rF2 rally track

Discussion in 'Track Modding' started by Bink, Jul 10, 2014.

  1. Bink

    Bink Registered

    Joined:
    Nov 20, 2011
    Messages:
    523
    Likes Received:
    2
    Looking for recomendations on a good (working), rally track for rF2.

    Curious how (or if?) the structure of the aiw file differs from the usual closed-loop circuit.... so, I need one to study.

    Any ideas?
     
  2. freew67

    freew67 Registered

    Joined:
    Oct 5, 2010
    Messages:
    303
    Likes Received:
    5
  3. Bink

    Bink Registered

    Joined:
    Nov 20, 2011
    Messages:
    523
    Likes Received:
    2
    Thanks, free,

    Just downloaded it. Suppose I need to learn how to get things out of an rfcmp now (no idea about the new packaging stuff yet).

    Do you happen to know what is meant by: "AIW is set up to run with up to 8 people online. Not set up to run AI."

    If it's "not set up to run ai", it might not be what I need to look at as an example... for making aiw files (?).
     
  4. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    Sorry, Bink. rF2 do not support AI point-to-point racing yet. "AIW" of this track is not setup for AI, just for some garage/pit/starting grid spots for online racing. No need to spend energy studying it... ;)

    Cheers!
     
  5. myself9

    myself9 Registered

    Joined:
    Jan 7, 2013
    Messages:
    348
    Likes Received:
    43
  6. myself9

    myself9 Registered

    Joined:
    Jan 7, 2013
    Messages:
    348
    Likes Received:
    43
    At this point the AIW does not have any driving lines for the AI aside from the slow, center of the road line.

    Since it's a point to point time trial course, it wasn't high on the list of priorities ;)
     
  7. Bink

    Bink Registered

    Joined:
    Nov 20, 2011
    Messages:
    523
    Likes Received:
    2
    Thanks for the tip, Jka.... I didn't know point to 'point ai-driven' is not possible yet.

    @freew67 & myself9... thanks anyway... I'll still give it a look...

    If 'non-ai-drive' files are useful for other things (like online racing), I suppose we'd still want "closed circuit / open ended circuit" radioButtons at the top of the aiw script.

    I don't think some it will be much work to implement.... little test at the end of every function that make splines like:

    if ro_setUp.rbtnLoop.state == 1 then close wpSpline 1

    The code that presently allows for selections and testing across xFinish won't be as much fun though.... so, better get started.

    thanks again
     
  8. freew67

    freew67 Registered

    Joined:
    Oct 5, 2010
    Messages:
    303
    Likes Received:
    5
    When I did the dragstrip my scn file looked like this.

    Instance=xfinish
    {
    Render=False VisGroups=(32)
    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 VisGroups=(32)
    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 VisGroups=(32)
    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 VisGroups=(32)
    MeshFile=xpitin.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }
    Instance=xpitout
    {
    Render=False Change=False VisGroups=(32)
    MeshFile=xpitout.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,PITSTOP
    }

    https://www.dropbox.com/s/xva7jwhtstktcl6/P2Psectors.jpg
     
  9. freew67

    freew67 Registered

    Joined:
    Oct 5, 2010
    Messages:
    303
    Likes Received:
    5
    Granted it will show 2 laps but final time will be total time. You could setup a practice track with removing a few sectors and then 1 lap thru would be a complete lap. You will still need to do a complete loop (myself9 can chime in) with the aiw file but can be as simple as creating a road straight back to the start or driving on the apron on the way back. Either or, AI will still be the issue till point-to-point-gets-implemented-.
     
  10. Bink

    Bink Registered

    Joined:
    Nov 20, 2011
    Messages:
    523
    Likes Received:
    2
    wow (re: ..P2Psectors.jpg & scn file). Bet that wasn't very easy to get running. Nice work.

    Fortunately, looks like most of the 'closed or open loop' work is in the .scn (and eventually, in the game engine) ... so this is good (since I'm only coding the aiw).

    The only thing related to your scn file that the script presently does is putting little red 3dsmax 'point helpers' where the user tells me xFinish, xPitIn, and xPitOut are (in case they have not made them yet)...

    ... and later, when calculating the track sectors, and each waypoint's distance into lap (for the aiw's wp_score params), I put red point helpers where xSector1 and xSector2 need to be placed.

    thanks for the education...
     
  11. myself9

    myself9 Registered

    Joined:
    Jan 7, 2013
    Messages:
    348
    Likes Received:
    43
    Do a complete loop? Uh oh :)
     

Share This Page