Is the AIW complete? Any other issues with it? When there's something off with it the marshals might react in the wrong place.
At least 2010 versions of cornerworker animations work for me, but on those examples some flag textures are missing. I extracted and copied them from existing ISI track. I also extracted all anim files from existing track, overwriting example ones. It's also very easy to miss some bones when selecting and moving marshals around the track, which causes odd animation behaviour... Cheers!
I have done: - garages location - pits loc - pace car loc - start loc - main path - pits path - fastest path - corridors
It's difficult to help you in this specific situation...as seems you've differents problems and a lot of possible cause/solutions...and sometimes is easier to do a job right than to explain why you didn't..so if you want I could try to do the job for you, then I can say what's wrong with your exports. Let me know. PS: eventually, no need for the entire track, just a basic version with roads, terrain and a map where you want marshals...
hi guys thanks for your advices on this thread, very "helpfull" now i have some marshalls on my track who don't seem come from another planet but (yes ... ) they don't show any flags. is this an aiw problem ? i didn't do a new one, i'm still using the rf1 one. thanks bye
I think you need remake your aiw for rF2 to get CornerWorkers work. Do you have anim files on your TrackName\Assets\Anm - folder? Do you have scn searchpath defined to Anm folder? Cheers!
I think re-saving the AIW using the rF2 dev mode is enough to "update" it to work with rF2. At least it was for Topeka one build ago.
thanks, after a resaving it's ok i'll try to finish the beta version, Navarra can be nice with the clio when it'll be released
I'm trying to run my track in dev mode but I've got a problem. Everything are loading fine track is showing up on the screen. The problem is that, the screen freezes. I tried the same thing with Joesville, I deleted needless files and when I'm run it in dev mode the screen freezes too. What I'm doing wrong ?
So, you can load the track to some point without error message? Does it freeze when you enter the track or when track monitor is shown first time? Cheers!
Yes, track loads without errors. Until I click "race" everything is ok, it freezes when I enter the track. What is so strange I can only move mouse cursor when I'm on the track.
Thanks for the response. I fix the problem, it was wrong name not of material but of object which is using realroad (You were so close chogger ;] ). I forgot that the road name should start with RaceSurface_. ;p
What reason it can be that I have huge fps drop with mirrors ON @Croft? 90fps vs 60 fps (ON) I have VisGroups 32 for almost all objects on track - only road & grass are visible in mirrors. Clipplanes in rearview have very low value - only 75.
personnaly i win some fps if i have my all lodouts set on 800m than cliplane=800 (rf1). that's why i'm suggest this. if you have not already set your lodouts you lost 2* the potential profit
You can hardly set the lodouts to 75m just to combat fps loss in the mirrors. LODing stuff out can also cause more harm than good if you apply it across all objects, causing constant loading/unloading of objects. When you're not making any gains from having a large/expensive object un-displayed you're only losing performance, not gaining any. LODing the RaceSurface objects is also a huge drain on CPU ressources. For some reason I can't seem to get around a fps cap on my system so I can't test it myself - but does turning on the mirror cause you less performance loss on other tracks?
@ethone I forgot that dev mode and single player are different It works fine in single player (only 3-4 fps drop with mirrors ON).