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Nürburgring Gesamstrecke V0.92-L67 for F1 Challenge '99-'02 is ready to download

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Cristian Luis
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Post by JimmyF Fri 30 Oct - 2:57

Valpaso75 wrote:Found here working version without exit pit and tree fly bugs

Roger that, Valerio, I'll give it a close inspection cyclops

Ty.

JF
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Post by Cristian Luis Fri 30 Oct - 13:40

JimmyF wrote:

Is there any chance that by Pit Positions, you meant Garages?

Cause actually the Pit Positions are fine as it is, only I wish the Pitlane was a length
wider than it is now.

And if you move the Pit Building to the right, so that we move the Pitboxes to the
right as well, wouldn't that leave a gap, there?

                                         -----------

But the Garages should never have been down there, in that box.

Nice idea, but this isn't reality, this is F1C and the AIs need a loot of room and straight
lines when it comes to Pitlanes, cause curves confuse them sometimes.

The Path is now straight as an arrow, but it still depends to where each AI starts this
path. You understand that they read a lot of WPs ahead and they are doing their
calculations, which are different for each of them, depending on which WP they are
on, at any given time.

Look, I still believe that there is something wrong in the connection of the ramp with
the actual Pitlane that confuses the AIs and that's why they don't go out to the track.

Otherwise, this Pitlane works OK in the Race (minus of course that they push each other
on their way to their Pitboxes  Neutral )

Yes. Pit garage positions. That must be edited.

Also... I know IA needs a lot of room. I fixed Brno49 in that way, moving pit building to the right for having more space. So, I'm experienced with this kind of problems. Wink


Last edited by Cristian Luis on Sun 1 Nov - 15:52; edited 1 time in total
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https://f1challenge9902repository.blogspot.com.es/

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Post by JimmyF Sat 31 Oct - 20:04

Cristian Luis wrote:I fixed Brno49 in that way, moving pit building to the right for having more space.


Brilliant, Christian!

Can you post a link for the Brno49 fix, please?

So, the plan is to move the building to the right, so that the Garages go
to the right of the Pitboxes.

There isn't gonna be any gap on the ground?

If you pull this off, please make it so that the Pitlane is wider, if you can,
and that the Garages do not obstruct the Pitboxes (as I have seen in some
GPL-ish tracks).

The edges of the Pitlane must change, if you do all these.

Pitboxes must be INSIDE of the Pitlane's edges.
Garages must be OUTSIDE of the Pitlane's edges.

Good luck with the modification!

JF
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Post by JimmyF Sun 1 Nov - 7:58

Cristian Luis wrote:Valerio, nice try. I have the invisible walls problem again, but overall, this is good stuff.

Well, "invisible walls" is nothing else but wrong materials on the road surfaces.

the road surfaces on this track have a lot of "patches", and all those "patches"
have wrong materials assigned to them.

I've spend a couple of hours right clicking on every track piece, and I believe
I got them all.

Grab this file (335 KB)
http://www.mediafire.com/download/tdbdckefrrg3zbm/Valpaso%27s_Gesamstrecker_corrected_MTS.zip

You can 1) Either put the .mts files into your 0000F1VB\GERNUR\2000_GERNUR_96770
folder, or 2) make a new "GESAMVB.MAS" with the corrected .mts files, or 3) Add
these materials to your "Terrain.ini" although the other 2 solutions are way better:

rdtargh,rdtargh2,rdtargh3,rdtarugh1,rdtaroughred,rdtaruf2,rdcproad,rdaxscore

--------------------------------------------------------------------------|

Christian, Valerio's track is very good, no floating trees, the AIs who make it up the
ramp are GOING OUT of the Pits and are doing laps in Practice/Qualify, and the player's
car goes smoothly from the ramp on to the actual Pitlane.

I edited my .SCN file and changed the brightness, and now the track is almost
as good as a 28 km track can be.

AmbientColor=(103, 104, 99) // instead of (97, 97, 97)

and

Type=Directional  Color=(255, 255, 255)  Dir=(0.5, -0.9, 0.5) // instead of Color=(220, 220, 220)

But I think that the "AmbientColor" did the job.


I think that you should work on that one, although directly behind the Pit building
is the road that goes to Nordschleife Neutral

I failed to fix the Pit & Grid lights Sad  but maybe someone else can.
Lee67 to the rescue? Wink

Otherwise I'm satisfied.

Some of the AIs are going out in Practice/Qualify (but what do you want, it takes
like 24 minutes to do 3 laps and return to your garage).

In the race, there's some DNFs, but I've seen simple tracks to have more DNFs
that this track.

Lastly, only with NORMAL fuel consumption must this track be run. (Master Yoda) Smile

JF
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Post by Lee67 Sun 1 Nov - 12:21

Thank you very much for the "Nürburgring Gesamtstrecke" conversion to F1C, Cristian & Valerio!  Wink

For the better colours use in SCN-file these parameters:


//-------------------------------------------------------

View=mainview
{
Clear=False
Color=(85, 123, 216)
Size=(1.0, 1.0) Center=(0.5, 0.5)
FOV=(77.75, 62.50)
ClipPlanes=(1.00, 2000.00)
View=rearview
{
Clear=True
Color=(85, 123, 216)
Size=(256.0, 128.0) Center=(128.0, 64.0)
FOV=(62.5, 62.5)
ClipPlanes=(1.00, 150.00)
}
}

//-------------------------------------------------------

GroupMethod=Dynamic
AmbientColor=(103, 104, 99)

FogMode=LINEAR FogIn=(100.00) FogOut=(2600.00) FogDensity=(0.00) FogColor=(190, 200, 210)

//-------------------------------------------------------

Light=FDirect01
{
Type=Directional Dir=(-0.123, -0.756, 0.643) Color=(253, 252, 232)
}
//-------------------------------------------------------


For the working start/pit-lights paste to the SCN-file that:

//----------  Start- and Pitlights  -------------------------------------------------------------------------------------------------------
Instance=stlite
{
MeshFile=startlight.mts CollTarget=False HATTarget=False
}
Instance=ptglow02
{
VisGroups=(32)
MeshFile=pitglowin.mts CollTarget=False HATTarget=False
}
Instance=ptglow01
{
VisGroups=(32)
MeshFile=pitglowout.mts CollTarget=False HATTarget=False
}
Instance=ptlit02
{
MeshFile=pitlightin.mts CollTarget=False HATTarget=False
}
Instance=ptlit01
{
MeshFile=pitlightout.mts CollTarget=False HATTarget=False
}
Instance=stant
{
MeshFile=stant.mts CollTarget=True HATTarget=False
}

And remember, that the lights (when they are on) look fine only with TGA-files, not with BMP-files!

JimmyF, many thanx for the fixed AIW-file!


I've replaced some BMP-files in the GESAMVBMap.mas with the TGA-files for the better transparency. If someone of you could have got it, so can donwload the improved GESAMVBMap.mas (with the GESAMVB.mas) from here:
http://www.mediafire.com/download/4etnrf37kw83ypx/Gesamtstrecke.zip
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Post by Cristian Luis Sun 1 Nov - 15:56

JimmyF wrote:
Christian, Valerio's track is very good, no floating trees, the AIs who make it up the
ramp are GOING OUT of the Pits and are doing laps in Practice/Qualify, and the player's
car goes smoothly from the ramp on to the actual Pitlane.

I know Wink

Is always an honour to count with his help. I was frustrated at that moment because of my dificulties with my projects (final exams), and because it was very tedious to fix the "invisble walls" problem the first time.

(Also, note how I used parenthesis, pretending with it to give to my general response an ancillary insinuation about the found issue)

Now I finished my exams, time for fix Gesamstrecke Wink

Regards,
Cristian

P.D. I'll answer about your Brno49 petition later. Give me time.
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Post by JimmyF Sun 1 Nov - 19:42

Lee67 wrote:For the better colours use in SCN-file these parameters:

Mr. Lee, you are a WIZARD! Smile

-----------------------------------------------------------------------------|

Christian, I will wait to see if the Pit building can be moved, because it is
more important for the Pitlane to be a little wider, it may save us of all
that pushing, and DNFs.

But because - like I said - the road to the North loop is directly behind the
Pit building, I don't think that moving the building is possible.

                                  ***********

As for the Garages, if it is important that all of them can go out in Practice
and qualify, then the Garages can be moved to the Pit buildings, which as
you will see need some editing with the "3D SimED" Editor.

Means that the advertisment that is blocking the Garage spots must be
removed via that Editor, and then the Garage positions will be moved via
the "AIW+CAMfile" Editor.

To save time, one must move ONLY the 0,0 positions to relative coordinates,
then save the .AIW,
then open it with Wordpad,
then copy the 0,0 coordinates twice and rename them to 1,1 and 2,2,
then open again again the .AIW with the "AIW+CAMfile" Editor",
move BOTH the 1,1 and 2,2 to the same relative coordinates...

[The easy part will be to get the correct HEIGHT, which is the middle number,
and for that you must copy the HEIGHT of the NEAREST Pitlane WP].

[Also, the Garage positions must be oriented sideways, looking towards the
exit of the Pits, otherwise the AIs will lose their front wings on the seperating
ARMCO].

Now it's time to go into the game and make a note (with pen & paper on the side)
as to how close to where you want it, each Garage Position is.

It's a guess job, and it can take enough time.

I don't know if it is worth it, to move the Garage Positions...

As it is now, half of the AIs can go out and do laps, but it takes 22 minutes for
them to return to the Pits.


I am thinking of another method: I will see which AIs make out to the Pits, and
I will move all 0,0 and 2,2 Garage Positions near them.


Okay, enough babbling :s

Good luck, Chris.

JF
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Post by JimmyF Sun 1 Nov - 22:57

Lee67 wrote:For the better colours use in SCN-file these parameters:

View=mainview
{
Clear=False
Color=(85, 123, 216)
Size=(1.0, 1.0) Center=(0.5, 0.5)
FOV=(77.75, 62.50)
ClipPlanes=(1.00, 2000.00)
View=rearview
{
Clear=True
Color=(85, 123, 216)
Size=(256.0, 128.0) Center=(128.0, 64.0)
FOV=(62.5, 62.5)
ClipPlanes=(1.00, 150.00)
}
}

Lee, I think your "Main View" parameters are wrong, cause after I load up the
track (using your new .mas files, which are innocent, of course), I even get
the menu instead of the sky.

And once I start moving, it seems like I'm having LCD hallucinations drunken

Unfortunately, instead of hitting F12 for screenshots, I was hitting "PrintScreen" geek

I tried the track with the brightness I described earlier.

I'm happy to report that you have fixed the transparency of the Fence01.bmp (which
for the love of me I couldn't convert to .tga, grrr), and you also fixed another texture
for that short grass, whatever is it...

I don't remember seeing that before... it's only present at the Nordschleife part of the
track, and I think it makes the track look good.

I also think that you have edited one or two specific tree textures... anyway, this time,
despite my brightness not being enough, the track looked better Cool

So, guys, these new .mas files by Lee67 include the .mts files that I have edited,
and corrected textures with transparency that he edited.


I'm gonna give it one more try using just your "GroupMethod" and "Light"

I'll be back!

JF
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Post by Cristian Luis Mon 2 Nov - 0:11

Lee67 wrote:Thank you very much for the "Nürburgring Gesamtstrecke" conversion to F1C, Cristian & Valerio!  Wink

For the better colours use in SCN-file these parameters:


//-------------------------------------------------------

View=mainview
{
Clear=False
Color=(85, 123, 216)
Size=(1.0, 1.0) Center=(0.5, 0.5)
FOV=(77.75, 62.50)
ClipPlanes=(1.00, 2000.00)
View=rearview
{
Clear=True
Color=(85, 123, 216)
Size=(256.0, 128.0) Center=(128.0, 64.0)
FOV=(62.5, 62.5)
ClipPlanes=(1.00, 150.00)
}
}

//-------------------------------------------------------

GroupMethod=Dynamic
AmbientColor=(103, 104, 99)

FogMode=LINEAR FogIn=(100.00) FogOut=(2600.00) FogDensity=(0.00) FogColor=(190, 200, 210)

//-------------------------------------------------------

Light=FDirect01
{
Type=Directional Dir=(-0.123, -0.756, 0.643) Color=(253, 252, 232)
}
//-------------------------------------------------------


For the working start/pit-lights paste to the SCN-file that:

//----------  Start- and Pitlights  -------------------------------------------------------------------------------------------------------
Instance=stlite
{
MeshFile=startlight.mts CollTarget=False HATTarget=False
}
Instance=ptglow02
{
VisGroups=(32)
MeshFile=pitglowin.mts CollTarget=False HATTarget=False
}
Instance=ptglow01
{
VisGroups=(32)
MeshFile=pitglowout.mts CollTarget=False HATTarget=False
}
Instance=ptlit02
{
MeshFile=pitlightin.mts CollTarget=False HATTarget=False
}
Instance=ptlit01
{
MeshFile=pitlightout.mts CollTarget=False HATTarget=False
}
Instance=stant
{
MeshFile=stant.mts CollTarget=True HATTarget=False
}

And remember, that the lights (when they are on) look fine only with TGA-files, not with BMP-files!

JimmyF, many thanx for the fixed AIW-file!


I've replaced some BMP-files in the GESAMVBMap.mas with the TGA-files for the better transparency. If someone of you could have got it, so can donwload the improved GESAMVBMap.mas (with the GESAMVB.mas) from here:
http://www.mediafire.com/download/4etnrf37kw83ypx/Gesamtstrecke.zip

THANK YOU SO MUCH! cheers cheers cheers
Cristian Luis
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Messages : 649
Date d'inscription : 2014-12-26

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Post by Lee67 Wed 4 Nov - 8:28

Cristian Luis wrote:THANK YOU SO MUCH! cheers cheers cheers
You're welcome, Cristian! What a Face
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