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How to make a track?


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#271 Pablo_Fernandez

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Posted Mar 25 2012 - 03:04 PM

The main problem I had here was about track.ini   :confused:
The track I could compile without problem has 2 .ini files, one track.ini (stole from silverstone and modify name and lenght)and the other is mytrack.ini ("name of your new track".ini), in this one I see a 4 row of numbers that i don't know what it means. With both .ini the track compile well and able to drive on it, but when I copy the mytrack.ini to another track project to compile the trkdoz shows up " access violation at adress 00427E31 in module trk23doz.exe". I tryed in some other ways without luck because if I delete mytrack.ini file leaving only track.ini when compiling trkdoz shows up "one or more essential files missing"  :unsure:

Another thing to do is delete all TSO files at TSO track folder. With this i'm sure that is not because  a .mip file is missing

Edited by Pablo_Fernandez, Mar 25 2012 - 03:25 PM.


#272 mcmirande

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Posted Mar 25 2012 - 03:54 PM

My problem is still with me... I guess it's something about the .cam file. I just created an emtpy .cam file, but it appears that I should do a real one.

I couldn't find yet how to extract it from the dat file... Which software do you use to do it?

Cheers, Marcos.

#273 Border Reiver

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Posted Mar 25 2012 - 04:46 PM

For extracting files from inside Dat files I use DooDat. If you cannot find it here I can probably find a zip archive for it and repost it.

With the track.ini files: the final track folder requires that the file is called track.ini, but in order to compile the track you need the file to be called track_name.ini and this should match the gtk, trk, tex, cam, hsv, fb etc. etc. files. The track.ini and the track_name.ini files can just be renamed copies of each other

In fact, you do not need to have this track_name.ini as the compiler will run without it, the only problem that happens if you do not have it is that the compiler will not draw the boxes on the grid for the cars to start from. I don't know if an empty .cam file will work, the best option is probably to copy any file from another track and rename that to match your track.

(I haven't forgotten about the files I promised to send to you Pablo, I will try to do them later this evening or tomorrow).

Rob

Edited by Border Reiver, Mar 25 2012 - 04:47 PM.


#274 Ginetto

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Posted Mar 26 2012 - 04:05 AM

To load a compiled track in GPL, other that what Rob already wrote, you need the horizon.3do with all its mips sky and ground included (if you don't have a groud.mip, you can rename the grass.mip).
The track ini should be a copy of the mytrack.ini and the thing you need to change to be sure it compile and load, is the correct length of the track in miles.
Hope this helps :wave:

Edited by Ginetto, Mar 26 2012 - 04:34 AM.

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Working on Stardust, Nassau, Paramount Ranch +others

#275 Border Reiver

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Posted Mar 26 2012 - 04:29 AM

Good point, I forgot about the horizon object, Sciss.exe won't tell you if that is missing but it must be there. :)

Rob

#276 mcmirande

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Posted Mar 26 2012 - 04:43 AM

Thanks. Indeed I don't have a horizon.3do and sky and ground! I'll fix it!

Cheers, Marcos.

#277 mcmirande

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Posted Mar 26 2012 - 04:52 PM

I DID A LAP ON THE NASIF ESTÉFANO!!!

I have to add heights and all the objects around the track, but it's here! I just will have to wait somebody to do a Fiat600 mod, hehe, because my first (horrible) lap was about 1:10 with the F2's Protos, and I guess with heights, bankings and references the time to do a complete lap would be around 52 or 55 seconds...

Thanks a lot Ginetto, Rob, Pablo and all people helping (yes... still helping :) ) me to make this track

Marcos.

#278 svenvangent

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Posted Mar 26 2012 - 06:19 PM

View Postmcmirande, on Mar 26 2012 - 04:52 PM, said:

I DID A LAP ON THE NASIF ESTÉFANO!!!

I have to add heights and all the objects around the track, but it's here! I just will have to wait somebody to do a Fiat600 mod, hehe, because my first (horrible) lap was about 1:10 with the F2's Protos, and I guess with heights, bankings and references the time to do a complete lap would be around 52 or 55 seconds...

Thanks a lot Ginetto, Rob, Pablo and all people helping (yes... still helping :) ) me to make this track

Marcos.
Cooooooool , well done lucky one :thumbup:  :clap2:  :hat-tip:

#279 Pablo_Fernandez

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Posted Mar 27 2012 - 06:35 AM

Well done Marcos :clap2:
We're both learning this beautiful thing to make a track. It's nice to see how it progresses, of course with the kind help of the guys here and by PM.
Now I'm dealing with textures and how to make a 3DO on 123do.  ;)

#280 Michkov

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Posted Feb 09 2013 - 04:07 AM

Couple of questions regarding the files necessary for compiling a bare track. I want to compile it so I have idea how the track looks from the car, so no 3D objects etc..

Can I leave the .tso file empty when compiling the track, or do I have to put something in even if I have no objects?
Which values would you recommend for the .set file. Also are those values for the visual mesh only or do they control the driving surface too?

#281 Border Reiver

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Posted Feb 09 2013 - 01:20 PM

Empty TSO should be no problem, or you could just put in a few "flagger" lines for flagmen or "starter" for the starter.

The set file is only controlling the visual appearance, the trk "resolution" is set by the track sections and traces in the gtk file and the compiling process has no effect on this since the trk file is exported directly from the gtk file in GPLTrk.

For a basic set file you could try:

100.0
300.0
120.0
60.0
30.0
10.0
0.1
1000
1000
100

Although Ginetto might have some other suggestions?

Rob

#282 Michkov

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Posted Feb 09 2013 - 05:52 PM

Thanks Rob those values should do it for alpha version.

#283 Border Reiver

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Posted Feb 09 2013 - 06:56 PM

Yes, exactly.

SET values will depend on the track, especially if there is a particular quirk about the track, like a lot of long straights, or a lot of short sections etc. Start compiling and find the problems, then fine tune to get the result you want.

Good luck with it.

Rob

#284 Michkov

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Posted Feb 10 2013 - 02:02 PM

Ok got the track compiled after a bit of drama with trk23dow and the grv file. Now I got the track showing up ingame but I get the "Couldn't load track" message when trying to load it.

Here is what I did so far:

Put all mips, pbfs, track.3do ,.cam(copied from another track) ,.trk into a dat file (Do I need the dat file or can have the files loose in the track folder?)
copied a full set of LP files from another track into the track folder.
track.ini is my trackname.ini used for compiling which is a modified track ini from another track
record.ini is also taken from another track

From what I can see everything the game needs is there still it wont load.


Also trk23dow wouldn't compile the track because I had a couple of surface 8(water) walls in the gtk, is this expected behaviour?

#285 Ginetto

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Posted Feb 12 2013 - 11:33 AM

No is not the expected behavior :)
surface 8 does not cause any problem unless you give it a proper texture mapping in the tex file.
You don't need the dat; all the loose files will do.
Double check you have all the horizon files together with the track files.
If you can use 3dsimed; load the track 3do in it and check : Tools> Data report > Missing objects and textures
Do this also with the horizon 3do
Finally, be sure you have a proper track.ini file; sometimes these get corrupted and don't let the track to load.

That's it from me :wave:
Done these tracks
Working on Stardust, Nassau, Paramount Ranch +others




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