soon as I have finished the missing bits I will try to write a tutorial, based on the great GPL track creating guide. Interesting stuff for sure :)

#9 npattinson - guest

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Posted Apr 03 2009 - 06:27 AM

View PostBernd Nowak, on Apr 4 2009, 01:11 AM, said:

For the TV1, TV2 and Pitlane Cam I used TrkCAMEditSetup.exe which seems to work.
CamEdit is an alternative, it can be found in the Tools/Utilities section here.

Nigel

#10 npattinson - guest

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Posted Apr 03 2009 - 06:35 AM

View PostBernd Nowak, on Apr 4 2009, 01:11 AM, said:

A pitlane is missing. How to add this ?
I'm not sure as far as track.3do and .trk are concerned. But the entries in track.ini are tricky, and the AI often don't work during practice if they're wrong. My advice is to find one of the original 11 tracks with a similar pitlane location and use its track.ini as a model. By similar I mean, are the pit stalls all before the s/f line, all after, or some before and some after ?

In the case where some pit stalls are before and some after the s/f line, you need to know precisely how long your track is, and the answer may not be what you think. RaceCon shows the answer as the 2D length of the trk file. It may be useful to know this length in any case.

Nigel

#11 MECH

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Posted Apr 03 2009 - 09:04 AM

View PostBernd Nowak, on Apr 3 2009, 02:11 PM, said:

A pitlane is missing. How to add this ?

I need to correct the pitlane stalls (It's raining cars ) :)

Look at the helpfile in AiEdit it has a lot of the track.ini parameters explained.
There are also some problems described as well as some points to consider while making Ai.  ;)


Btw, if you are on the point of creating ai be sure to test the pitlane exits of the cars in all modes.
I've seen some pitstalls were the cars could get on track in novice but not in expert mode.
I believe this has to do with the amount of space between the pitstalls. If you set it to short the longer cars won't get out of the pits.


#12 Bernd Nowak

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Posted Apr 03 2009 - 09:31 AM

The AI is the smallest problem at the moment because I must first create the pitlane and second find a way to place trackside objects as well as a lot of other stuff :)

But thanks a lot for looking at the AiEdit help file. Sure will do :)

#13 S.Beuchert

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Posted Apr 03 2009 - 10:56 AM

someday in the past there was a german Version of the GPLEA Trackbuilding Tutorial.
Translated by the WSRT
(Wild South Racing Team, Website is longe gone, they made this track : http://gpltd.bcsims....hp?track=wildsr  Wild South Raceway)


Thats what I have :
Attached File  Trackediting_Deutsch.rar   2.95MB   55 downloads







Maybe also for some interest for you
http://gplr.bcsims.c...hp?showtopic=99

#14 Bernd Nowak

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Posted Apr 04 2009 - 04:35 AM

Thanks Swen !

Interesting Excel sheet. Do some guys know or have the Track Calculator excel sheet ? And is there an another method of getting the excel data into GPL TRK ?

I think I have managed to put in a part for the pitlane.

Just a question:

[ pit_lane_0 ]
lane_on_right = 1			; 0 if lane on left, 1 if on right
lane_has_wall = 1			; 0 if no pit wall, 1 if pit wall exists
lane_bounds_dlong = 4613.9 639.0	; start/end dlong of the pit lane
lane_bounds_dlat = -18.1 -6.3		; start/end dlat of the pit lane
pit_board = 11.0 140.0 -100.0 100.0	; dlat of board, dlong of board, dlong LOS start, dlong LOS end (last 2 not used)

what is the measurement of the lane_bounds_dlong/dlat/board ? Is it decimal units ? Is it measurd from 0,0,0 of the track and where is 0,0,0 ?

Similiar question for this section:

[ pit_lane_0 ]
stall_0 = 255.00 -16.20
stall_1 = 241.74 -16.20
stall_2 = 228.47 -16.20
stall_3 = 215.21 -16.20
stall_4 = 201.95 -16.20
stall_5 = 188.68 -16.20
stall_6 = 175.42 -16.20
stall_7 = 162.16 -16.20
stall_8 = 148.89 -16.20
stall_9 = 135.63 -16.20
stall_10 = 122.37 -16.20
stall_11 = 109.11 -16.20
stall_12 = 95.84 -16.20
stall_13 = 82.58 -16.20
stall_14 = 69.32 -16.20
stall_15 = 56.05 -16.20
stall_16 = 42.79 -16.20
stall_17 = 29.53 -16.20
stall_18 = 16.26 -16.20
stall_19 = 3.00 -16.20

From testing I believe that -16,20 points to the right side from centerline with a distance of 16.2 (decimal units/meters/feet ???) :)

But from where is the 1st parameter been measured ?

How do you add flagmans and brake markers ?

How to work with the horizon ?

#15 npattinson - guest

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Posted Apr 04 2009 - 04:40 AM

View PostBernd Nowak, on Apr 4 2009, 11:35 PM, said:

what is the measurement of the lane_bounds_dlong/dlat/board ? Is it decimal units ? Is it measurd from 0,0,0 of the track and where is 0,0,0 ?
Almost all the measurements in track.ini are in meters, and they tend to be longitude and latitude. So the longitudes are always positive, with 0.0 being the start/finish line. Latitudes can be positive or negative, negative is right of center, positive left of center.

View PostBernd Nowak, on Apr 4 2009, 11:35 PM, said:

Similiar question for this section:

[ pit_lane_0 ]
stall_0 = 255.00 -16.20
Longitude and latitude of the stall, again in meters.

Nigel

#16 Bernd Nowak

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Posted Apr 04 2009 - 05:21 AM

Thanks a lot Nigel !

OK. I'll plan to have a pitlane on the left (outside wall). So once again just for my understanding:

[ pit_lane_0 ]
lane_on_right = 0		   ; 0 if lane on left, 1 if on right

Should be 0 but I don't see any difference in 0 or 1.

lane_has_wall = 1		   ; 0 if no pit wall, 1 if pit wall exists

At the moment I don't have a pit wall but once again I don't see any difference.

lane_bounds_dlong = 4613.9 639.0   ; start/end dlong of the pit lane

So the pit would start 6613,9 meters from SF and ends up 639,0 meters after SF so it would be a pitlane across the SF line ?

lane_bounds_dlat = -18.1 -6.3	   ; start/end dlat of the pit lane

So in this case it would be right and I need to change it to a positive value ?

pit_board = 11.0 140.0 -100.0 100.0   ; dlat of board, dlong of board, dlong LOS start, dlong LOS end (last 2 not used)

The Pitboard will be shown on the left 11 meters from centerline, after 140 meters crossing the SF line. I can start calling the pitboard 40 meters after SF line (140 - 100) till 240 meters (140 + 100).

And now only one more question :)

[ pit_lane_0 ]
stall_0 = 255.00 -16.20

So I assume it's 255.o meters again from SF line and right from the centerline 16.2 meters. So no relation to lane_bounds_dlong value ?

Thanks a lot :)

#17 S.Beuchert

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Posted Apr 04 2009 - 06:24 AM

Searching thru old files :)

that could be of interest :
GPLHelpGuide from 2004 by Silverleaf (RSC nick)
dunno if it is available somewhere atm


Attached File  GPLHelpGuide.zip   1.52MB   111 downloads
Attached File  GPLGCS_000001.jpg   261.95K   115 downloads Attached File  GPLGCS_000002.jpg   313.66K   94 downloads

#18 S.Beuchert

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Posted Apr 04 2009 - 06:39 AM

View PostBernd Nowak, on Apr 4 2009, 12:35 PM, said:

Thanks Swen !

Interesting Excel sheet. Do some guys know or have the Track Calculator excel sheet ? And is there an another method of getting the excel data into GPL TRK ?


Btw...

here's the original Excel sheet in englisch
Attached File  trackplanner.zip   28.41K   65 downloads

#19 S.Beuchert

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Posted Apr 04 2009 - 06:44 AM

A post from Race Sim Central Forum in 2001
maybe helpful information in it


Quote

Race Sim Central Forums - Track FAQ : twenty questions.
      Show all 24 posts from this thread on one page

Race Sim Central Forums (http://forum.racesim...l.com/index.php)
- GPLEA Track Editing Forum
(http://forum.racesim....php?forumid=19)
-- Track FAQ : twenty questions.
(http://forum.racesim...p?threadid=1718)


Posted by rodsquad on 26-07-2001 01:20:
Track FAQ : twenty questions.
Sorry, my progress has been slowed by Tour de France.

Actually only 19 questions but I'm sure we'll get there soon. Looks like my
download of all the chat was not really all the chat because I remember some
other posts that I don't see at the moment... At any rate this will probably
serve as a good starting point.

Feel free to give suggestions - or more q and a's.

Track Edit FAQ

====================================================
==================

1) "Why is track editing so hard? It's really easy in Motocross
Madness!"

The tools were indeed never written to be easy to understand,
and never intended to be publically available. Basically Phil
taught me all about editing (with help from Ed and Matt wherever
they could), what they had found out in the months of coding the
stuff themselves. Then I was able to teach others what I knew,
etc, thats how the knowledge spread. Of course everyone wanted
the tools, no-matter-how-unusable and user-unfriendly. So did I,
after all. Phil wrote most of the tutorial. Obviously, he knows
his stuff better than anyone, which can lead to assumptions that
some things may be totally obvious to him, but which are maybe
not that obvious to a newbie.....

[In the case of QUake/Doom] .. the fileformat was released, the
editors for Doom could be made more complete than the GPL stuff
that was all reverse-engineered (an awesome job by Guru!!) Lots
of time went into debugging the tools whenever we encountered
problems (there were lots). There's also some functionality seen
in original tracks that can't be done with the released
trackedit tools (like the shading of certain parts of the track
and objects). This shows how tough reverse engineering can be.

Martijn

====================================================
==================

2) "I made a hill or curve but my car floats or drives where the road
used to be."

Your .trk and .3do don't match. Having changed your .gtk to
include the new hump you have compiled the circuit, but have
forgotten to export a new .trk to include your changes. The .3do
alters how the track looks, which is obviously now as you wanted
it, but the .trk alters how the cars behave, and this file doesn't
include the hump. (This might also explain why the cars appear to
float). Re-export your new .trk and hopefully all should be well,

Rob

====================================================
==================

3) "I copied in the new one and the car still floats."

Probably not. It is all too easy and we have each done it before.

To finally leave this problem behind, use a batch to make
sure to rename the N3D file to 3do etc.

Warren


Here is a super simple bat file to give you the idea.

doit.bat :

/ ****************************************************
********/

REM COMPILE GTK

..\tools\trk23dow\trk23dow -t trackname

REM Delete old track 3do and rename N3D file
del trackname.3do
copy trackname.n3d trackname.3do

del D:\sierra\gpl\tracks\trackname\trackname.3do
copy TRACKNAME.TRK D:\sierra\gpl\tracks\trackame\TRACKNAME.TRK
copy trackname.n3d D:\sierra\gpl\tracks\trackname\trackname.3do

/ ****************************************************
**************/

This bat-file will compile a track, write a report of the
compilation process, rename and copy all nessecary files over to
your GPL-track directory. Then it will launch GPL, select
multiplayer-race, host a race at the track. All you have to do when
it's finished it hit the greenflag in GPL! To make the launch GPL
bit work; you also need to following entries in your *server.ini*
file:

[ race0 ]
ai = 0 ; Number of AI
practice = 30 ; Number of minutes of practice
race_type = 0 ; 0=Nov,1/2=int s/l,3/4=pro s/l,5=GP
track = trackname ; Trackname of track you are working on!
ed_

REM COMPILE GTK AND WRITE LOG-FILE
trk23dow -t salzburg > log.txt
REM Delete old track 3do and rename N3D file
del trackname.3do
copy trackname.n3d trackname.3do
REM Copy MIP's and 3do's to track directory:
Copy *.mip c:\sierra\gpl\tracks\trackname
Copy *.3do c:\sierra\gpl\track\trackname
REM Copy TRK-file, rename and copy ini-file to track-directory:
copy trackname.trk c:\sierra\gpl\tracks\trackname
copy trackname.ini track.ini
copy track.ini c:\sierra\gpl\tracks\trackname
REM *Launch GPL and host a multiplayer race at trackname*
cd\sierra\gpl
gpl -ko"20:Personal Information:lastTrackSelection:trackname"
-ko"20:network parameters:userMode:1" -ko"0:server:launch:1"
end of file

/ ****************************************************
**************/

====================================================
==================

4) "I built a large hill or dip on a straight but the hill is flat on
the top while my car goes up." or "My car still goes underground".

You don't have enough polygons being made for that section. This
is set in the .SET file as far as I know. Take a look at the .SET
topic in the track editing tutorial.

Dave

Or

Apparently there are limits to the hillyness of a straight
section. Split the long hilly straight.


====================================================
==================

5) "How can I edit and modify an original track?"

You can't. If you could, you would then be able to make it shorter
or add banking to make for all kinds of confusion.


====================================================
==================

6) "How do I make the last section and first section meet?"

Note: ideally your track should be constructed so that the last
section of the track is a straight one. If it isn't, this task can
turn rather unpleasant.

Step 1: Remove the orientation mismatch (OM).

To remove it, add the OM to the curvature of the last curved
section. Eg. if this section has a curve of 46.781 degrees and
the OM is -3.4172168 degrees, change the curve's curvature to
46.781 - 3.4172168 = 43.3637832 degrees.

Step 2: Remove the lateral gap.

This is done by adjusting the radius of the last curved
section. There is no simple
look-up-a-value-and-add-it-somewhere solution like with
orientation; you have to adjust the radius, check what
happens to the lateral gap, adjust again, check, adjust,
check... until the gap is 0 or close enough to it.

Step 3: Remove the longtitudinal gap (LG). There are three
different cases here.

3a) If your track's last section is a straight, add the LG to
its length. Eg. with an LG of -781256 and a section length of
961271, set the section's length to 961271 - 781256 = 180015
units.

3b) If your track's last section is a curve and the LG is
positive, add a new straight section after the curve, and set
the LG as the section's length.

3c) If your track's last section is a curve and the LG is
negative, you are in trouble. You must get the LG positive
one way or the other. One of the easier ways is to go back
two or three turns from the s/f line and change their
radiuses until the LG turns positive, and then do as in 3b.

+Cinquo

Also, you can "squeeze" the errors around your track one
section at a time using GPLTrk. Just enter the value 0 in for
whatever error is the trouble. Of course this pushes the error
on to the next section until you get to the last section of
track.

====================================================
==================

7) "How do I make a tight 90 degree corner?"

The minimum radius of a corner is slightly more than the minimum
wall radius you have. E.g. you have your wall0 at -10metres, so
your radius must be at least -10.0001 metres for the track to work.
With tight corners (curvature more than 45 degrees or so), you will
also have problems-- try splitting the corner into smaller angled
pieces.

Guru

====================================================
==================

8) "How do I get rid of the clipping for infield and outfield
objects?" "What to the section references do?"

The references are there to tell trk23dow which TRK sections the
objects are next to. Let's say you have a pitbuilding that is
outside the driving area, and it next to sections 59, 60, 0, 1, 2
and 3. trk23dow needs to know this in order to link the visibility
of your pitbuilding to the correct TRK sections so that GPL will
draw the object at the correct time. There are problems with this
however, and the exact reason escapes me. But try: * ensuring the
objects are not in the driving part of the track * setting the
height of the wall at the edge of the driving area to 1- very low.

Guru


9) "Why do my AI keep driving at a pace of aproximately 40mph?"

The number of records is almost certainly what's wrong. You can
specify the number of records in RpyToLp. It could be more that 1
out, but probably only on a longish-track. I think its default
calculation is quite a bit out for the Nurburgring for
instance. One day I'll figure out the One True Way.

Nigel

-Remove *all* lp files from the track-directory you are planning on
making an lp-file for.

ed_


From what I've been able to determine, you can figure the correct
number of records by dividing the track length (in meters) by 3,
dropping any remaining fractions, and then add 1.

Example:
Track length = 5000 meters
Length/3 = 1666.6667
Drop the remaining fraction ==> 1666
Add 1 ==> 1667 is the correct number of records.

The info in the guides about 1 record per tick appears to be
inaccurate.

- Bubba


10) "What is the best way to add white lines at the edges or center of
the racing surface?"

I'd use a wall, just like any curb. Probably type 2, though I
really don't think it makes much difference whether you pick 1,
2 or 3.

+Cinquo

If you have white lines around most of the track, and your
track is the same width, I'd use a texture with the white lines
painted on. You will save a lot of polys, but you'll lose the
feature of slightly less grip on the type 2 or 3 walls.

Guru


11) "Why does RPYtoLP tell me that the track trk has an error because
the seventh surface value isn't 0?"

You need to run your GTK thru trk23dow with the -z syntax to
"clean it".

ed_

====================================================
==================

12) "How do I fix small altitude craks?"

In genereal, don't spend any time doing serious biz outside the
track surface itself until you are satisfied with the elevations. I
use -s and -f and I love them (cause I remember the days before
they were available..ugh). But, they can destroy your work. One
idea is to add two traces outside for the intermediate scenery -
then remove and re-add them after the track is go. Plan ahead The
theory goes: make the track perfect when flat (all splits and so on
for access roads, track details etc), then add altitudes, then get
on with the rest..

Matt


Here is a simple script that will run smoothing and back up old
track - be careful.


/ ****************************************************
**************/

smoothit.bat :

REM Smooth out altitude bumps

..\tools\trk23dow\trk23dow -s trackname
move trackname.gtk save_smooth.gtk
copy trackname.gk2 trackname.gtk

..\tools\trk23dow\trk23dow -f trackname
del trackname.gtk
copy trackname.gk2 trackname.gtk

/ ****************************************************
**************/


====================================================
==================

13) "Why does my large TSO produce clipping?"

The problem is that your object is in 2 sections...this is bad,
and will likely produce clipping. Make the sections to fit, or
split the 3d objects to fit.

Matt


====================================================
==================

14) "How do I add collision detection to an object?" or "Why can I
drive right through an object?"

Find the program : "3docoll" to help with your collisions.
1: open a .3do with it.
2: for now just do 1 collision volume.
3: save .3do as differnt name.
4: open up the .3do in GPL Editor.
5: add new string called "collision" (without quotes)
6: goto node DNAH "HAND"
7: double click on the next node in the tree.
8: enter value of newly added string ("collision") in
string_offset
9: goto MIRP "PRIM" -> collision tree root, keep going till u
get to an empty node
10: right click on empty node, insert -> replace with flavor 4
11: insert the value of child nodes, how ever many sides to
the wall (minimum = 3)
12: replace the new empty nodes with flavor 6
13: replace the next new empty nodes with flavor 16
14: replace next empty nodes with flavor 10
15: double click on the new flavor 10 nodes and insert a value
between 1-20 (1 being really hard, 20 being really thin/soft)
16: with the flavor 6's you added earlier, double click on
each one of those and add the plane number in which you want
the collisions to be around.
17: save
18: quit
19: run around in a circle (joke)
20: test in GPL, by ramming the object as hard as possible

Hope this helps somewhat, just to get you started.

Scott

Here is some more really great collision info by Guru.

http://www.flack99.f.../3dodummies.htm

It is particularly useful to get a grip on planes as you will need
to create a "convex hull". The convex hull is just a fancy name
for the surfaces you want to crash into. (As long as you don't
want to crash into some kinda of crazy doughnut!) If you
accidentally make a concave hull like I did the first time you
will crash into it and it will crush you and send your car
bouncing off the top of the horizon. Tip : don't make a collision
shaped like a cave <IMG SRC="smilies/smile.gif" border="0">

After you understand how to pick out the three points of a plane
on the evil geniuses page you will be ready to pick out the
collision planes from the many planes that make up your
object. Pick out the plane points in 3doEdit using wire frame view
and enter them into this spreadsheet. Remember - counter
clockwise!!

http://home.att.net/...uad/planeit.xls

You will have to enter x,y, and z coordinates for each point I, J,
and K. Then you will see the A, B, C, and D parts of the plane
definition and will be able to easily pick the plane number out of
the plane list in GPLEdit. Now you have the plane number for
step number 16 of Scott's collision instructions.

====================================================
==================

15) "How can I make a pit lane?"

Make a pit lane just as you do the track surface, just follow it on
from one section to the next moving away from the track or towards
the track.

st

====================================================
==================

16) "How do you add flag bearing corner workers in your track?"


Find a file called flagger.3do and another called flagger.srb.
drop them in your track file.Include a line for each in your tso
file. eg

[ 66]: 3, 1100.0, -9.0, 0.0, 90.0, 0.0, 0.0, 1.0, flagger

meaning set at 1100 metres from start 9 metres on RH side of
centreline at 90 degrees

Jim Pearson builder of the

Ps You won't see them in training mode, only in race or race
practice mode Cheers.

====================================================
==================

16) "What is the relationship of GPL units versus pixels?"


Hmm.. GPL TRK units are in 1/500ths of an inch, GPL 3DO units are
in metres. When using TRK23DOW, you have the .TEX file where
scale values are used to determine the relationship between metres
(3do) and texture width/height (where 1 = the complete width or
height of the texture, 2= the texture repeated twice, ...)

Guru

====================================================
==================

17) "What's up with the bizzar graphics effects? I see, my sky is
getting green along the way and the walls on both sides on the
track are merging in the sky."

It's probably one of two things, if you think it's your track
running into the horizon.mip then you need a bigger one. I suggest
you take a trip to Jay Beckwith's web "Team Friendship" and
download a bunch of sky packages and unzip them into your track
directory (Jay has read me's with them) until you find the right
size one to suit. Secondly if you dont have enuff trackside
textures yet and its just a bare beta sometimes this screws
everything up, but again the correct Sky will cure
this. Skies/Horizon same thing (as a package).

Mark Beckman

====================================================
==================

18) How can I use the altidude functions exported from Matijn's
altitude workksheet?"

The file has to be saved "space delimeted" not "comma"
delimited. From excel I save the file as "dos mode txt" that works
for me.

Arthur S

====================================================
==================

19) "How can I make a Start/Finish line texture?"


You need to have a texture called sfline.mip for it. This is one
of the things that are mentioned nowhere at all in the
tutorials. The grid line textures are done similarly, but I don't
remember what you need to call their mip.

+Cinquo


You need entries in your TEX file for both S/F line and
Gridboxes. Without them t23 won't know what to do. This is off the
top of my head.


4001 sfline
4002 gridbox
4003 groove

Dave

====================================================
==================

20) <IMG SRC="smilies/cool.gif" border="0">

<FONT COLOR="#FF0000" SIZE="1">[ 26 July 2001 03:53: Message edited 3 times,
lastly by rodsquad ]</font>


Posted by Mark Beckman on 26-07-2001 13:26:
Thanks for your time Rod.
__________________
Mark


Posted by Peter Geraedts on 26-07-2001 14:31:
Nice work!

I wonder if it's possible to make the faq stick on top of the topic list like
they do at the atlas f1 forum.

Peter


Posted by Arthur S on 26-07-2001 20:42:
Nice beginning for a reference on the "black art" of track building. Thanks for
the time and effort.
One thing though, the link to Guru's 3dodummies is not working. Does someone
know if this is still available and if so, where?
__________________
Watkins Glen 1948 is alive!


Posted by rodsquad on 27-07-2001 15:33:
The link seems to be working for me. I don't think I'm pulling it from local
disc. Some of the links in the actual page may not work now but I think you can
find an example of something that has collision and something that doesn't to
compare.


Posted by Peter Geraedts on 06-08-2001 15:34:
Bump! It was the last post on the page.

Peter


Posted by rodsquad on 07-08-2001 01:17:
Added 20th question.

20) "What do the altitude equation coeficients mean?"
http://home.att.net/...faq_tracked.txt


I saw it mentioned that you can change your background floor color but I don't
know how to do it.. anybody??


Posted by Cinquo on 07-08-2001 09:25:
Regarding the background floor color...
You have to edit the colors of the horizon object's bottom polygons. Here's how
I do it:

1. Open your horiz.3do in GPLEditor.

2. Dig into the subtree titled MIRP "PRIM", looking for "Flat Polygon" type
nodes. They're just what the name says, flat polygons. Amongst those polygons
you'll find the ones that make up the horizon floor.

3. A flat polygon node can be edited by double-clicking on it. The stuff for
editing the polygon's colour is in the top left corner of the editing dialog
box: there are text-fields for directly inputting the RGB values, or you can
click on the "select" button to find one from the standard Windows palette tool.

4. Remember to save often. GPLEditor is very prone to crashing.

There's a lot of flat polygons in the average horizon object, and it may be
tricky to find the ones that constitute the horizon floor. Here's a trick to
ease it up a bit:
Take some screenshots of your track where the horizon floor is visible. Load the
screenshots in a paint program and use the color pickup tool (most paint
programs should have one) to find out the floor polygons' RGB values. Then, load
the horizon object in GPLEditor and look for polygons whose RGB values match the
ones in your screenshots.

<FONT COLOR="#FF0000" SIZE="1">[ 07-08-2001 09:28: Message edited 1 time, lastly
by Cinquo ]</font>
__________________
+Cinquo


Posted by Chris_K on 13-08-2001 10:05:
Bump
__________________
Chris_Kelly
Rank +4.921
Brown Helmet
Since 1998

Developer of Mt Panorama, Bathurst (p)
targanon@hotmail.com MSNGR.
http://bathurst.qldgamers.com


Posted by Chris_K on 13-08-2001 10:06:
BUMP
__________________
Chris_Kelly
Rank +4.921
Brown Helmet
Since 1998

Developer of Mt Panorama, Bathurst (p)
targanon@hotmail.com MSNGR.
http://bathurst.qldgamers.com


Posted by Cinquo on 13-08-2001 10:12:
FAQ item #23: to remove BUMPs, use trk23dow -f or -s.
__________________
+Cinquo


Posted by Wenne on 27-08-2001 22:23:
There's a second way to edit the ground color of the horiz.mip
Open up in 3doedit an navigate to the ground. D-click on the ground an select
edit polygon. Here you can type in the new RGB values, enter and with "update
3do file" from the file menu you can save your change, thats it. <IMG
SRC="smilies/wink.gif" border="0">

Wenne
__________________
Wenne

Wild South Racing Team
http://www.wsrt.de/


Posted by Scott Przybylski on 28-08-2001 07:20:
adding to Cinquo, after using -f/-s be sure to check gaps in your .gtk, I just
found out that is why avus59 is crashing so much, there is almost a gap between
every track section.

Scott
__________________
West Racing for President!!


Posted by Cinquo on 28-08-2001 10:49:
      Quote:
      Originally posted by Scott Przybylski:
      adding to Cinquo, after using -f/-s be sure to check gaps in your .gtk, I
      just found out that is why avus59 is crashing so much, there is almost a
      gap between every track section.

      Scott


Thanks for the tidbit, but I was just referring to bumps of the Chris_K kind.
<IMG SRC="smilies/biggrin.gif" border="0">
__________________
+Cinquo


Posted by Ttoff on 29-08-2001 16:39:
horiz.3do editing made more comfortable.

Problem:

when I open horiz.3do from silverstone with GPL-Editor, go into the PRIM-section
and press F2 (Set Top of Drawing Tree)nothing displays.

Solution:

it doesnt display because there are some incredibly large coordinates in the
XYZS-section (for silverstone its points 60-64).

change these cooridinates from +/-1000000000 to +/-1000, save the 3do and
reopen.

now, u can browse the 3do like any other <IMG SRC="smilies/smile.gif"
border="0">

makes it more easy to add/change things <IMG SRC="smilies/smile.gif" border="0">

I havent changed the coordinates of points 60-64 back to there original value.
That hasent been a problem so far.


Posted by Guru on 29-08-2001 22:24:
For some tracks (Nurburgring, Spa, ...) that will cause some problems, but it's
a very neat way of displaying the horiz.3do ! Nice one <IMG
SRC="smilies/smile.gif" border="0">
__________________
.: Guru : Phil :.
.: GPLEA : GPL Formats :.



Posted by Strava on 01-09-2001 02:15:
re: 14) "How do I add collision detection to an object?" or "Why can I
drive right through an object?"

Where can I find the 3docoll prog >OR< can steps 1,2,3 be done in gpledit?
__________________
I don't care who wins.
I just want to race!

Good Luck & Good Racing!


Posted by Scott Przybylski on 01-09-2001 07:43:
3do coll is at my website, and you will need to use GPL Editor as well.

Scott
__________________
West Racing for President!!


Posted by Strava on 02-09-2001 00:04:
Got 3docoll via email from JaiPaSai. Thx John.
Scott,Checked the backstretch->GPL->editing stuff. Did not see 3docoll there.
The 3do bases should be usefull tho. Thx
__________________
I don't care who wins.
I just want to race!

Good Luck & Good Racing!


Posted by rodsquad on 19-09-2001 22:26:
How do you fix a bumpy track editor? - Don't worry about it!

Here is a link to the latest faq I am maintaining. I will add some more to this
in the near future but it look sessentially the same right now - just fell off
the bottom..
http://home.att.net/...faq_tracked.txt


Posted by Strava on 06-07-2002 18:50:
You might want to add wall top textures. That seems to come up regularly. See
other recent thread about it.
__________________
I don't care who wins.
I just want to race!

Good Luck & Good Racing!


Posted by Jussi on 25-07-2002 23:04:
Happy Birthday, FAQ! ... Just noticed the FAQ is posted exactly one year ago...

/Jussi


Posted by docroberto on 24-10-2002 05:33:

A quick question...how many different unk3 values can you assign to a wall type?

docroberto


Posted by Wolf-HR on 26-10-2002 20:32:
6.2. Lateral Gap
I'm making my first track and have come across lateral gap problem (basically, I
was just 'randomly' slapping on curves and straights in GPLtrk, 'till it was
time to close the track). Closing the lateral gap is easy, provided one has
enough longitudinal gap, and can be done with only one formula.

For example orientation of the last section I has was -65°, and curvature 75°,
lateral gap of front straight was 482787. All I had to do (theoretically) was to
calculate 482787/(1-cos(-65°+75°)) Unfortunately longitudinal gap was too small
(I 'overshot' the first section), so I increased curvature to 77° and redid the
calculation (lateral gap decreased and included angle increased).

Hope it helps...
__________________
[Aside.] Though this be madness, yet there is method in't.

9'01.2" - 9'01.5" - 9'01.4" - 9'01.0" = ticket to immortality (four consecutive
laps in '61 German GP by eventual winner)


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#20 Bernd Nowak

Bernd Nowak

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Posted Apr 04 2009 - 07:18 AM

Now this is interesting :)

3DOed is a nice util :)

At least it has answered a lot questions. While one still exists, creation of horizon myself, I'll will add some simple objects now :)

It's just a test project for a simple tutorial which should give you all the infos needed to create a track. I can't say how much I like the information I gathered to this thread as well trying to create a short track :)




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