Point-to-point timing help

Discussion in 'Track Modding' started by myself9, Jun 4, 2014.

  1. myself9

    myself9 Registered

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    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
    }
     
  2. freew67

    freew67 Registered

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    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
     
  3. freew67

    freew67 Registered

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    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
    }
     
  4. myself9

    myself9 Registered

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    Thanks for the info, freew67

    I'll try out your method as soon as I get a chance!
     
  5. freew67

    freew67 Registered

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    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
    }
     
  6. INTEL48

    INTEL48 Registered

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    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
    }
     
  7. freew67

    freew67 Registered

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    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
     
  8. freew67

    freew67 Registered

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    I just did a quick conversion and my laps are working just as rf1.
     
  9. A13

    A13 Registered

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    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 :(
     
  10. freew67

    freew67 Registered

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    No, just dev mode.
     
  11. freew67

    freew67 Registered

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    Packed it up and works in single player. Im actually using the aiw from rF1 as well.
     
  12. A13

    A13 Registered

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    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 ;)
     
  13. INTEL48

    INTEL48 Registered

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    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
     
  14. freew67

    freew67 Registered

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    Thanks Intel but that has nothing to do with the aiw question asked.
     
  15. INTEL48

    INTEL48 Registered

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    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
    }
     
    Last edited by a moderator: Jun 6, 2014
  16. freew67

    freew67 Registered

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  17. INTEL48

    INTEL48 Registered

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    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
     
    Last edited by a moderator: Jun 6, 2014
  18. freew67

    freew67 Registered

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    I have flag rules set to Full.
     
  19. INTEL48

    INTEL48 Registered

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    is this still dev mode or single/online
     
  20. myself9

    myself9 Registered

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    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
    }
     

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