RELEASED-wip Gran Turismo - Trial Mountain

Discussion in 'Tracks' started by xXxKOKExXx, Mar 22, 2020.

  1. xXxKOKExXx

    xXxKOKExXx Member

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    ohh guy... you played with my feelings... that didnt work. I created a new kn5 with those surfaces erased. I created new ai line. All went good, the whole grid was ok. Then i created a new kn5 with the bridges with physical surfaces, using the ai that run ok.

    buuuut....

    [​IMG]

    thx for your tip, but it didnt work for me...

    cheers
     
  2. Johnr777

    Johnr777 Moderator

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    Just move the grid and pit placing objects so that they are not under the bridge....
     
  3. LilSKi

    LilSKi Well-Known Member

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    I also see you AI line is bad. You need to make another lap. 1st lap is always a throw away. You should never see those two purple lines there under the bridge.
     
  4. xXxKOKExXx

    xXxKOKExXx Member

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    hi, thx for your reply. I cant move any grid/pit because that is "the place". For now, what i did was erase "physical road" on first bridge ( near starting point). That perturb my plan for the easter egg, but i will do it in other way.


    good tip here, i didnt know that. I will try to get a good AI line ( but i think the problem will be there anyway, i think ac engine "drop" cars from "sky" to its positions, so the first physical surface they find, the first they get)

    i will try to update this evening.

    thx all
     
  5. LilSKi

    LilSKi Well-Known Member

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    I wasn't talking about the bridge spawned cars at all. Just simply the line is not correct in the shot.
     
  6. xXxKOKExXx

    xXxKOKExXx Member

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    ohhh, i thought you meant about my bridgespawn issue. That ai line i made was simply a test ( i did the lap with keyboard driving XD ) , to can see how spawn (and barely move) the ai cars.
     
  7. fughettaboutit

    fughettaboutit aka leBluem

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    maybe it helps to rename the bridge-part like
    1BRIDGE_mesh
    and in "data\surfaces.ini" declare it
    [SURFACE_3]
    KEY=BRIDGE
    ...
    IS_VALIDTRACK=0

    and for free-roam you make another layout were this part is declared
    IS_VALID_TRACK=1
     
  8. xXxKOKExXx

    xXxKOKExXx Member

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    Hi guys,

    finally i think its enough for a new update. ( source at RD)
    I added:

    walls on whole track
    created fully functional normal/reverse/hotlap version.
    signals
    main straight structures and semaphore ( still not functional)
    crowd
    pit lore
    cars lore
    backpits zone
    tree zones
    and minor details i dont remember but i did hahaha

    now, to 0.4 version i will try to do "lake zone" and to add all the trees. I think when i put the trees the track will change completly.

    I will keep, in the meantime, the main bridge disabled, and the back bridge enabled ( with last "start boxes" moved apart to avoid issues). I will study this problem later.


    [​IMG]



    [​IMG]



    [​IMG]
     
    Jimmy8x, Bory123, Johnr777 and 3 others like this.
  9. Jimmy8x

    Jimmy8x New Member

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    Just played on the track for the first time tonight, it's awesome man.

    Would love to see a multiplayer server with a good lineup of GT classics like the Miata, Skyline GT-R, GT86, etc... That would be the bomb.
     
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