PIXSIM track _ WIP

Discussion in 'Track Modding' started by pixsim, Nov 15, 2023.

  1. vava74

    vava74 Registered

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    Get silly with that morning mist!!!
     
  2. pixsim

    pixsim Registered

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    @vava74 , nice advice concerning the air humidity effects and polution , Only , one point , I don't know where set this element , in the xxx.wet or new line in the scn ?

    [​IMG]
     
    Last edited: Jan 31, 2024
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  3. ThomasJohansen

    ThomasJohansen Registered

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    Its in the gdb file. you can test different values in moddev.
    Here's an example from lochdrummond.
    Code:
    LochDrummond_Long
    {
      Filter Properties = rFRS TMOD GTWEC Kart RCC Historics RMT TCM
      Attrition = 30
      Max Vehicles=40
      TrackName = Loch Drummond -- Long Layout
      EventName = Loch Drummond -- Long Layout
      VenueName = Loch Drummond
      VenueIcon = LochDrummond\LochDrummondIcon.dds
      Location =  Loch Drummond, Stirling, Scotland
      Length = 3.17 km / 1.92 miles
      TrackType = Road Course
      Track Record = BT20, 91.8
      HeadlightsRequired = true         // whether headlights are required at night
      TerrainDataFile = ..\LochDrummond.tdf  // terrain file override
    
      PitlaneBoundary = 1
      GarageDepth = 3.5
      TestDaystart = 12:00
      Practice1Start = 9:30
      Practice2Start = 13:00
      Practice3Start = 9:30
      QualifyStart = 13:00
      RaceStart = 14:00
      RaceLaps = 68
    
      RearFlapZone               // zones for using rear flaps in race sessions
      {
        MinimumCrossings=3       // how many times you must cross the detection under green before it is allowed
        TimeThreshold=1.0        // seconds behind another vehicle for it to be allowed
        DetectionLapDist=1658    // distance around track where time threshold is detected
        ActivationLapDist=1970   // beginning of zone where it can be used (if under time threshold is detected)
        DeactivationLapDist=2210 // end of zone (yes, the zone can be wrapped around s/f, or not)
      }
    
      NumStartingLights=6
    
      Latitude = 56.83           // degs from Equator (range: -90 to 90, positive is Northern Hemisphere)
      Longitude = -5.08           // degs from GMT (-180 to 180, positive is East)
      Altitude = 22.0           // meters above sea level
      RaceDate = March 4, 2020   // default date for the race
      TimezoneRelativeGMT = 0.0  // hours compared to Greenwich Mean Time (should be negative to the West)
      DSTRange=(87.8, 301.3, 0, 9999) // approximation of last Sunday in March to last Sunday in October
    
      AirPollution=0.1
      NightLightPollution=1.0
      HazeBaseScale=0.8
      HazeCloudyScale=1.0
      HazeStormScale=1.0
      HazeDawnScale=0.5
     
    ///////////////////////////SCORETOWER DATA////////////////////////////////////////////
    
    ScoreboardFont=SCOREFONT.tga // default is scoreboardfont.bmp
    ScoreboardBackground=SCORETOWERBKG.tga // default is scoreboardbkg.bmp
    
    ScoreboardMaxEntries=10 // how many car numbers can be displayed on tower (default is 32)
    ScoreboardStartX=0.0 // x-position in texture to write first car number (default is 0)
    ScoreboardStartY=0.0 // y-position in texture to write first car number (default is 10)
    ScoreboardIncX=0.0 // increment in x-position for each new car number (default is 0)
    ScoreboardIncY=51.2 // increment in y-position for each new car number (default is 16)
    ScoreboardScaleX=4.140 // scale multiplier for x (default is 1.0)
    ScoreboardScaleY=1.040 // scale multiplier for y (default is 1.0)
    
    
    ///////////////////////////LOOSE OBJECT DATA///////////////////////////
    //<mass>, <inertia x>, <inertia y>, <inertia z>, <spring>, <damper>, <friction>
    
    post_ApexMarker=(15.5, 1.0, 1.0, 1.0, 4500.0, 300.0, 0.8)
    post_tiresStack=(350, 240.0, 210.0, 270.0, 1000.0, 400.0, 1.5)
    sign_DistMark=(24, 8.5, 8.5, 8.0, 2400.0, 144.0, 0.4)
    cone=(3.2, 0.3, 0.3, 0.5, 500.0, 60.0, 0.7)
    
    ///////////////////////////////////////////////////////////////////////
    
      SettingsFolder = LochDrummond_Long
      SettingsCopy = LochDrummond_Long.svm
      SettingsAI = LochDrummond_Long.svm
    }
    
     
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  4. pixsim

    pixsim Registered

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  5. pixsim

    pixsim Registered

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    Hello ,
    I need a mind refresh or advices.
    For an another test with a ntrack, I start from scratch for the AIW file.
    My track is at 40 m high , so I have create in empty AIW file the lines for GRID and PIT

    [GRID]
    GridIndex=0
    Pos=(11.176,44.334,326.972)
    Ori=(-0.011,0.581,0.015)

    [ALTGRID]
    GridIndex=0
    Pos=(11.176,44.307,326.972)
    Ori=(-0.011,0.581,0.015)


    [TELEPORT]
    GridIndex=0
    Pos=(11.176,44.334,326.972)
    Ori=(-0.011,0.581,0.015)

    [PITS]
    TeamIndex=0
    PitPos=(16.662,44.444,335.332)
    PitOri=(0.003,0.582,-0.000)
    GarPos=(0,13.919,44.377,331.152)
    GarOri=(0,-0.011,0.581,0.015)
    GarPos=(1,13.919,44.377,331.152)
    GarOri=(1,-0.011,0.581,0.015)
    GarPos=(2,0.000,0.000,0.000)
    GarOri=(2,0.000,0.000,0.000)

    so in the moddev is sound good, I'm more or less where I expect to be on the track .

    With the gmotor viewer 2.5, it"s still in 0,0,0 position when I launch it . Do you know what is the initial start position (line in the AIW file) to be correct in the Gmotor viewer ?
     
  6. ThomasJohansen

    ThomasJohansen Registered

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    I'm only a beginner in understanding AIW, but I thought you could record most of it in moddev. Thats what I did to fix the grid position and garage positions.
     
  7. redapg

    redapg Registered

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    @pixsim I've never used the Viewer, but i also never heard about a special "Setting" for the Cars Spawn-Position.
    BTW I very often see Tracks, that are completely above, below or besides of 0,0,0.
    Why not position Tracks in that Way, that a drivable Surface, like the Start/Finish Road Position is at 0,0,0?

    @ThomasJohansen The above Question from @pixsim was not related to the AIW Creation. :)
     
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  8. Corti

    Corti Registered

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    I hope the translator works. I think the starting point is indicated by the position of the garage. When I don't have aiw the first thing I do is to enter in moddev save waypoints to generate a simple aiw then I edit the lines in the PITS section and put the height indicated in 3dsimed +10 (more or less) with this I have the car in the initial location (0,0,0).
     
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  9. Mauro

    Mauro Registered

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    Hi @pixsim
    I report you a bug found by ods friends in their online event at charade

    and this is an useful aiw update by @ManfredK2_new :
    -added block line and smoothed the transition to the pits
    -rolling/fast rolling starts should work also

    download: https://mega.nz/file/ygckxaiS#qXe0mmpM5rPV5LJdWHCTssHhuYJDkZK1VqJT-Rm-Fus

    maybe it could be useful for a future update of the track
     
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