Discussion in 'Tracks' started by luchian, Jun 14, 2014.
How do you think I know about it ?
Arg. Still not loading with only the below error. I have not had this problem before, so not sure if I missed a step. I'll keep at it:
Kunos Simulazioni: CRITICAL ERROR
CANNOT HAVE 0 CARS IN RACE.INI
OS-Version: 6.2.9200 () 0x100-0x1
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF2A779E08)
00007FFF2A779E08 (KERNELBASE): (filename not available): RaiseException
d:\dev\dev_pc_master_race\acs\racemanager.cpp (398): RaceManager::initOffline
d:\dev\dev_pc_master_race\acs\racemanager.cpp (174): RaceManager::loadSessions
d:\dev\dev_pc_master_race\acs\sim.cpp (313): Sim::Sim
d:\dev\dev_pc_master_race\acs\splashscreen.cpp (319): SplashScreen:ostRender
d:\dev\dev_pc_master_race\ksgame\game.cpp (181): Game:nIdle
d:\dev\dev_pc_master_race\ksgame\game.cpp (210): Game::run
d:\dev\dev_pc_master_race\acs\acs.cpp (475): wWinMain
f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c (618): __tmainCRTStartup
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF2CF12774)
00007FFF2CF12774 (KERNEL32): (filename not available): BaseThreadInitThunk
ERROR: SymGetLineFromAddr64, GetLastError: 487 (Address: 00007FFF2D520D51)
00007FFF2D520D51 (ntdll): (filename not available): RtlUserThreadStart
Are you starting with AC_START_0?
Also make sure it is ALL IN CAPS
Aha. They are in small letters. But I will have to fix it in a bit...supper time here now.
Thanks to all. It now loads. I have done them before, but I think trying to do the work and type it out at the same time distracted me. That's my excuse anyway.
Here is a screenshot. Don't laugh; it's a GPL conversion. Surprisingly the track is nice. Might upload it for people to update as a community project. Kyalami 60s. Check out those trees!
Shaders are very very bright for the moment. This makes the colors look washed-out.
Kill the specular, and play with diffuse and ambient a little bit. It makes a huge difference .
Thanks @luchian . The track is a little bumpy as well. My goal was to convert a car and document; with screen shots; the process. A conversion that should have taken 30-hour took all day. I have all the tracks from GPL in a gmotor format done in around 2000, etc. Will do as you suggest today or tomorrow.
You go straight through walls and buildings as well!!
Damn I heard from some guys, a lipop men are way smaller then they should be (like 0.5 meters tall). Anyone has any idea why? I don`t think I can do anything special about it. The object AC_PIT_XX defines where the lipop man will stand, right? So it does stand there (left or right, based on ini settings), but why is smaller?
Normalize scale for the spawn object ?
Or wrong scale for the entire track ?
I have seen the other situation, they were like 10m high, and it was a problem with the scale at export.
Ok, will check the size.
Btw, how come I don`t see these lipop men? On any of the track? How to turn them on?
How big do you have those spawns? I have a cube of cca 1.5m in length. Had the same problem in Estoril (with same spawns).
They might be linked to world detail, in Options, if I'm not mistaken. Set it to max, or close to.
Not refering to the actual size, but the scale (must be scale 1). Something like Xform in max, I believe.
Question for the masters! Does the persistence file ever have to edited manually? Or can the editor deal with new objects, deleted objects, new materials etc?
If the material is new just set it up and save persistence. If a new object is added but uses the same material as one that is already setup it will load fine. If you delete an object/material it will not load and when you save persistence again it will no longer have that material in it.
1. There is an option to backup unused texture/files. I assume this culls unnecessary files.
2. Some tracks have multiple models (kn5 models). What is the purpose/benefit?
You can have 1000 textures in the texture folder. The editor will only pack the textures used.
Multiple kn5 has many benefits. Usually you can put all your physical road, trees, grass, etc. In seperate kn5s. Keeps them smaller especially as the track grows and takes long to load in the editor. They are also used for multiple layouts.
I have a question, is it up to us track makers to define the pit exit white line? On some servers online I noticed I get penalized (or at least noted) that I have driven over the white line out of pits? Do we have to specify that, or is this up to server or something?
Do you think it is feasible to make available a standard set of pit/start/timer etc. objects for download and a discussion on how to best insert them? This seems to be hit-or-miss with me as I borrow from tracks and does not always work. Or is it just me. I understand (I think) how they work, but there are times they do not.
Nothing on the track setup that I know of. It is something they figured out in minorating.
Spawn objects are simple. Just have to rotate them the right way. Z in the direction you want the car to go an Y up. Easiest to set the transform orientation to local to see which way things are headed. Same goes with timing objects X crosses the track and Z in the direction you drive.
Separate names with a comma.