Getting started with a new track, few questions.

Discussion in 'Track Modding' started by Sam Moss, Jan 16, 2012.

  1. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    Ok, I will try to find out what it can be.

    Thanks for your help Tuttle :)
     
    Last edited by a moderator: Jun 28, 2012
  2. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    did you solve it? :)
     
  3. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    No :(

    I have read in log file that it was error during loading pit and start lights.
    I don't have them yet. Is it possible it could be this? Strange, without cornerworkers it wasn't problem.

    Anyway, I'm working at the moment at pit/start lights and it doesn't work properly too...

    I have 3 start lights, two red and one green, anim seq for three materials
    - 0,1,1,0
    - 0,0,1,0
    - 0,0,0,1
    In GDB file : NumStartingLights=3

    I'm starting the race and I see two red lights but green light doesn't show up and what is very weird, I hear 5 sound signals - in GDB file I have 3 starting lights.
     
  4. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    That issue came up on Mid-Ohio and Fuji as well where we tried four starting lights and it didn't work either.
    It would appear the gdb entry is currently not having any effect.
     
  5. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    CornerWorkers and generic marshalls at Dunsfold are working perfectly and I do not have pit/start lights at all...so I really don't know where the problem is.

    Just a though (if you want)...try to export a generic Pitofficial (and put // on Cornerworkers)..then try to force the animation without race/track inputs. A stuff like this;

    Instance=PitOfficial_000
    {
    MeshFile=PitOfficial_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=EXITOFFICIAL_WAVE.ANM AutoStart=(1)
    }

    I'm curious to see if there is a problem calling for some missing track feature (maybe the AIW and/or xsectors?) or not because the problem could be on the track side and/or the rig side...

    In this way the rig is just calling for the proper ANM and immediately start moving his hands, without any kind of interaction with the track/race status.
     
    Last edited by a moderator: Jun 29, 2012
  6. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    I did like you said and now I can get on track but animation doesn't work at all.

    I don't have finished AIW at the moment. I will try to finish AIW first then I will try with cornerworkers and pit/start lights (they don't work too - I don't know why, theoretically everything is ok).
     
    Last edited by a moderator: Jun 29, 2012
  7. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    This is why is crashing!!! ;)

    Cornerworkers and ANY marshalls, needs for a proper waypoints programming...if you've a partial AIW and/or a wrong waypoint section, the game crash for sure as marshalls creates a conflict with a missing track feature request. :)
     
    Last edited by a moderator: Jun 29, 2012
  8. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    It seems that the problem is solved :) I have to finish AIW.

    Thanks Tuttle.
     
  9. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    U're welcome..:)
     
  10. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    AIW is finished, corner workers are working ok but only green flag is visible no matter of situation on track.
    Any suggestions? :)

    [​IMG]
     
  11. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    First thing to check is the progressive numeration. You've to use numbers starting from 0 without jumps. A stuff like this;

    Instance=StarterWorker_000
    {
    MeshFile=StarterWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=SW_PRESTART.ANM
    AnimFile=SW_START.ANM
    AnimFile=SW_VICTORY.ANM
    }
    Instance=CornerWorker_000
    {
    MeshFile=CornerWorker_000.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=CW_VICTORY.ANM
    }
    Instance=CornerWorker_001
    {
    MeshFile=CornerWorker_001.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=CW_VICTORY.ANM
    }
    Instance=CornerWorker_002
    {
    MeshFile=CornerWorker_002.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=CW_VICTORY.ANM
    }
    Instance=CornerWorker_003
    {
    MeshFile=CornerWorker_003.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=CW_VICTORY.ANM
    }
    Instance=CornerWorker_004
    {
    MeshFile=CornerWorker_004.gmt CollTarget=False HATTarget=False ShadowCaster=(Static, Solid)
    AnimFile=CW_FLAGDOWN.ANM
    AnimFile=CW_FLAGHELD.ANM
    AnimFile=CW_FLAGWAVE.ANM
    AnimFile=CW_SAFETYCAR.ANM
    AnimFile=CW_VICTORY.ANM
    }

    etc etc etc---:)
     
  12. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    And remember to check the option in the GMT exporter "FIX BONE NAMES" to correct the numeric suffix in bones...:)
     
  13. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    Also, try packaging Croft and try it in Single Player. I've had the animations not play in DevMode but play in Single Player. You never know what works and what doesn't in DevMode. ;)
     
  14. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    @Tuttle
    I have everything like you wrote.

    @ethone
    I have tried in single player and still only green flag is visible.

    Animations are working properly (even in dev mode), only flags are always green (no yellow, no black)
     
  15. mianiak

    mianiak Registered

    Joined:
    Oct 5, 2010
    Messages:
    691
    Likes Received:
    46
    I have seen this before, but I only vaguely remember it. It has something to do with 2 things.. 1, all the needed flags aren't with the corner workers examples and 2, the order in which they are needs to be sorted out. Best bet, compare it with an ISI track. Open the gmt in notepad and scroll down. Then get the missing flag textures and copy them into your assets folder.

    I can't check it myself right now but once I can I will have a look and get back to you, in the meantime, see if you can find anything out.
     
    1 person likes this.
  16. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    Hm yes, if you copied the existing flags "wrongly" that might happen.
    Here's my set of flags if you want to try them:

    View attachment 3028
     
    1 person likes this.
  17. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    @mianiak & ethone

    I have all of these textures in my map's folder but still it doesn't work.

    Maybe I omitted something in the material's settings?
     
  18. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    Have you changed the material settings? I just took the .max file from ISI, positioned them and exported them without touching the material settings.
    About the MarshalFlags, have you checked if perhaps you copied the green flag texture to the missing filenames when it should have been yellow flag textures?

    Just to clarify, if there is a yellow flag situation in front of your marshals, they start waving the green flag, correct?
     
  19. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    Well...if you get moving flags but they're just only green...maybe you've to check your map animation settings. If the animation is broken or deactivated the green flag is the first and only flag available...
     
  20. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    Exactly.

    http://feels3.strefa.pl/sim/srpl/croft/GRAB_248.JPG

    I have done test and I exported a Cornerworker straight from ISI's max file and it doesn't work too.
    Also I noticed that animation doesn't work properly, look at the headphones and radio.

    http://feels3.strefa.pl/sim/srpl/croft/GRAB_303.JPG

    I have all of ANM files and all dds files from ISI's track in my folders.

    It looks easy, it should works, but it doesn't...

    ps. tested in dev mode and in single player.
     

Share This Page