I'm making an effort to learn how to build courses, and need some serious help with the timing functionality. I'm mainly interested in building rally/hill climb courses which require point-to-point timing. To start my learning process, I'm using 3dsimed to convert rF1 Pikes Peak. The import/export went very well, and I'm trying to figure out how to trigger the timer in practice mode. As is, there is a countdown timer in race mode. That works fine. The course contains an xfinish, xsector1 and xsector 2. The timing portion of the .scn is posted below What object/objects need to be deployed at the starting gate in order to trigger the timer? I greatly appreciate any help in solving this little problem! Instance=Xfinish { Render=False Change=False MeshFile=XFinish.gmt CollTarget=True HATTarget=False MeshFile=XFinish01.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=Xsector1 { Render=False Change=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False MeshFile=XSector101.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=Xsector2 { Render=False Change=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=XSector202.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=xpitin { Render=False Change=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False ShadowReceiver=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False Change=False MeshFile=xpitout.gmt CollTarget=True HATTarget=False ShadowReceiver=False Response=VEHICLE,PITSTOP }
Now I haven't tried this in rF2 yet but in rF1 you had to normally do a lap before the timing starts. So on my dragstrips I placed an xfinish, xsector1, and xsector2 before the starting line. This way, when you cross the start it thinks you already did a full lap and the timer should work. https://www.youtube.com/watch?v=7xzn-OwME70#t=442
Based off the vid above, this is how my rF1 scn file looks... Instance=xfinish { Render=False MeshFile=xfinish.gmt CollTarget=True HATTarget=False MeshFile=xfinish001.gmt CollTarget=True HATTarget=False MeshFile=xfinish002.gmt CollTarget=True HATTarget=False MeshFile=xfinish003.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector1 { Render=False Change=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False MeshFile=xsector3.gmt CollTarget=True HATTarget=False MeshFile=xsector5.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector2 { Render=False Change=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=xsector4.gmt CollTarget=True HATTarget=False MeshFile=xsector6.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xpitin { Render=False Change=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False MeshFile=xpitin01.gmt CollTarget=True HATTarget=False MeshFile=xpitin02.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False Change=False MeshFile=xpitout.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP }
This is how the Practice version of the track was setup. Meant to post this as well, sorry. Instance=xfinish { Render=False MeshFile=xfinish.gmt CollTarget=True HATTarget=False MeshFile=xfinish001.gmt CollTarget=True HATTarget=False MeshFile=xfinish003.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector1 { Render=False Change=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False MeshFile=xsector3.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector2 { Render=False Change=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=xsector4.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xpitin { Render=False Change=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False Change=False MeshFile=xpitout.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP }
Problem I have, I tried using rf 1 scn format, but doesnt seem to work in rf2, need help please, I always get told to do a pit stop, because I went through pit exit while still RED. this happens every time. biggest problem was realroad, for dirt surfaces, experimented over the last 6 months, and have got it to work, but timing/sectors is the issue now here is a sample of my scn, maybe someone can help, this is a rally section of my new track Instance=Xfinish { Render=False Change=False MeshFile=XFinish.gmt CollTarget=True HATTarget=False MeshFile=XFinish01.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=Xsector1 { Render=False Change=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False MeshFile=XSector101.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=Xsector2 { Render=False Change=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=XSector202.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING Response=VEHICLE,SECTOR } Instance=xpitin { Render=False Change=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False ShadowReceiver=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False Change=False MeshFile=xpitout.gmt CollTarget=True HATTarget=False ShadowReceiver=False Response=VEHICLE,PITSTOP }
I cant find my pics but realroad on dirt works fine. I will find my dragstrip and export it out to see what I can come up with. I haven't tried this yet with rF2, so I guess one way to find out. lol
Do you also packed it up as component and tried it in single player mode? For my track I tried several timing methods which worked in rF1. In rF2 mod dev mode the timing works fine, but packed up as component and trying it in single player mode and the timing won't work anymore
Thanks for trying out I wonder if it's the rF1 AIW? Subida Munco is the only track I know there the timing works in rF2. It uses a rF1 AIW too. Unfortunately I can't double check with my track, as I have no rF1 AIW for that. Maybe the rF2 AIW can be manipulated..., also worth a try on my side, making a new AIW, maybe something has changed within the builds since November
Lets start from scratch here these are the facts 1. No matter how much you edit your track TDF file, it will always use a default TDF file, located in core\locations\locations.mas file....unable to edit, game will ask you to reinstall rf2. 2. Editing and adding a eg: commonmaps2.mas file in your rfcmp, will have no effect, game will ALWAYS use default commonmaps.mas file. 3. unable to edit cmaps.mas, as in game uses a locked cmaps.mas file...........waste of time going there.... So.....basically we have to wait for ISI, to allow modders, to install modded files to the core directory, at the moment we cant do nothing about it. So dont go waisting time on TDF files, they wont work, also, pitcrew in DEVMOD, cannot be implemented in main game, shame, maybe ISI will implement this in the next build. cheers
Well It has, because, while experimenting over the last 6 months with this problem, and realroad for dirt, I have discovered, a lot of features are not available or activated for modders yet. Game wont support extra mesh files in scn, for open ended tracks, it appears to work in devmode, sometimes, you can reload track several times and it will work maybe 1 in 5 times.....reason, unknown......has me baffled......., thats when I discovered all the other things that dont work, or we are not able to edit yet... eg: TDF file, cmaps.mas, commonmaps.mas, locations.mas , and probably more as well. Instance=Xsector2 { Render=False Change=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False MeshFile=XSector202.gmt CollTarget=True HATTarget=False .....this line not supported, will trigger, still need to complete a lap! Response=VEHICLE,TIMING Response=VEHICLE,SECTOR }
In the video you can see the sectors changing in the HUD. This track is setup with each 1/8 mile being 1 lap. https://www.youtube.com/watch?v=Kd6O5K_3yqI
yes I can get the sectors to change in the HUD as well......... but cant get timer countdown to work at start line, havnt worked out how to trigger it from the xfinish01.gmt mesh file......... in practice, or qually, runs fine in race ..but must have no rules, or flags, also....noticed in AIW file it sets the waypoints for sectors 1 and 2 , and total track lenth waypoint, unable to edit those, have replaces , added sectors 1001 and 2002, AIW doesnt recognise those lines at all [Waypoint] trackstate=4543 drivinglines=1 autogengrid=(-1,9) autogenaltgrid=(1,0) teleportwp=(438) pitlanepaths=(11,11) times=(67.7990,340282346638528860000000000000000000000.0000) multilinetimes=(139.2194,340282346638528860000000000000000000000.0000) number_waypoints=4767 lap_length=23697.3.........................?????????????? sector_1_length=7871...........................??????? sector_2_length=15735........................?????????????? LeftHandedPits=0 FuelUse=370000
I am still in soooooo over my head right now. I'm having issues with the naming of the gmt instances. For instance, the xfinish gmt. Do the finish line xfinish and the starting line xfinish need to be the same object, with a different instance name? I'm working with 3dsimEd, and it refuses to allow this to happen. The way I have it set up now, is a have the original xfinish, simply names xfinish, and a 2nd gmt named xfinish1001. All the other xsectors are in place as they should be, but no timing is being triggered. The code is pasted below, if anyone cares to take a look at it and tell me what I'm doing wrong. I've tried pasting code out of scn files from a ton of different courses, tried slightly modifying the code put up by Intel, and none of them are doing the trick scn code: Instance=xfinish { Render=False MeshFile=xfinish.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector2 { Render=False MeshFile=xsector2.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xpitin { Render=False MeshFile=xpitin.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } Instance=xpitout { Render=False MeshFile=xpitout.gmt CollTarget=True HATTarget=False Response=VEHICLE,PITSTOP } Instance=xsector1 { Render=False MeshFile=xsector1.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector2002 { Render=False VisGroups=(32) MeshFile=xsector2002.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xsector1001 { Render=False VisGroups=(32) MeshFile=xsector1001.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING } Instance=xfinish1001 { Render=False VisGroups=(32) MeshFile=xfinish1001.gmt CollTarget=True HATTarget=False Response=VEHICLE,TIMING }