Getting started with a new track, few questions.

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

  1. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    Is the AIW complete? Any other issues with it? When there's something off with it the marshals might react in the wrong place.
     
  2. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    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!
     
  3. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    I have done:

    - garages location
    - pits loc
    - pace car loc
    - start loc
    - main path
    - pits path
    - fastest path
    - corridors
     
    Last edited by a moderator: Jul 4, 2012
  4. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    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...
     
  5. fanlebowski

    fanlebowski Registered

    Joined:
    Oct 19, 2010
    Messages:
    132
    Likes Received:
    1
    hi guys

    thanks for your advices on this thread, very "helpfull" :p

    now i have some marshalls on my track who don't seem come from another planet :cool:

    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
     
  6. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    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!
     
  7. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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.
     
  8. fanlebowski

    fanlebowski Registered

    Joined:
    Oct 19, 2010
    Messages:
    132
    Likes Received:
    1
    thanks, after a resaving it's ok :D

    i'll try to finish the beta version, Navarra can be nice with the clio when it'll be released :eek:
     
  9. uncelafo

    uncelafo Registered

    Joined:
    May 25, 2012
    Messages:
    8
    Likes Received:
    0
    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 ?
     
  10. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    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!
     
  11. uncelafo

    uncelafo Registered

    Joined:
    May 25, 2012
    Messages:
    8
    Likes Received:
    0
    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.
     
  12. chogger

    chogger Registered

    Joined:
    May 27, 2012
    Messages:
    69
    Likes Received:
    9
    Maybe it's the material name on the place where the car is placed?
     
  13. uncelafo

    uncelafo Registered

    Joined:
    May 25, 2012
    Messages:
    8
    Likes Received:
    0
    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
     
  14. feels3

    feels3 Member Staff Member

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

    fanlebowski Registered

    Joined:
    Oct 19, 2010
    Messages:
    132
    Likes Received:
    1
    what about your lodouts ? did you already set them ?
     
  16. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    I don't think that lodouts could be a problem if I have rearview clipplanes = 75 :)
     
  17. fanlebowski

    fanlebowski Registered

    Joined:
    Oct 19, 2010
    Messages:
    132
    Likes Received:
    1
    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 :)
     
  18. feels3

    feels3 Member Staff Member

    Joined:
    Sep 4, 2011
    Messages:
    1,201
    Likes Received:
    142
    Like I said I have clipplanes for rear mirrors set on 75m.
     
  19. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    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?
     
  20. feels3

    feels3 Member Staff Member

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

Share This Page