Hello People, Maybe someone has seen this error before. I create a new track and it loaded up perfectly. However, the timing is not working. I made sure or the xsectors to be labelled correctly in the scene. I also notice that while driving the lap distance is not increasing. It gos from 0.0 to 0.9 and back to 0.0. Does anyone know what the problem is?
- Check the orientation of the XSectors? The car has to 'hit' them. - Are they set to NoRender and CollTarget=True (again, the car has to hit them).
yes they are all not to render and collision is True. Also, their orientation is in a way that the car has to cross through them. LapDist at the HUD on the bottom left stays at zero while the car is moving and as I said the lap counter usually displayed on a box at the bottom right toggles at 0.0 & 0.9
Check if the car is even clearing Sector 1? It's displayed in one of the HUD pages. Even on an outlap it should tell you which sector you're in. At some point it'll show you're still in Sector 1, 2 or 3 when you're expecting to be in the next. That's the XSector object that's causing your issue, most likely.
There is nowhere that tells you in which sector you are in. I also checked by running the "Lime Rock Park " track. The only thing changing there is the lap distance where in my track it doesn't. All xsectors where created using a plane split into 2 triangles. And set a material named XTIMING
Then it means that XSector1 is bugged. For fun, you could remove the NoRender bit of that sector and try to hit it . Active sector IS visible in one of the HUD pages (6 key, press enter to cycle through the pages).
I removed the no render and car passes through the plane. Actually passes through from all xplanes! But I did the same with the Joesville track that is already given in the devmod and the same thing happens. The only difference is that the lap is not timed and lap distance is not increasing. I also looped over all the HUD pages, there is nowhere saying about the sector. Not even with another track!
You're looking for the HUD page that says But anyway, if your car is passing through them, double check that CollTarget=True. Definitely not an AIW thing ...
Scene file Xectors : Instance=xfinish { Render=False VisGroups=(32) MeshFile=xfinish.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector1 { Render=False VisGroups=(32) MeshFile=xsector1.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector2 { Render=False VisGroups=(32) MeshFile=xsector2.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xpitin { Render=False VisGroups=(32) MeshFile=xpitin.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False VisGroups=(32) MeshFile=xpitout.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } And Can't find that page anywhere, closest one is with Current and Best Lap ONLY. But all of the permanent tracks are like this as well.
Does it make any sense to revert faces of the xsector1? Faces in rF2 are one sided. I think Luc refers to orientation in that sense. Not only to crossing the sector but doing it in the correct direction Enviado desde mi GT-I9505 mediante Tapatalk
Per Euskotracks comments. Make sure the poly normals on Xsector1, Xsector2, Xfinish, Xpitin, Xpitout are all oriented in the same track direction. If using 3DSimEd you can see if all X-polys face the same track direction by clicking Display / Backface .................... which will then only show a poly from one direction.
Thanks for the help guys. I think it worked but i haven't checked it thoroughly. At least the lap dist has a value now. I changed all the normals to one direction (same for all of them) but I dont know which way. Thanks again!
Hi all The Poly normals must be oriented to opposite of track direction. Do a simple test.. In all Xplanes , change "Render=False" to "Render=true". In game if you see the planes the normals are ok.. if not you only see it in mirror or if you doing the circuit in the reverse direction.