Author Topic: Purple44 custom track WIP page.  (Read 36875 times)

Purple44

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Tonight I got do some testing of suicide oval track I got to working on thanks to The Very End tut on alternative routes thread:  Wreckfest track tutorial 06 - alternative paths

Thanks to End thread on alt routes I got an understanding now how to make them, but was unsuccessful of getting alt route to work to make a suicide oval track ( cars going in both directions around the oval ). But did get suicide track kinda working using a loop checkpoint:



But because there no alt route for the cars going in reverse direction, red circle popup around halfway around the track, going in either direction. I could live with the red circle, the laps were counting no matter what direction you took.

But in testing tonight, we found the team race scoring had issue with car going in the reverse direction. Zeb be in 1st going in forward direction and I be in 2nd going reverse direction. Zeb would stop well before the finish line. I kept going and game would tell me I'm in first when I got close to finish line. When I cross finish line thou, game say I was in second and only gave me 5 pts for 2nd instead of the 6 pts for 1st I should of got.

Now if I keep going in reverse direction and do another lap in 1st place and cross finish line, I got my 6 pts for being in 1st.

With this glitch in the team scoring, players going in reverse direction going get rob some points. So I'm going ditch this idea for a suicide oval.  :(


Then Zeb suggested I turn the oval into derby. I like the idea and we came up with some ideas to make oval derby "interesting". Stay tune, see how this derby arena turns out. Will add this derby arena to my Gokart mod when I re-release Gokart mod after fixing it when new beta branch Build get release.

Also going add the GRID 1 fig 8 track and one my suicide tracks to Gokart mod. If I get the old Gravel track working with the new Build, will add Gravel track too.

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Learning about alt routes will help me with this track when I get back to working on the Fig 8 pack:


« Last Edit: June 21, 2017, 02:40:21 PM by Purple44 »
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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A nice billboard that moves like Daystar's video sounds great. I think I'd like it to rotate toward you, so it becomes a higher and higher ramp until... hmmm, the other way would be good too. lol

I always liked Adam West and reruns of the old campy Batman series too. That show was made 50 years ago now. wow! RIP Adam West!


Race found some cut footage of Batman in the batmobile.   ;D   This was before the barrier laid down! :D

Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Daystar

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I wonder what they plan on doing with her?! lmdao!                                                 

Zebulon55

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I wonder what they plan on doing with her?! lmdao!                                                 

They need someone to clean the Batcave.  ;D

See, they had to spray the air freshener to wake her up.  :o
Dell Inspiron 17 7720 with Nvidia GT650 graphics. Keyboard control.

Lame, I know.

Daystar

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I wonder what they plan on doing with her?! lmdao!                                                 

They need someone to clean the Batcave.  ;D

See, they had to spray the air freshener to wake her up.  :o

Bahahahaha!!! I like the way you think!  and Batman does not know how to aim so well, looks like he got his buddy Robin a little bit!

Purple44

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This is note to myself that I started this new track modding tread:  GoKart Plus

Note: Gas bottle rocket lever:




Could use this in cops and robbers and maybe in extreme fig 8.

Mouse trap to trigger a gas bottle?
« Last Edit: July 14, 2017, 12:51:27 AM by Purple44 »
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Updating my thread with a link to Sand pile objects

Need some sand pile objects for your custom track or want to know how to get single objects out of the Models section for Bugbear tracks in Bagedit, give thread a read.

Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Post from today hosting of the GoKart Raceway Plus mod:


Over all the Gokart Mod tracks were stable, expect for the GoKart tracks.  Every race we tried ( 2 forward, 1 reverse ) crash the server by first or second turn. :(  The Tarmac 1 Bridge surive the first race but crash server the second race. That was the only times we crash the server I think.


I'm thinking I'm going have grab current version of Tarmac 3 to stop gokart track from crashing online. But will have figure a way get rid the grass if I can:



I wonder if I can get rid of the grass objects, the old tarmac 3 gokart track might still be there?
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Had a successful test of the GoKart Raceway Plus mod Monday. The gokart tracks did not crash the server this time.  :D

Now I can get back working on the Figure 8 Track Pack. First track I want to work on is Tarmac 1 Figure 8 track:



In making of the  GoKart Raceway Plus mod I learn I can get an object from the Models section of track file, delete all other objects and save file and then rename file to the new object, like sand_piles_v2_007.scne. Now I can use this object in other track files. :)

Tonight I got started on making Sandpit 1 hairpin track a little more dangerous again. If you read the Sandpit 1 has lost it "Flatout spirit" it had before the make over in new June Build! thread, you know I was not happy with Bugbear removing some the hills from Sandpit 1 hairpin track.



If you got out of control around these hills ( or you got some help getting car out of control  :P ). your car could end up airborne. And if you like treating the AI roughly, the hills were a good spot to do it!!  ;D

For the Gokart Plus mod, I wanted to add some hills back on to the track. Make track a little more dangerous. But were do I get some hills to put on the track? Was thinking of asking a modder to make me some. But last Saturday racing online, I was spectating a race on Sandpit 2 and notice a player jumping off sand piles, and taking a closer look, it look like some them sand piles were objects on the track.  :o




When I got a chance take a look at Sandpit 2 base file, I did not find any sand pile objects in the subscenes section. Then took a look in the Models section and found 91 sand pile objects. :)




I figure I did not need all 91 sand piles, so I look for sand piles that had x or z of 10 or higher. Found 9 of them. But these objects not in a single object scne file. So how was I going get to use them?

Lucky for me, I had been talking to End and he suggested I delete all the stuff in Models section except the one object I wanted. I had did this already with some of End objects, so was ready try it with the Sandpit 2 track.




After deleting all but 1 sand pile, I needed to change x,y,z on line 3 to 0, so when using object on another track map, object show up where you expect it too. Then do a save and then rename base file to the new object name, sand_piles_v2_007.

When I got all the sand pile objects that I wanted save out as single objects, I loaded them on to my barren Tarmac 2 track map so I could see them and test them with my car.








Now that I got me some sand piles objects to use, I needed to get June version of Sandpit 1 and the sand piles to load in Stuntfest so I could rotate the sand pile objects. Unfortunately, at least 1 the pine trees and 1 the spruce trees was crashing Stuntfrest and then I found out the terrain object was crashing Stuntfest too. :(

So this what I got to load in Stuntfest:




I'm missing a big chunk of track map. But I had enough of the track showing up, I was able to place objects near where I want them and did some fine tweaking in Wreckfest using the in-game free roaming camera.





The sand piles showed up a little on the bushy side in Stuntfest.


Here what the sand piles look like in Wreckfest:






I can tell ya from my testing, all 3 objects will launch your car.  :D
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Working on my newest figure 8 track, Gravel Fig8, I found something that was crashing my new track when race start and cars hit first checkpoint.

These days in my track making, I start out with placing objects first and use a stock file startpoints, AIsectors and checkpoints. After I get most my objects place, then work on startpoints, then do new AI sectors around my new track design, then tweak AI racing route with the in-game Adjust Race Line tool. Then final step is to put down checkpoints and test them to see if they work!

When working on new AI sectors, you need at least one checkpoint or game will crash if there no checkpoints. I delete all the old stock checkpoints and just had the first checkpoint I tweaked with my new coordinates. But my new track started crashing when I started doing my new AI sectors.

It took a bit, but I found out what was crashing game. The old checkpoint had "Is Split Point" enable. This was crashing start of race with only having the 1 checkpoint. I change "Is Split Point" to "0" to disable and race track stop crashing.





Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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While at work tonight, had couple ideas for the suicide track pack I will be getting back too beginning of next year.

Suicide Gauntlet, like the gauntlet in Cops and Robbers mod, but bigger with more land sharks, spinners and random explosions to deal with.



Suicide Ridge, like high mountain ridge where you can't see the players coming from the other side. Will get major air off the ridge peak and will have to deal with landing, with trees and boulders on the other side.

Go down side of mountain then go up hill and do a round-about and head back up the mountain.
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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This week I was going through and making sure all the tracks in the Fig8 track pack were loading. Now that the Very TrackPack been fix again by End, the Nevada Depot fig8 track working again. :)

I was down to my new 3 Jump Ramps Fig 8 track and track locks up in a few seconds of being loaded! :(



This new track was working fine before latest Build release. So I'm thinking it an object causing the problem. So I start deleting objects from the track file that load my objects, I narrow it down to a half cylinder object was crashing the track.



After deleting the half cylinder object, track loads the first time, but lock up again when I try it again from the menu.  :( So I do some more hunting and delete a blue barrier. Track loads again, but crash on second try. I end up deleting another blue barrier, crashes on second try, then delete a full cylinder, track loads, but crashes on second try.  :(

At this point I give up on deleting objects, at this rate I was going lose a third my track. And why would track load first try, then crash on second try?

In pic above, I did move barrier to block player from cheating track. But when I place barrier where the half cylinder object was, track would not load. But when I move it a bit to the right, track would run first time, then crash on second try.

Then I got thinking, maybe this spot on the Tarmac 2 track was causing track to crash now. So I tweaked X and y coordinates so my track objects showed up on different part of track map. And found in my testing if objects were above the track map, track would load and not crash any more. But it I raise the track map to where objects were intersecting track, track would crash again.

Then I got idea, what if I use my large platform object to place my track objects on?



I ran into same problem. :(  If objects above platform, track load without crashing. If raise platform to where objects intersect, track crashes!

I'm thinking it the Stuntfest objects causing the problem. But I got 2 other fig 8 tracks that using the same Stuntfest objects on my Tarmac 2 track map and they still load without crashing.



So for now the 3 Jump Ramps Fig 8 track is on hold. Maybe I get lucky and next Build release, track work again. Or I may have wait until Bugbear releases a new updated Stuntfest with objects that work without issue with Wreckfest.
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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I just notice last night that Bagedit now list the mods I have in my Workshop folder. When did this happen?



Now I can easily take a look at files from other modders.  :D

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Learn something new about alt routes and tcat file:

Alternative Route and AI, I got Crashes !

Now I'm running into this issue with alt route checkpoint.

I took the Sandpit 1 hairpin \sandpit01_1 folder and made copy of it, so I could add my extreme stuff to track ( gas bottles, meteors ).

But first I just rename main track folder and track file to sandpit1_extreme so it load as a separate track. No actually changes to track scne file, just the name. I start track with my car and one AI car, start race and sit there and let AI car go ahead. When AI start turn for the hairpin and hit alt route checkpoint, game crashes, no error!

Why would this happen when there been no changes to track file except name of track file?

If I race track with just my car, no crash, Extreme track only crashes with an AI car.   :o

If I get rid of alt route aisectors and alt route checkpoint, AI can race track without crashing it.

Did some more testing, tried to test the name of track file.

Tried \sandpit01_1e, tried \test, both names crash when AI car reach the alt route checkpoint. Took same file and folder and rename it back to \sandpit01_1 and AI can again race track without crashing!!

So why Wreckfest happy with the name \sandpit01_1 and when I go change it, the AI crash the game??

Sounds like tcat issues. Isn't sandpit01_1 a track in the game? If not, try giving the track a new name, then save a new tcat file for it. Make sure to at least adjust one sector before saving. The issue sounds a lot like what I had and it turned out to solve itself after I adjusted the paths and saved an tcat file.

Thank you, Thank you End!  :)

That did the trick. I made a copy of the sandpit01_1.tcat file I had in my GoKart Plus mod and rename it sandpit1_extreme.tcat, started track and AI car made it pass the alt route checkpoint.  :)

Usually I don't mess with tcat file when making a new custom track until I'm done placing objects, done the aisectors and checkpoints. Now with using alt route, I will have to remember to make a new tact file too. Maybe get main track route down first, then save a tcat, then add alt route and then save tcat again so alt route don't crash.
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Was looking around Mixed 5 and I'm thinking this track map be a good map for off-road Cops and Robbers map.




Lots of hills and uneven ground to try run from the cops!  :)
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

Purple44

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Found out tonight. if you want take one your tracks and make it a reverse version, you can't just reverse the aisectors in Bagedit. like you have 1-20 aisectors amd move #1 to #20, #2 to #19 and so on. You also have to swap right side orientation numbers to left side and vice versa.

Just reversing the aisector order, AI got confuse, first checkpoint does not show and no red circle when you go outside the aisectors blue walls. And screw up the raceline.




Will have use stock Tarnac 3 short forward aisectors and tweak new fig8 track from there, by hand.
Flatout Joint, where the mods were.

i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel