![]() |
Dennis tracks - Printable Version +- Forums (https://www.icr2.net/forum) +-- Forum: CART Racing Headquarters (https://www.icr2.net/forum/forumdisplay.php?fid=1) +--- Forum: Indycar Racing 2 - CART Racing (ICR2) (https://www.icr2.net/forum/forumdisplay.php?fid=2) +--- Thread: Dennis tracks (/showthread.php?tid=1105) |
RE: Dennis tracks - samsepi0l - 08-12-2022 tsd mips follow the same rules as regular mips- get rid of the ".mip" refererence: Detail_Tex: sand 36000 134503522 -197181 134999184 -131442 0 0 20 50 I had a problem like this when I did sanair RE: Dennis tracks - Dennis - 08-14-2022 (08-12-2022, 02:11 PM)samsepi0l Wrote: tsd mips follow the same rules as regular mips- get rid of the ".mip" refererence:This sounds logical. I will try it. Thanks. RE: Dennis tracks - samsepi0l - 08-14-2022 for some reason OPE works with the ".mip" extension, but the game does not like it. This is the same reason I had issues converting sanair. I had a textured TSD on the S/F line in the pits. RE: Dennis tracks - Dennis - 08-22-2022 The result of the first painting session. I made the first 140m, only 6800 remaining ![]() Ignore the surface textures, I took them from my other track. At first I paint only the main road surface, the joining roads on each side will come later. How would you make the arrows? Is it worth to make them with lines, or is it better to make them as MIPs? I have about 400 of them on the lap. RE: Dennis tracks - samsepi0l - 08-22-2022 (08-22-2022, 02:30 AM)Dennis Wrote: The result of the first painting session. I made the first 140m, only 6800 remaining Looks good so far Dennis! Nice to see you motivated to tackle this! Checkpoint10 is better than I am at TSD, but I would say you could possibly make the arrows by combining little lines. I would be a pain, maybe there is a different way. You know what... Cleveland comes to mind... isn't there lettering on one of Pavel's runways? I wonder how he did that.... RE: Dennis tracks - checkpoint10 - 08-22-2022 What if you had a TSD line that makes OPE draw a parallelogram as shown below, by shifting the ending DLAT a little bit to the right or left. Then you go into the .3D file and remove Point C from the polygon, and you will be left with a triangle? RE: Dennis tracks - Dennis - 08-22-2022 (08-22-2022, 09:30 AM)checkpoint10 Wrote: What if you had a TSD line that makes OPE draw a parallelogram as shown below, by shifting the ending DLAT a little bit to the right or left. Then you go into the .3D file and remove Point C from the polygon, and you will be left with a triangle?Oh! Does OPE always draw a parallelogram, when start and end DLAT is different? I didn't know this. Maybe I can use this at some point, but at the arrows I want to avoid to edit the 3D file, because there are so many, it would be a horror, if I need to make a new 3D file. I thought about building some masterpieces, like I would do it with the raster ones, and as I already make the TSD file in Excel, I could change the coordinates easy to move them to the right place. The question is, what looks better in the game? RE: Dennis tracks - checkpoint10 - 08-22-2022 (08-22-2022, 02:32 PM)Dennis Wrote: Oh! Does OPE always draw a parallelogram, when start and end DLAT is different? I didn't know this. Maybe I can use this at some point, but at the arrows I want to avoid to edit the 3D file, because there are so many, it would be a horror, if I need to make a new 3D file.Your second screenshot appears to have a TSD that is going from one DLAT to another, so you may examine it to confirm how it is drawing it. Yes, it is probably not the most practical approach when you have hundreds of them, just possible in theory unless there is a way to quickly edit all of them. A mip would look pixelated in OPE and worse in ICR2 due to the imperfect rendering of textures at perspectives, as per discussion here: Track editing progress notes (icr2.net) But it may be hardly noticeable at higher speeds. RE: Dennis tracks - Dennis - 08-27-2022 The lines on the main road on first kilometer are completed. It was quite fast, because it's only a two-lane road. But after the second corner the road gets wider, and there are such sweet junctions. But at first I want to figure out, how I will make the arrows. RE: Dennis tracks - Dennis - 08-28-2022 I spent the whole afternoon with this. Now I think it looks good enough. I made the 5 arrows with lines. I have them in an Excel sheet, so I can simply add the coordinates to move them to the right place, or flip by 180°. The straight arrow is made by 9 lines, the left/right arrows by 14 lines and the straight-left/straight-right arrows by 21 lines. I didn't make a left-right arrow, because I think, I don't need it, if yes, I can make it later. This is, how it looks in wireframe view. And this is, how it looks in the game. |