Croft Circuit, UK - v1.0 (last update:2013.04.10)

Discussion in 'Locations' started by feels3, Jan 19, 2012.

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  1. ethone

    ethone Registered

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    Have you made sure there are no materials set to "Default" and have textures assigned?
     
  2. feels3

    feels3 Member Staff Member

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    Materials are fine. I forgot about sectors.
    I added them and now my track doesn't show up in the track select. There is only JoesVille circuit.

    This is my GDB file wich I copied from JoesVille's track but I have changed paths and files names.

    Croft_Main
    {
    Filter Properties = rFRS TMOD
    Attrition = 30
    TrackName = Croft
    EventName = Croft Weekend
    GrandPrixName = Croft Weekend //this must be the same as event name in order to sort circuit info correctly.
    VenueName = Croft
    VenueIcon = Croft\CroftIcon.dds
    Location = North Yorkshire, UK
    Length = 3.4 KM / 2.1 Miles
    TrackType = Classic Circuit
    Track Record = feels, 85.000
    FormationAndStart=2 // formation lap with rolling start (safety car leads the field and peels off into the pits)
    //RollingStartLoc=1 Start from alternate grid
    TerrainDataFile=..\Croft_Main.tdf
    HeadlightsRequired = false // whether headlights are required at night

    // DefaultScoring overrides
    RacePitKPH = 65
    NormalPitKPH = 65
    PitsClosedLaps = 2
    MinimumYellowLaps = 4
    LeadYellowLaps = 4
    TestDayStart = 13:00
    RaceLaps = 60
    RaceTime = 120

    // Time-of-day lighting
    SkyBlendSunAngles=(-20.5, -1.0, 11.5, 25.5)

    ShadowMinSunAngle=15.0

    Latitude = 20 // degs from Equator (range: -90 to 90, positive is Northern Hemisphere)
    NorthDirection = 11 // the direction of North in degrees (range: 0 to 359)
    RaceDate = March 21 // default date for the race

    SunriseAmbientRGB = (120,120,110)
    SunriseDirectionalRGB = (255,248,198)
    SunriseFogRGB = (204,174,240)

    DayAmbientRGB = (80,89,126)
    DayDirectionalRGB = (255,255,255)
    DayFogRGB = (203,214,236)

    SunsetAmbientRGB = (130,130,120)
    SunsetDirectionalRGB = (255,248,198)
    SunsetFogRGB = (204,196,122)

    NightAmbientRGB = (10,19,46)
    NightDirectionalRGB = (30,30,30)
    NightFogRGB = (0,0,0)

    SettingsFolder = Croft
    SettingsCopy = Croft_main_fast.svm
    SettingsCopy = Crotf_main_easy.svm
    SettingsAI = Croft.svm

    Qualify Laptime = 17.669
    Race Laptime = 17.869
    }


    My track folders are:

    Croft/Assets/GMT
    Croft/Assets/Maps
    Croft/Croft_Main
    Croft/pcrew_maps
     
  3. Luc Van Camp

    Luc Van Camp Track Team Staff Member

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    I assume you have a Croft_Main.tdf in your main Croft folder?

    (There's no reason to call the TDF Croft_Main, just Croft.tdf would look more correct, structurally -- just trying to add a bit of convention here :) ...)

    When is it crashing? At the start of the loading process? At the end? No error messages?
     
  4. fanlebowski

    fanlebowski Registered

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    i think i know your issue

    when you see your track on max you see all textures. BUT, certainly, all materials have not their textures attached.

    i suppose you have materials with shader "default" and no texture, even if max find and show it.
    you'll have no error during export, and just a game crash during loading.

    take an object with 1 material, double check this material, and export your track with only this object in scn. i'm sure it will work, ... or almost ;)
     
  5. feels3

    feels3 Member Staff Member

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    Now it doesn't show up in track select.

    @fanlebowski,

    Materials are fine.
     
  6. lasercutter

    lasercutter Registered

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    what files are in Croft and Croft_main folder, and what does the scn look like (from top down to view settings)
     
  7. feels3

    feels3 Member Staff Member

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    Croft folder:

    Croft.tdf (I have changed name after Luc's suggestion)
    CroftIcon.dds

    Croft_Main:

    Croft_Main.cam
    Croft_Main.gdb
    Croft_Main.scn
    Croft_Main.wet
    Croft_Main_loading.jpg
    Croft_Mainicon.tga
    Croft_MainSMicon.dds
    Croft_MainThmb.tga
    swheel_trackmap.dds

    And scn file:

    CUBEASF

    //-------------------------------------------------------

    SearchPath=.
    SearchPath=CROFT
    SearchPath=CROFT\CROFT_MAIN
    SearchPath=CROFT\ASSETS\GMT
    SearchPath=CROFT\ASSETS\MAPS

    //-------------------------------------------------------

    //MASFile=CROFT_MAIN_Maps.mas
    //MASFile=CROFT_MAIN_Anims.mas
    //MASFile=CROFT_MAINMaps.mas
    //MASFile=CROFT_MAIN_GMTs.mas
    MASFile=COMMONMAPS.MAS


    View=mainview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.5, 0.5)
    FOV=(77.75, 62.50)
    ClipPlanes=(0.50, 700.00)
    View=rearview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.50, 0.50)
    FOV=(62.5, 62.5)
    ClipPlanes=(0.50, 150.00)
    }
    }

    //-------------------------------------------------------

    MaxShadowRange=(350.00)
    AmbientColor=(0, 0, 0)
    ReflectPlane=(0.000, -1.000, 0.000, 0.000)

    //-------------------------------------------------------

    Light=Direct00
    {
    Type=Directional Color=(220, 220, 220) Dir=(0.5, -0.9, 0.5)
    }

    //-------------------------------------------------------

    Instance=fenceSM05
    {
    MeshFile=fenceSM05.gmt CollTarget=True HATTarget=False ShadowCaster=(Static, Solid)



    And so on..
     
  8. lasercutter

    lasercutter Registered

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    everything looks ok there, have you tried removing joesville from the mod dev locations and trying it with just your track present?
     
  9. feels3

    feels3 Member Staff Member

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    Yes, and then there is no track to choice.
     
  10. klaasvh

    klaasvh Registered

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    If the track stopped showing up after you added the xsector, could it be a problem with the materials on them?
     
  11. feels3

    feels3 Member Staff Member

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    I found the solution.
    I have two .scn files, the second one was in GMT folder. I deleted this file and now it works.

    Thanks for you help! I need to clean up my folders ;)
     
  12. feels3

    feels3 Member Staff Member

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    So...my first rf2's shots ;) in very early stage of development :D
    [​IMG]
    [​IMG]
    [​IMG]
     
  13. Franciscodog

    Franciscodog Registered

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    Looks fine!
     
  14. hoover

    hoover Registered

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    Great track, keep up the good work!

    Uwe
     
  15. feels3

    feels3 Member Staff Member

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    I have tweaked some textures and now I can show you more shots.

    Lots of objects are missing (waiting for export from 3dsmax), most of textures are using simple shader T1 (it will change later), hdr is OFF, heat haze is OFF.

    I have a lot of work to do :)

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited by a moderator: Jan 24, 2012
  16. dano1990

    dano1990 Registered

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    looking very promising feels, keep up the good work
     
  17. mianiak

    mianiak Registered

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    You got realroad working, nice :)
     
  18. Antonio_MHO

    Antonio_MHO Registered

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    Good job. Keep it up. : D
     
  19. deBorgo83

    deBorgo83 Registered

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    Seems to be shaping up really well. Nice work, looking forward to this.
     
  20. kmw

    kmw Registered

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    woo hoo, early version of Snetterton 300 is out, now Croft is on the way, this looks superb, keep up the great work! :)
     

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