Maybe use your current checkpoint coordinates for AI route? See how bad they handle it, and add new ones as needed? Then it's not 100s, just 10s
Of course, you could start with a Route that has the Sectors set quite sparsely - for example an oval really needs a dozen or so sectors to make it work. And the checkpoints, of course.If you want, I can give you a rundown of the requirements and restrictions on how they should be set to work properly. There's a few catches there.
Did not have to deal with these "Sectors" in Flatout. And no way I'm going tweak 105 "spline points" ( is spline points still the correct term to use for AI "points\coordinates"? ) by hand!!!
I just for now want to make my custom tracks work online with real players. So is there an easy, dirty way of doing a couple of AI route sectors to make Wreckfest happy? That would cover the gokart track and make my checkpoints work?
And Andrei, my checkpoints would work for the gokart track, correct? My #0 checkpoint is in the correct spot for the 2 barriers to be the start\finish line? If I got the AI route stuff working? There no other tweaking I need to do to the checkpoints except put back the -1 for the The Alt Route Proxy setting?
But can the AI route sectors even be done in Blender? Is Bugbear's AI route tool the only good way of setting up the AI routes?Thanks again Andrei for helping me out. I hope you can find a way for us modders to make custom checkpoints work, at least for online now. But the guys are going want to race these custom tracks offline too, someday.
Quote from: Purple44 on May 04, 2016, 05:41:32 PMDid not have to deal with these "Sectors" in Flatout. And no way I'm going tweak 105 "spline points" ( is spline points still the correct term to use for AI "points\coordinates"? ) by hand!!!Well, the correct terms would be Sectors (which consist of vertices, or points in 3D space).From those Sectors, the game then generates a spline (racing line) for the cars to race on.You can actually see the Sectors here in this image you linked:
For those that are wondering, what the heck are spline points? The term spline points come from Flatout:splines.ai This file tell the AI where to go.Count = 3Splines = { ["AIBorderLineLeft"] = { Count = 24, ControlPoints = { [1] = { -3.482810, 127.236115, 382.111522}, [2] = { 123.295513, 127.236115, 377.708103}, [3] = { 211.017444, 127.236115, 367.061030}, [4] = { 260.152210, 127.236115, 337.847311}, [5] = { 328.183319, 127.236115, 253.360214}, [6] = { 352.525569, 127.236115, 148.796080}, [7] = { 407.097907, 127.236115, 17.843707}, [8] = { 416.433513, 127.236115, -25.824952}, [9] = { 420.855642, 127.236115, -93.828504}, [10] = { 416.433513, 127.236115, -135.286038}, [11] = { 352.425201, 127.236115, -234.399643}, [12] = { 285.282257, 127.236115, -264.821259}, [13] = { 220.966278, 127.236115, -262.904022}, [14] = { 171.588120, 127.236115, -235.641068}, [15] = { 120.658157, 127.236115, -213.728256}, [16] = { -1.334780, 127.236115, -170.439209}, [17] = { -88.172791, 127.236115, -116.080582}, [18] = { -152.553983, 127.236115, -36.148379}, [19] = { -165.335275, 127.236115, 5.060643}, [20] = { -153.013986, 127.236115, 117.282088}, [21] = { -150.582577, 127.236115, 211.331203}, [22] = { -157.186800, 127.236115, 306.333305}, [23] = { -141.415550, 127.236115, 343.729497}, [24] = { -100.804569, 127.236115, 362.986227}, }, }, ["AIBorderLineRight"] = { Count = 22, ControlPoints = { [1] = { 11.333745, 127.236115, 363.774902}, [2] = { 120.412924, 127.236115, 362.329011}, [3] = { 198.766501, 127.236115, 353.850782}, [4] = { 259.265564, 127.236115, 325.580994}, [5] = { 312.639832, 127.236115, 256.456787}, [6] = { 338.276487, 127.236115, 131.839652}, [7] = { 405.132517, 127.236115, 7.886719}, [8] = { 414.959470, 127.236115, -64.267406}, [9] = { 405.591116, 127.236115, -146.002764}, [10] = { 348.453949, 127.236115, -224.618011}, [11] = { 246.352051, 127.236115, -251.563049}, [12] = { 140.224976, 127.236115, -207.658325}, [13] = { 5.655388, 127.236115, -160.449890}, [14] = { -78.316780, 127.236115, -109.557167}, [15] = { -147.132616, 127.236115, -25.071182}, [16] = { -155.478244, 127.236115, 15.379108}, [17] = { -151.075428, 127.236115, 86.162396}, [18] = { -143.189803, 127.236115, 191.088633}, [19] = { -143.452653, 127.236115, 307.056243}, [20] = { -128.601409, 127.236115, 339.063185}, [21] = { -72.679181, 127.236115, 365.122219}, [22] = { -33.251056, 127.236115, 367.619672}, }, }, ["AIRaceLine"] = { Count = 0, ControlPoints = { }, },}Here what spline point look like in Bagedit:To try and do all them splines points ( 105 and 49 ) by hand, would take forever!!!! Gokart track should not need that many spline points. I need Bugbear AI route editor.
Edit:Check out the : [TOOL] Buggy PHP ai route visualizer It's my tool very much work in progress, but could let you visualize the ai_route.scne sectors after edits in bagedit. Unfortunately it don't work with valer.scne
Making track points manually is hard think to do especially without way to check if it works out.If you don't mind Ai drives making sudden sharp turns, spline points/sectors could be reduced to very minimum. For example one in beginning of straight and one in end.And something like just 2 checkpoints could work out. Sectors already make sure you can't shortcut.
"Sectors already make sure you can't shortcut."Have disagree with you here Mazay. The Sector points won't stop a player from short-cutting your track, it will just trigger the red circle, saying you are off the track where the Sector points say you suppose to be.
Does Bugbear need to make 2 separate track files to help us out with the modding of custom tracks. One track file that has the track mesh and objects ( valer.scne ) and a second track file that has all 3: startpoints, splines\sectors and the checkpoints in the file?
Any chance you get tool to show checkpoints too??
Quote from: Purple44 on May 05, 2016, 06:20:21 PM"Sectors already make sure you can't shortcut."Have disagree with you here Mazay. The Sector points won't stop a player from short-cutting your track, it will just trigger the red circle, saying you are off the track where the Sector points say you suppose to be.In my experience that just by editing sectors you can skip checkpoints and laptimes still count with no problem. I wonder are checkpoints infinite in width, ir is passing throug them not required at all?However if you drive out of track, you have to drive back to previous checkpoint. Also if you reset, your car reset to checkpoints.
What is nice with BagEdit is copy paste. You can copy Airoutes or Startpoints or Checkpoints into other files very easily. Just check 0 and 1 entries for sub scne files, like conflicting AI routes or start points.Tested last night. Did "Small Stadium" demo inside the Inner Oval track.Added Figure 8 checkpoints startpoints and route to the Oval track to race on the inside. It worked, but the path was rotated, not lined up with the center of the oval, so AI ran into the walls. I was able to complete laps.No good visual way to edit.