• Welcome to PiBoSo Official Forum. Please login or sign up.
 
August 27, 2025, 06:14:55 PM

News:

World Racing Series beta14 available! :)


(WIP)Mallory Park Track Surface Rebuild TEST...

Started by Hawk, April 13, 2014, 06:53:25 PM

Previous topic - Next topic

RBp

Quote from: Hawk_UK on April 21, 2014, 08:01:56 PM

I wish there was a proper tutorial.... This shouldn't be this difficult! It's a bit like someone building a plane and then telling a non pilot to just get in and fly and hope he doesn't crash! Crazy, Crazy!. Lol. Thank god for good Samaritans on the forum, like yourself, RBp.  ;) ;D

problem is I don't know what the hell im doing either :P

Hawk

Quote from: RBp on April 21, 2014, 08:13:21 PM
Quote from: Hawk_UK on April 21, 2014, 08:01:56 PM

I wish there was a proper tutorial.... This shouldn't be this difficult! It's a bit like someone building a plane and then telling a non pilot to just get in and fly and hope he doesn't crash! Crazy, Crazy!. Lol. Thank god for good Samaritans on the forum, like yourself, RBp.  ;) ;D

problem is I don't know what the hell im doing either :P

Lol... Then we make a right pair don't we. Hehe ;D

I'm sure we'll get there in the end, and be better off for it having solved some of these issues.  ;)

RBp

April 21, 2014, 09:03:23 PM #77 Last Edit: April 21, 2014, 09:17:57 PM by RBp
Well I never ment to get into modding, but none of the tracks worked,  Whitham started me off on a flat basic track with only afew texture's and learnt tracked, then gave me  slighty harder tracks until I got to portimao which needed surface modding and multi textures, once I got that that finished I started working though the odd motogp tracks  Johor Assen Brno mugello.  At the same time I was collecting models and textures from these tracks,

My goal now is to run BSB series, I like to make  all the tracks with a common pheme making them as playable as possible with pit awning, trucks, garages, ad boards textured abit like the currant BSB,  I don't think it possible to fix every corner surtees at brands hatch I just make work and im dreading knockhill.

At the moment I can't figure out how to add bump maps to make the grass tarmac and kerbs look better or make the cameras work in correct way, once I nail those two I think I could make some decent tracks at last. Im not going to rush the release like I did with the motogp tracks, Im going to finish the track start work on the next and then come back and look at the track again for any thing I could make better then release the track.

Seems like a big task but there only two track that I don't have almost finished max files for , cadwell park and the new Assen

Hawk

I've just been studying the "Victoria.trp" , and .rdf files in TrackED..... First thing I noticed is that Piboso(or whoever integrated the track in GP Bikes) has obviously only named the vital immediate track surroundings for collision detection and not the whole circuit modelled. This makes good sense. So when naming the model objects, we only have to name the immediate track and track surroundings and objects with the correct prefixes to only have those objects be detected for the collision detection model.

I also noticed just how much the Checkpoints and Sector lines extend a long ways across the track, especially with the Checkpoint lines, again this makes sense to catch a bike through checkpoints even it they crash and slide off and past the Checkpoint line they still run through it.  :)

Hawk

Quote from: RBp on April 21, 2014, 09:03:23 PM
Seems like a big task but there are only two tracks that I don't have almost finished max files for , cadwell park and the new Assen.

Well I passed on the job of creating a new scratch build Cadwell Park track to SA_2 at his request. Probably best to PM SA_2 about that. I don't think anyone is creating a new up to date Assen Circuit, but both would be BRILLIANT additions to the track database when finished. Assen is my favourite track! ;D ;D 8)

HornetMaX

Quote from: Hawk_UK on April 21, 2014, 10:20:44 PM
I also noticed just how much the Checkpoints and Sector lines extend a long ways across the track, especially with the Checkpoint lines, again this makes sense to catch a bike through checkpoints even it they crash and slide off and past the Checkpoint line they still run through it.  :)
Not crossing a checkpoint while crashed is not an issue, as (currently) GPB makes you respawn where the crash started, so you get a chance to cross the checkpoint.

This is exactly the reason that made Piboso change the respawn behavior to "where the crash started" (before beta 3 it was "where the crash ended").

The general rule about checkpoints extent should be: wide enough to allow unintentional "out of track" situations not to be considered as "missed checkpoints", but tight enough to avoid people cutting the track or running intentionally out of it where it gives an advantage.

MaX.

BOBR6 84

BSB!!!? :) oulton park would be mega! I imagine graham hill bend would be a task to get through though lol

Hawk

Since cutting and rebuilding the hairpin section the mesh for that section isn't being exported(the grey area in the pic below).
I even tried, as a last resort, to combine/merge them together so that the whole track surface would be one object, but it still exports the .map/.trp files without the new hairpin section..... How can this be if it's now one object??? This is really beginning to piss me off now! >:(

Track surface name: TRKASPH_01HK

TrackED Picture: Mallory Park.trp (Wireframe view)

janaucarre

Have you reapply a texture to this hairpin?
I have problem like this with my janjgp2: All is good in 3ds and after export the texture is 90 degrees inclined, all the asphalt texture are across the track in 3ds max to be good ingame, some trees dont have any texture ingame but made like other in 3ds.
I have tested all what i know and nothing changes. I have same problem with border, some are good but some are at 90 degrees. From many months, in my head, there is that: why? why? WTF?
I really don't have solutions. I have tried other textures, other positions, rebuild parts non good, export with or without shadows, new textures size.
What the hell can i do?
Another problem: i builded bleachers for the public and all the seated place are in wood, a good texture of wood, the problem was that: i apply the texture on each wood board, i make that all look good in dimensions, after export it looks like an enormous texture, 10 time or 40 time bigger as in 3ds max, to solve this problem i resize the texture many times to obtain the right size in game. Note that i used the same tricks as for all other textures of my track wich are good in 3ds and ingame, but for that, its not good. Not that some of the wood board are ever non well textured after all corrections.
I cant help you, i think piboso is the only man can help us.
PS: send to another modder your 3dsmax files, and he will try to export and see what happens.
PS2: I use 3dsmax 2010 32 bit, the export plugin is the penultimate version( i use it because noss69 said me that ghe last version create bug)

Hawk

@janaucarre : My problem is that the new section of track at the hairpin is not being exported in the .trp file with the rest of the collision model wireframe, as you can see from the picture above; it's not just greyed out, the wireframe collision model is just not there, it's empty space. I've tested this by putting this file into GP Bikes and running my bike around the track, and when I come to were the new section of track should be at the hairpin it's just empty space and my bike just falls into the void. Lol.

Can I send you a link for my .fbx(version 2010) source file for you to have a look at and see if you can figure out what I'm doing wrong? It's got to be something to do with creating a new section of track at that hairpin, because if I go back to my original new surfaced track source file it exports okay; so it's got to be something to do with this new section of track I rebuilt?? I think. Lol.

It's SO frustrating isn't it, when before the export was working fine, and now all I've done is rebuilt and replaced the hairpin section of track and all hell breaks loose on the export.  :(

Hawk

April 22, 2014, 02:26:06 PM #85 Last Edit: April 22, 2014, 02:43:23 PM by Hawk_UK
This is the new section of track at the hairpin I want to export for the update. As you can see I've gone a little bit overboard on the ploy resolution, overkill as you may call it, but I tested this section of track previously with a higher than original, but less than the picture below and it was almost silky smooth to ride around, so I thought I'd do this test(overkill) to see if it finally got rid of every subtle ripple so riders can heel their bike into this hairpin with confidence that their bike will not fall over or slide away from them.

Picture from "Maya 2011"

Hawk

April 22, 2014, 02:39:30 PM #86 Last Edit: April 22, 2014, 02:44:24 PM by Hawk_UK
Is there a track surface quad maximum limit for the "EdfExp2010p.dle" exporter plugin for 3ds Max 2010?? This would explain this problem. Anyone know? Piboso?

SA_22

are the faces flipped?

try exporting and reimporting just that section

try remaking it?

3d print it and beat piboso over the head with it?  ;D :o

janaucarre

Yes you can send me your project:)
the limit of the poly of the entire track depend in first of your pc, the second the game. By mine pc problems of export begin with more than250 000 polys.
If you mean about a section poly limit, you can have as many polys as the section appears white of vertex, the only problem will be a fall of the FPS ingame.
Do you have any error message in the little window at the export? Error missing texture or texture has not the right size?

Hawk

Quote from: janaucarre on April 22, 2014, 03:34:28 PM
Yes you can send me your project:)
Do you have any error message in the little window at the export? Error missing texture or texture has not the right size?

Yes there has always been error messages about missing textures in that little export window during the process(Don't think all the texture files were there from the original .3ds max file), but that has not affected the actual export before or working of it when it worked before.
Besides, I think this is a collision model(.trp) export problem rather than a .map file problem?

Thanks for taking a look at this  for me Janu..... Hopefully you'll PM me back and tell me I'm a daft prat for something silly I've overlooked in doing. It wouldn't surprise me because this has been giving me absolute brain ache over the last few days. Hehe  ;D

I've sent you a PM with the download link. Appreciated mate. ;) ;D