SG files and new editing tools
#31
(06-10-2020, 04:17 PM)Pavel 69 Wrote: Nice idea. But for roadcourses with all variety in walls and surfaces it will be hard to read such csv file I think.

Yes, there would be a point where things would get too complex so the idea is to keep the CSV tool to the basics, just to provide a starting point for further editing within SFE.
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#32
I added a way to generate grass with the tool. So this is what Detroit looks like with grass on the outside of Turn 1 (not realistic but just for the sake of experiment).
   

Here's the snippet of the CSV file showing all the columns that are now used by the tool and translated into the SG file. While this input file is still growing in complexity, I think it still beats trying to do things in SFE.
   

The next step is to make a pit lane generator that would also give you the pit numbers in the track.txt file.
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#33
(06-11-2020, 03:57 PM)checkpoint10 Wrote: The next step is to make a pit lane generator that would also give you the pit numbers in the track.txt file.

I made an excel that helped set the correct numbers based on the pitwall and other sg data.

I will see if I still have it. Might give you a start.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
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#34
(06-11-2020, 03:57 PM)checkpoint10 Wrote: The next step is to make a pit lane generator that would also give you the pit numbers in the track.txt file.
I don't recall the figure, but I think there's a minimum length for pit boxes, or at least a minimum length that's actually usable.  You may need to run some tests and put in some logic to limit the number of pits.
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#35
Pit lane (auto generated). Depending on the track, some pit lanes have two walls to divide itself from the track, some have one. I'm making the tool so that it can do both kinds. Next step is to have it auto-generate both the pit values and some lines using TSD.

   

@Wolf_pd Is the Excel file the same one that Tjerk included in the track editing tutorial? If so, I already have it and will be using it for the calculations.

I will go through the discussions again, but I think samsepi0l had some new understanding about some of the pit values as well.

@CowtownBob Noted and I will play around with the length of the pit lane to see where the game starts to have a problem.
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#36
Pretty sure it is.

And pretty sure there is an error in it. I don't know where exactly anymore, but several people made some remarks to that regard over the years.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
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#37
I gave the track editing tutorial an overhaul in the past couple of days. It has not been linked into the site yet but it is already here. I wanted it to be available as a page on our website again for easier editing. Please note that the page is huge and it will sometimes stop loading. I will divide it up into smaller sections, but for now just refresh the page if it craps out too soon.

I already changed some stuff as I went along, like the hex editing of MRON sections because of the small MRON tool I made myself. The next step is to go through the wiki page and this forum to find new tips, corrections and additions. I think there are new insights about MRK files, LP files, TRACK.TXT files and CAM/SCR files (and possibly more things?). There will be a seperate discussion about this probably. I will also make sure that all tools needed are included in our own archive.

Then finally I would like to add a section where experienced track builders can share their approach to bulding a new track.
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#38
For the tools from Robert Szikszo, we can post them here in the Archive. Years back I have asked him about his Blue Thunder website and he was OK with me backing the site up and keeping the stuff available.
IIRS Driver Champion (2005-2007, 2010-2014)
IIRS Team Champion (2004-2014)
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#39
Awesome to know that the tutorial is getting a refresh! I'm happy to help contribute in whatever way I can.

For LP files, I think samsepi0l and Dennis have some recent knowledge. For 3D files (simple trackside objects made using the .3D file language and converted to .3DO) I used Pavel's guide to code objects by hand.

A couple sections I recall that could use a refresh - the menu/track selection screens (update to reflect current practice in GIMP or Photoshop?), MRK file for wall textures, pitwall.txt for wall heights, camera files, and pitlane info in the track.txt.

I would particularly say it is time for a new tool for the cameras. We have better knowledge these days about static cams.
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#40
I would feel reasonably confident giving advice or knowledge on LP files, however I have not perfected my "spreadsheet calculated" method yet. If you request my help I will gladly provide it promptly though.
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