Author Topic: Oh no, invisible wall outside derby stadium!  (Read 2253 times)

Purple44

  • *
  • Posts: 7301
Had some free time this last weekend so I checkout the oval track around the derby stadium and did some free roaming:

Oh no, invisible wall outside derby stadium!


Was shock to find invisible walls at both turns on the track!!  :(

If Bugbear does not plan to use this track, I would like to make a custom track out of it some day when we are able to mod Wreckfest. Bugbear could you please remove these invisible walls. Is there a reason to have these invisible walls?

**************************************

Now some you might be wondering how I got a car outside the derby pit. Nope, I did not jump the fence, but I did cheat. The files for Wreckfest are unpack and I was able to find the track folders and saw there are ai_start.scne files ( startpoint file ):



I located the folder for the derby figure 8 track and swap in the ai_start.scne file from the new oval track to see what happens:



As you can see, some cars got place outside the figure 8 track. I had to keep going to the garage and restarting the figure 8 track until my car ended up outside the figure 8 track. Then took car for a spin and ran into the invisible walls!!

Now I had to figure out a way to get a car to start outside the oval track so I could free roam the derby stadium track map. In Flatout 1 and 2, I just open the startpoints.bed file with wordpad and tweak the numbers:

Count = 8

Startpoints = {
   [1] = {
      Position = { -26.860134, 5.698002, -54.714005 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [2] = {
      Position = { -24.329878, 5.659920, -49.955284 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [3] = {
      Position = { -27.313728, 5.634266, -48.368744 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [4] = {
      Position = { -29.843985, 5.680034, -53.127464 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [5] = {
      Position = { -21.346027, 5.693877, -51.541828 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [6] = {
      Position = { -23.876284, 5.721026, -56.300549 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [7] = {
      Position = { -20.892433, 5.750060, -57.887089 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
   [8] = {
      Position = { -18.362177, 5.736631, -53.128368 },
      Orientation = {
         ["x"]={0.882948,0.000000,-0.469472},
         ["y"]={0.000000,1.000000,0.000000},
         ["z"]={0.469472,0.000000,0.882948},
      },

   },
}



But the ai_start.scne files is not a text file that easily edited. Now that I got HxD Hex Editor that I use to tweak the paint file so I could have a purple base skin, I open ai_start.scne with HxD and got this:



With some trial and error, I found 2 pairs of hex numbers that move 2 the cars, then I used http://hextodecimal.com/ to find a hex number big enough to move the 2 cars outside the oval track ( FF ). This got me 2 chances out of 24 or 1/12 chance when I start a new race, my car would respond outside the oval track. it took me about 15 tries before my car started the race outside the oval track.



I attach the file I used, below. Download ai_start-2 good startpoints.scne, go here *:\Steam\steamapps\common\Bugbear Entertainment\data\art\levels\gameplayset\derby11_rev , rename the original ai_start.scne file for the figure 8 track, now make a copy of ai_start-2 good startpoints.scne, then paste copy into *:\Steam\steamapps\common\Bugbear Entertainment\data\art\levels\gameplayset\derby11_rev folder and rename file to ai_start.scne.

Now start the derby figure 8 track and see where your car responds. If not outside the oval track, have to go back to garage and restart the derby figure track until you end up outside the oval track.

I do hope we will have better tool to edit startpoint file when modding get into full swing some day down the road.
« Last Edit: October 30, 2014, 12:31:58 PM by Purple44 »
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

kruleworld

  • Posts: 290
cool. let the modding begin!
He's dusted, busted and disgusted, but he's ok.
Windows 8.1, Asus Z87-GD65, intel-i7-4770k, GTX770, 16GB

Purple44

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  • Posts: 7301
Build #7 is out now, so I just swap out startpoints file and was able to go around the oval outside the derby pit without hitting any walls.  :D

Thanks Jukka Merikanto for removing the invisible walls.



Hmmmm, we have 2 oval tracks now thanks to Bugbear, so I'm not sure if we need a third one. Unless we do something different with it. Here a couple ideas when we get modding tools:

1. Where there is those supports for the grandstands, I could put a jump ramp across the track. Either you take the jump or go underneath the supports like in the video.

2. I could put in a jump that let you jump car out of the oval track at one end and then make a track to race out in the free roam area, then have track come back to the oval and let you jump your car back into the oval track, where you would go down to the other end of track and take the turn to complete 1 lap.

3. You guys got some ideas of what we could do with this oval track?

**********************************************

Anybody at Bugbear studio seen Jukka lately? He has not log into Bugbear forum since June 12. Tell Jukka I sent him a PM.   ;)
Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

Axarator

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  • Posts: 372
I just want to know how to change position of car? What value?
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Purple44

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  • Posts: 7301
You read the first post? That what I did.

To get the 2 cars out pass the oval track. I used FF.

Quote
With some trial and error, I found 2 pairs of hex numbers that move 2 the cars, then I used http://hextodecimal.com/ to find a hex number big enough to move the 2 cars outside the oval track ( FF ). This got me 2 chances out of 24 or 1/12 chance when I start a new race, my car would respond outside the oval track. it took me about 15 tries before my car started the race outside the oval track.

Flatout Joint, where the mods were.

i5 2500, 8GB, Nvidia 660 960, SB Recon, Win 10 or Win7 64bit, DFGT Wheel

DD-Indeed

  • Posts: 259
Damn, haha, this is the farthest I've got off from the Stadium without cheating:


But, it did collapse back to Stadium side, soooooo close.