Laps Timing PBS

Discussion in 'Track Modding' started by Arnao, Jun 5, 2014.

  1. Arnao

    Arnao Registered

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    Hi all,

    Got an issue with my track and Xobject...
    I need to do 2 laps to have timing starting and then 2 laps to have a lap time....

    Here is my scn entry....
    Code:
    Instance=xpitin
    {
      Render=False 
      MeshFile=xpitin.gmt CollTarget=True HATTarget=False 
      Response=VEHICLE,PITSTOP
    }
    Instance=xsector2
    {
      Render=False 
      MeshFile=xsector2.gmt CollTarget=True HATTarget=False 
      Response=VEHICLE,TIMING
    }
    Instance=xsector1
    {
      Render=False 
      MeshFile=xsector1.gmt CollTarget=True HATTarget=False 
      Response=VEHICLE,TIMING
    }
    Instance=xpitout
    {
      Render=False 
      MeshFile=xpitout.gmt CollTarget=True HATTarget=False 
      Response=VEHICLE,PITSTOP
    }
    Instance=xfinish
    {
      Render=False 
      MeshFile=xfinish.gmt CollTarget=True HATTarget=False 
      Response=VEHICLE,TIMING
    }
    Each poly is facing correctly ...

    View attachment 13089


    Any idea to sort this out...

    Thanks a Lot
     
  2. Arnao

    Arnao Registered

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    Up...

    Still stuck with this... It still need two laps to have lap timing....
     
  3. redapg

    redapg Registered

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    When you've passed the XFinish.gmt are all 3 sectors shown in the Hud until you pass the XFinish.gmt again?
     
  4. Bink

    Bink Registered

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    edit2:
    CollTarget=True is set for collide in your .scn file (this is good).

    Now you need to check the "Collide" checkBoxes on your xfinish, xsectors, xpitin, and xpitout in the exporter's "Instance" rollout.... and then re-export them.

    (so... every xplane has "Collide" and "No Render" checked)
     
    Last edited by a moderator: Jul 25, 2014
  5. Arnao

    Arnao Registered

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    First lap
    Xfinish pass -->times is starting-->Sector 1
    XSector1-->no reaction
    XSector2-->sector change-->Sector2

    Second Lap
    Xfinish pass--> no reaction
    XSector1-->sector change-->Sector3
    XSector2-->no reaction
    Xfinish pass--> timing


    Gmotor export option collide was not checked but still got issues

    Ok Thanks a lot guys if any other idea they are welcome
     
    Last edited by a moderator: Jul 25, 2014
  6. Bink

    Bink Registered

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  7. redapg

    redapg Registered

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    Hmmm, strange.
    Suggestion: try to take a texture with a word for the X-objects material, so you can better control if the X-objects really face in the right way.

    If you can read the word when you follow the trackpath it's OK, if it's mirrored you have to turn the object 180°.

    Should worth a try i guess.

    EDIT: another suggestion: make the obejects visible (just for a test) in game to see if they are really on that position where they are supposed to be. And you then also can see, if they face in the right direction (with the "word"-texture)
     
    Last edited by a moderator: Jul 26, 2014
  8. Bink

    Bink Registered

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    I'll try to not post a few other things that you definately should not consider trying.
     
  9. Arnao

    Arnao Registered

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    Sorry Bing ... There is a misunderstood with my last post...
    I wanted to say that I checked Collide in Gmotor export.... Re export all Xobject But I still have issues


    Sorry ....:eek:


    redapg....

    I will try this. I only check with viewport Xview options check for face orientation... And was looking Ok
     
    Last edited by a moderator: Jul 27, 2014
  10. Arnao

    Arnao Registered

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    just recheck it quickly and guess what ??? ... I exported xobject in the wrong folder (GMTs) but my older xObject was in folder with SCN file...
    So It is OK now.

    So THANKS A LOT BING and REDAPG
     
  11. redapg

    redapg Registered

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