Bugbear Community

Wreckfest => Modding => Topic started by: Purple44 on April 24, 2016, 06:23:05 PM

Title: Purple44 custom track WIP page.
Post by: Purple44 on April 24, 2016, 06:23:05 PM
(http://www.freesmileys.org/smileys/smiley-bounce001.gif)..............................(http://www.freesmileys.org/smileys/smiley-bounce001.gif)..............................(http://www.freesmileys.org/smileys/smiley-bounce001.gif)..............................(http://www.freesmileys.org/smileys/smiley-bounce001.gif)

I got to load the tarmac 3 track file in Bag editor today:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/track-file-n-bag-edit.jpg)

The 3 keys things I need to do a custom track, beside a solid track map, is startpoints, checkpoints and being able to move and make copies of objects ( End says I can make copies ). I would do the spline points for the AI, but going need a AI route editor for that. Can I borrow Bugbear editor?

Many of you have been asking what we're currently working on so I decided to create this thread and start sneaking around the office every now and then to take snapshots of people working on various things.

First one I caught off guard was someone working on AI driver paths:

([url]http://i.imgur.com/PRnCMx3.jpg[/url])


I'm assuming the green lines are the effective 'optimal racing line' and 'secondary racing lines' (I see three green lines heh), but I can't quite fully understand the purpose of the red lines and the blue grid.


You're correct :) Darker green is for road surface area and bright green is optimal driving line that AI is trying to stay on.

The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)


Yes! Red is a safety sector that's used to tell AI if there's static obstacles to avoid. Blue sector is the furthest area AI can drive to. Once they enter the blue sector (often after a crash or a friendly push) they will immediately start seeking a way to get back inside green sector. And if they manage to get past blue sector they will go completely nuts as you might have seen a few times in the early access build ;)


Without a proper editor to do AI slpine points, I can't do custom AI routes. So for now any custom track I do will only wrok well online with real players.

The startpoints, checkpoints and object coordinates I will have to do by hand with the old trial and error method I use to use in Flatout 1. Started with moving a stack cars, then got Pavules track editor.

(http://www.lay-zmattress.com/flatout2/purple44/8%20car%20stack%20600.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/barrier%20object-Pav-editor.JPG)

Would be nice to have a 3d track editor like the one GulBroz setup with Blender. Made moving objects a lot easier!! :D

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/to-many-planes.jpg)


Since I got no easy to use 3d track editor yet, I think I will start on an "easy" track, the gokart track at Tarmac 3:

(http://i.imgur.com/btrVaG4.jpg)

Edit: Going to this post that CFodder did for the dedicated server thread:  :D


Map Names

Client / Server

Races
Sandpit 1 / sandpit1 {rev}
Sandpit 1b / sandpit1b {rev}
Sandpit 2 / sandpit6 {rev}
Tarmac 1 / forest5 {rev}
Tarmac 2 / racing2 {rev}
Tarmac 3 / valer
Figure 8 / oval1b
Figure 8 Small / derby11_rev
Oval / oval1
Speedway 2 / oval2
Inner Oval / oval2c
Gravel 1 / stadium2 {rev}
Mixed 1 / kaanaa
Mixed 2 / valkenswaard

Derby
Mudpit / derby2
Speedbowl / oval2b
Stadium / derby3
Small Stadium / derby10
Lawnmower Derby / derby10_mower


Will add to this list as we get new tracks.

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

The Very End posted this today:

Posted this in a other topic, but I'd figure people might want to know how to create their own trackside cameras (and because it might be hard sightning the sollution when it's hidden in a other topic).

Take a look on the two pictures I have attached. Basically, the thing you want to do is to have a tcat (track camera I guess?) file for the track (same as track ID name), and then head over to the data entry. Here you simply plot in the wanted x / y / z coordinates, and voila, you have a custom made trackside camera. You can add or copy excisting cameras by duplicating a camera or increase the dataentry size by 1 (or more).

([url]http://s32.postimg.org/r0ggt20ht/image.jpg[/url]) ([url]http://postimg.org/image/r0ggt20ht/[/url]) ([url]http://s32.postimg.org/lo0t6ercx/image.jpg[/url]) ([url]http://postimg.org/image/lo0t6ercx/[/url])


I tried my hand at making trackside cams. I grab the reverse gravel trackside cam and rename to my gokart track. I use the checkpoint coordinates from my notebook. I ended up triming the 12 cams I started with, to 8.

I found using Moving setting work better that Rotating or fixed. The Moving setting has the cam following the car as it come toward camera and car drives away from cam.

Also need to see where your AI sectors are for setting up the Active Between Sectors setting. This tell how long one cam stays on until switching to the next cam ( how many sectors before changing to next cam ).

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/trackside-cams.jpg[/url])

Thank to pic below, I was able tell when I wanted one trackside cam to start and when cam should end and next cam should start:
([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-done.jpg[/url])


You can overlap the last cam if you want ( finish line ).


My post on doing a loading and Bugear say they will make it easier in the next update:

I got do the loading screen for gokart track tonight. I tried first stealing the loading screen from the track example and tweak that one. That did not workout.

So I just started with a blank page in Photoshop at 1920x1200. Painted it black. Took a screenshot of the gokart track. Crop pic and got pic close to the 1920x1200 ratio and paste pic on top my black 1920x1200 canvas. Had to move the track pic higher up the canvas so pic was not to low when game did the loading screen.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/event_gokart_raceway_loading_1920x1200_raw6.jpg[/url])


We'll add proper UI asset templates (event preview, loading screen, results screen and car icon) in the next update.


About killer objects:

Np :) Btw, not all collisions / contacts need dynamic type. Take a look on the picture I have attached.

([url]http://s32.postimg.org/ewd6zlo01/Untitled.jpg[/url]) ([url]http://postimg.org/image/ewd6zlo01/[/url])

For example, I once tested adding one extra effect to the car vs car collision. The extra effect were the static killplayer effect. When car's hit eachothers - they instantly DNF'ed :D
I am sure you can make an static object (which does not move or do anything particular), but when something comes in contact with it, link in the killplayer effect. Just play around and test out things, it should work, at least the static type.

Edit: See picture:
([url]http://s32.postimg.org/nrrepgojl/Untitled.jpg[/url]) ([url]http://postimg.org/image/nrrepgojl/[/url])
Change contact effect to the killplayer effect (not the dynamic type, the static). Should give you some interesting results ;)


Big thanks End on helping me. I got killer cones!!!  :o

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone.jpg[/url])

Beware of taking alternative route on a Purple44 track!!  ;D   Now I can think more about the King of the Roof\platform derby I want to do above Sandpit 1 track.  :D

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone2.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone3.jpg[/url])

About making killer cones ( killer objects ), I had already place some cones on the gokart track last night. Even tried tweaking the tracfficone.dntp to see if I could get killer tires using the Restitution setting, but setting only let me go up to 1, not the 35 Restitution number I use in Flatout 1 King of the Roof derby.  ( Any chance of getting a higher Restitution number Bugbear? )

So after seeing End last pic, I wanted to try it on the cones I had on the Gokart track. I change Contact Effect to point to the killplayer.fxtr file End gave us, it work.  :D :D

Now if you were to make a custom object ( prop_killer_ramp ) you wanted to turn into a killer object and not effect the other objects in the game, would need to make a custom dntp file and point your new object to that custom dntp file (killerramp.dntp ).

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone4.jpg[/url])


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

Here a tip to keep in mine when you are first starting a new custom track, use a track folder name that you would want to have when it time to release your custom track.

I started out with valer_custom_tarmac3 as my working track folder name. I would like to change it to gokart-raceway but that would break my custom objects and custom textures I'm using. In the gokart_raceway.scne track file, the path to the custom objects and custom textures uses valer_custom_tarmac3.

I would have to go in and re-choose the path for all the custom objects and custom textures I used, to gokart-raceway.
Title: Re: Purple44 custom track WIP page.
Post by: Mr21by9 on April 24, 2016, 07:08:36 PM
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.
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on April 28, 2016, 09:31:36 AM
Hmmmm...

This thread needs a sticky. But a bump will do for now. ;D


BUMP
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on April 28, 2016, 10:17:39 PM
Thanks for the bump Zeb. Today I have some time to work on track. Thank to Heddly finding my orientation file I did for Flatout 1, I can tweak the orientation of objects easier now. :)

0  degrees - North - 12 o'clock
Orientation = {
["x"]={ 1.000000, 0.000000, 0.000000 },
["y"]={ 0.000000, 1.000000, 0.000000 },
["z"]={ 0.000000, 0.000000, 1.000000 } ,

10 degrees 
Orientation = {
["x"]={ 0.984077, 0.000000, -0.173648 },
["y"]={ 0.000000, 1.000000, 0.000000},
["z"]={ 0.173648, 0.000000, 0.984077 },

22.5 degrees 
Orientation = {
["x"]={ 0.923879, 0.000000, -0.382683 },
["y"]={ 0.000000, 1.000000, 0.000000},
["z"]={ 0.382683, 0.000000, 0.923879 },

45 degrees - North-East
Orientation = {
["x"]={ 0.707107, 0.000000, -0.707107 },
["y"]={ 0.000000, 1.000000, 0.000000},
["z"]={ 0.707107, 0.000000, 0.707107 },


File attach below.

With these orientation numbers you can spin an object or a car around in a 360 circle direction. There should be enough angles here to get your car or object pointed in the right direction. Remember these angles are like the minute hand on a clock. So picture your car as the minute hand as it move around the clock. The front of your car points to the direction the minute hand points to.

Here two pics how this look in game when spin an object.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation2.jpg)

This a pic of the 3 objects in Bagedit. Most the track objects are listed under Subscenes. You can use Expand All to see all the details of all the objects. Or just expand one object.
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/bagedit-expand-all.jpg)

I made a duplicate of barrier object ( 1. ) and then made 2 more duplicates ( 2. & 3. ). I did some testing to see if I could find another number in the set of nine number matrix that would angle the barrier either up or down. I found the top, middle Y coordinate that underline orange, would angle barrier #2 when I change 0.0016 to 0.5. Then I took barrier #3 and change the orientation numbers and spun the angled barrier 180 degrees so angled barrier pointed the opposite way.

I'm thinking I can use the .5 to angle an object to make a ramp out of it, like I did in Flatout 2. You could increase this number or lower the number depend on how steep you want your ramp.

Now time start placing some objects to mark the checkpoints.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on April 29, 2016, 12:36:25 AM
I got the finish line barriers place and I found a boulder to use to mark the checkpoints.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/boulder-small.jpg)

Don't worry I'm sinking the boulder low enough you can still drive over it with the mini Euro, but your going feel the rock if try cut the corners to much.

I still could not do a copy of an object from another track file and paste object into the valer.scne track file. But I found a better way.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/changing-object.jpg)

What I did was I made another duplicate of barrier object, then I click Choose and select the Custom option and you will see the address window pointed to \data\art\objects\prop_barrier4.scne. So click Open, scroll down to the new object you want to use, say prop_sandpit4_boulder3_black.scne, click OK.

I also change the name from prop_barrier4.scne to prop_sandpit4_boulder3_black on the name line, so not get confuse of which object I'm working with.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on April 29, 2016, 03:44:07 PM
Made a little more progress tonight. Got 6 sets of rocks place to mark the checkpoints. Only got about 7 more checkpoints to do.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/2-duplicates.jpg)

In pic above I made a 2 duplicates of object 2016 ( rock ). One duplicate ( the rock ) is to mark the right hand end of a checkpoint and the second duplicate mark the left hand end of checkpoint. On a track that race clockwise, the right hand end of a checkpoint need to be on the inside of a turn. The left hand end of a checkpoint need to be on the outside of turn. I usually place the outside end of a checkout far enough from turn that a player going way wide still we not miss the checkpoint.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/boulders-hard-find2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/boulders-hard-find.jpg)

Two my left hand checkpoint ends were hard to see in the trees, so I cheated and rename the texture for the boulder so the boulders would show up purple on the map. ( missing texture color ). This way I can make sure these two boulders are far enough away from the track nobody can miss the checkpoint. I also set the boulders to a height of y=5 so the boulders don't hide in a hill or building when I'm moving them around.

E:\Steam\steamapps\common\Bugbear Entertainment\data\art\textures\prop_boulder3_black_c111.bmap

After I make my changes to the object coordinates and save my guess, I start track and go into Photomode and use the W,A,S,D keys to move cam around to where object is at to check if rock is the right spot.

http://www.youtube.com/watch?v=SiT3ENyKWQw (http://www.youtube.com/watch?v=SiT3ENyKWQw)

I'm trying use the "keep 2 tires on the track" rule, to see if rock to close to the track. Since it rough racing, I'm giving a little slack with having 4 wheels off the track. And I'm hoping if a car goes over a rock the checkpoint will still count, but rock may slow your car down.

Rock to close to track:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/4-tire-rule.jpg)

This looks better:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/4-tire-rule2.jpg)

I got a notepad and I'm writing down the rock coordinates for each pair of boulders so when I get done placing the rocks, I should be able to make quick work of putting in the new Checkpoints.

About making a guess of what coordinates to use to move an object to where you want it. Think of it as some one has pick a number between a -1000 and a 1000. That number that been pick is where you want your object to be. So you need to narrow it down. If you to far away, tweak your number higher or lower to get your "rock" closer.

You are trying find these points on a track map:

(http://www.kwiznet.com/images/questions/grade8/math/LinearEquations_PlottingOfPoints.gif)

In doing the startpoints for Cops and Robbers on the Original Sandpit track map, I use coordinates from 345 to - 550. The sandpit track not square, more a rectangle. And "0,0" was not in the middle of the track map.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game/startpoints/derby-startpoints-24-deathmatch.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: RickyB on April 30, 2016, 09:30:00 PM
Thank you for all your effort and the helpful infos. Never done anything like that, so I thought I'd start with small baby steps - no new track (because checkpoints and AI route look like a lot of work in BagEdit), but placing objects on existing tracks can be real fun. 

...had to be done ;)


getting off track is easy, so to get back on track without resetting I sunk a truck into the ground. not supersmooth but it works :) (prop_car_truck.scne)


So now we can rotate an object around the y-axis with the transformation matrix - is there a way to rotate it around the x- and/or z-axis?
(http://i.stack.imgur.com/SitTF.png)
Title: Re: Purple44 custom track WIP page.
Post by: The Very End on April 30, 2016, 10:59:10 PM
Please give a download to that fun map :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on April 30, 2016, 11:21:17 PM
Thank you for all your effort and the helpful infos. Never done anything like that, so I thought I'd start with small baby steps - no new track (because checkpoints and AI route look like a lot of work in BagEdit), but placing objects on existing tracks can be real fun. 

...had to be done ;)


getting off track is easy, so to get back on track without resetting I sunk a truck into the ground. not supersmooth but it works :) (prop_car_truck.scne)


So now we can rotate an object around the y-axis with the transformation matrix - is there a way to rotate it around the x- and/or z-axis?
([url]http://i.stack.imgur.com/SitTF.png[/url])


Good going Ricky. :)  We needed that ramp to get out of the infield for a long time. :) I second End request!

About rotating it around the x- and/or z-axis, in pic below, the orange under line number will angle the object down, Then I cheat and rotate object 180 degree to get object to angle up in the other direction. the green under line number will angle the object to the right or left depending on which way you are looking at object. Then you can cheat and rotate object 180 degree to get object to lean the other direction.

This might not work well with some objects. I'm thinking I should install Blender on my gaming computer and and rotate an object and see if Blender would give me the whole set of 9 numbers. But so far I have not needed to be that accurate in rotating an object yet.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation3.jpg)

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

If you read my Hey what gives? The track barriers are not solid!! (http://community.bugbeargames.com/index.php/topic,8804.0.html) thread, you know that I found barrier4 from the Tarmac 3 track is not a solid object. So I had go look for a new barrier object to use that is solid. \data\art\objects

I found barrier6 to be a solid barrier to use.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barrier-6-solid.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barrier-4-n-6.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 01, 2016, 06:51:59 PM
HELP Please

I got all my checkpoint rocks place to show where the checkpoints will be on the track. I wrote down the position coordinates of each pair of rocks in a set in my notebook. I look at the checkpoints and do some testing with rocks and Checkpoint #0 is the start\finish line and checkpoint #15 for the Tarmac track is the checkpoint to point the cars where to pit after race is over. ( a new twist that was not in Flatout checkpoints )

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/position-in-Ai-route.jpg)

I change the checkpoint #0 and #1 to my new checkpoints. Does the Position In Ai Route need to be change too? Is the Position In Ai Route the same thing as the Position numbers in Flatout? But just a different name?

Splitpoints = {
   [1] = {
      Position = { 189.037823, 0.000000, 372.269558 },
      Left = { 191.101490, 0.000000, 397.096292 },
      Right = { 186.974157, 0.000000, 347.442823 },

Did not change the Position In Ai Route numbers in first trying of checking to see if new checkpoints work. I start race and get green flag, then turn car to go toward the new start line and I trigger the red circle. I circle car around and head for the Tarmac start line, cross start line, red circle go away and I can race a lap and lap counts on the tarmac track.

So I'm thinking game is still reading the old checkpoints or maybe the Position In Ai Route numbers are doing it. So I tweak the Position In Ai Route numbers to be some where between right and left checkpoint ends for Checkpoint #0 and #1. I try race again and same think happens.

So I'm thinking it the Airoute spline points trigger the red circle. So I set the AIroutes setting from 2 to 0. No spline points for AI now. I try and load tarmac track and it lock up loading Tarmac track without the Airoute spline points. :(

I change Airoute back to 2 and I get the spline points back and Tarmac loads again, but still getting the red circle.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/no-Ai-routes.jpg)


Sooo, where Wreckfest still getting the old checkpoints for Tarmac 3 and not using my 2 new checkpoints? What I need to do to get new checkpoints to work. Thanks for any help the Devs can give.


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

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 = 3

Splines = {
   ["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:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Bagedit-spline.jpg)

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. :)

(http://i.imgur.com/PRnCMx3.jpg)

The AI spline are probably the toughest think to do if making a custom racing track with a lot turns in if. Especially if there sharp, tight turns. In Flatout 2, I use to use a sky cam and park my car near a turn and watch the AI say take the turns in this gokart track. Keep moving the spline points around until at least the smart AI like Jack and Sophie could get around the track.

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/hairpin-splines.jpg)

My limited understanding of spline points, is the AI look for the next spline, they see it and will race to it, when they get pass the one they were looking for, then AI look for the next one to race to. Speed effect how fast the AI can react ( steer ) to the next spline point. If AI are getting up to full speed before a sharp turn, AI need to see next spline point sooner to get AI to brake sooner.

At the start of a race, all AI need to see that first left and right spline points. If AI don't, they can get lost, drive around in circles.

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

I was hoping to test the gokart track online this afternoon, look like that not going to happen now. :(

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 02, 2016, 03:56:02 PM
bump
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 03, 2016, 02:39:22 PM
Hey Purple,

I've never actually used BagEdit for tweaking the AI routes or checkpoints (we use 3DS MAX to design those things here at Bugbear), so what I say in the following is only theory. Here goes anyway:

The checkpoint is a "gate", with the "Left Vertex" and "Right Vertex" marking the left and right edges of the gate, respectively.
The "Position In Ai Route" is the location of the center point of the checkpoint - it should lie at the (exact) center of those Left and Right Vertices.

So, if you want to move a checkpoint, do it like this:

1) move the Left and Right vertices to where you want
2) calculate the center point (just take the average for each of the x, y, z of Left and Right Vertices).

That should work.

Some notes that might help you:

Cheers,
Andrei

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 04, 2016, 12:08:54 AM
Thanks Andrei for the reply. :)

So today I took another shot at getting the checkpoints to work. I did the math and found the midpoint numbers for the "Position In Ai Route". I cheated a little and made sure all my pairs of checkpoints use the same X coordinate or the same Z coordinate, so I only needed to find the midpoint numbers for X or Z.

Z are all the same number in this pic ( did not change X yet ):

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint.jpg)

So even with the exact "Position In Ai Route" numbers, I sitll get the red circle. But as I'm replacing the old Tarmac 3 checkpoints with my new ones, I do a save and take a spin around the Tarmac track and after doing a lap, on second lap, the lap changes to lap 2 further and further down the track as I swap in my new checkpoints. So my new checkpoints are doing something to Wreckfest.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic3.jpg)

My last checkpoint ( #12 ) got me to here before lap count turn to 2.
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic4.jpg)

Next step I deleted the 2 checkpoints I did not need and kept the last checkpoint ( #15 ) that tells the cars where to go to pit after race is over. checkpoint #15 became checkpoint #13.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint3.jpg)

This is my coordinates for where I wanted the cars to pit:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint4.jpg)

At this point checkpoints still not working, but red circle had disappear. Was the Gokart track laps going count now? Nope. :(

I drove the track few times and lap count still stuck at 1/4. Next I delete checkpoint #13 to get rid of pit row checkpoint. Still no go. :( then set Alt Route Proxy to 0 for all checkpoints, still no go. I even deleted all the checkpoints but 0, 1 and 2 and still could not get the laps to count. I can drove all around the track map now and not trigger the red circle, but I'm out ideas to try to get GoKart track checkpoints to count laps.  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic5.jpg)

Andrei, could you please download the valer.scne track file I linked to below and load it in 3d Max and look to see if I got the checkpoints done right? I think I got them right. And if I do, can you please tell me what stopping the checkpoints from working?

http://www.mediafire.com/download/6oyz6za1luplz3a/Purple-gokart-valer.7z (http://www.mediafire.com/download/6oyz6za1luplz3a/Purple-gokart-valer.7z)



Edit: Be sure to read though this whole thread for tips on track making. Here a post of what I learn this last weekend:

So I take it you have watch the video, so here the details how I got the banger track to that stage.

First, if you have not read through this thread, please go and do it now!!

GR ( now a small gr ) why are the checkpoints tied to the the AI routes???? ([url]http://community.bugbeargames.com/index.php/topic,8840.0.html[/url])

Now that you have read the Gr thread, you know why my custom checkpoints were not working and Mazay figured out why. ( Thank you, Thank you Mazay! :D )

Now I was able to get back to tweaking the AI route sector points ( spline points ) with the big help from Mazay's AI Route Visualizer ([url]http://community.bugbeargames.com/index.php/topic,8832.0.html[/url]) tool!  :D

Let me stop for a min and say when it come to doing custom tracks and custom cars and custom skins, it take a community to help out to get these mods done and learn how to do them. We saw this at Flatout Joint doing our community mods for Flatout 1 and 2. It take a community to put these mods together.

I'm glad to see we have a very helping community here at Bugbear forum. Without you guys helping me, I would of been stuck working on the these custom tracks ( Banger Oval and my Gokart track ). Thanks for all the help guys!!!!  :D

Back to tweaking AI spline points. So if you want the red circle to stop poping up as you go around the track, you will need to place enough AI sectors in the right spot to make game and the AI happy.

So I was a about here with the AI spline points before we get things figured out:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/ai-route-visualizer-banger-.jpg[/url])

So I start driving the track and watch for the red circle to get triggered, then stop and add a spline and tweak it with the help of the AI Route Visualizer ( got 24 browser tabs open up from all my checking :P ).

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines2.jpg[/url])

Bagedit lets you move sector points up or down the list. I made a dulplicate of a spline point at the top the list ( #0 ) and wanted to move it down to the bottom of list ( to #14 ) so I could tweak it, using Alt+Down. The sector point had half the coordinates I wanted to use.

After got done moving sector point, I open #14 and it not the spline point I was looking for. I found the sector point I was moving at #10 and found "Move current item down" greyed out. Is there a limit how far Bagedit will let you move something with the Alt+Down and Alt+Up keys? I click on another file, then click back on the derby10.scne track file. I was able to continue moving sector point down to #14.

After I first tried the move, I checked the derby10.scne track file with the visualizer and saw spline point #10 in the wrong spot. So I new something was up and found Bagedit had not move my copy of #0 sector point, down to #14.


After I got enough sector points down to stop the red circle from popping up. I decide to checkout them racelines the visualizer shows:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines3.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines4.jpg[/url])

In the visualizer pic above, I tweak the Right Safe Border line ( spline point #9 ) to see what would happen. So in my test, if you use a number close to zero it with push the line to the left. If use a number close to 1, you will push line to the right.

This what my new AI racelines look like now:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines5.jpg[/url])

If you look at spline point #9, you will see I push the Right Safe and Raceline to the right. The AI going down that straightaway were hitting the wall. So using the lines, I got AI to drive into the corner sooner. :)

Ok, track making lesson for today is done. See ya next time.
Title: Re: Purple44 custom track WIP page.
Post by: Orbotnive T on May 04, 2016, 02:49:15 AM
Always interesting reading your findings purple. I'm like chinese reading english 2/3rds of the time but still. LOL hope you can work it out :)
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 04, 2016, 02:06:39 PM
Hi again,

Just by looking at the coordinates you are setting for the checkpoints, I see that they are not located on the track - I take it that you are indeed trying to make a "Go-Kart Route" for the game. That's a nice idea, but it doesn't really work that way... or - it does, but moving the checkpoints is not enough.

The AI Routes are actually a set of Sectors that go around the track (much like in the FlatOut Track Editor screenshot in your first post of this thread, but a bit more complicated, or let's say... refined for more versatility). These Sectors determine the track that the cars race on, and their length vary from a few meters to a couple of dozen meters.

In Valerbanen, there are a total of 105 sectors, as you can see in BagEdit under Scene -> Airoutes ->Sectors.

A short answer as to why your checkpoints are not working is: they are not located on any Route (which consist of Sectors). The game simply ignores checkpoints that are "lost in the woods" (not on a Route).

So, to make a Route for the Go-Kart track, you'll first have to make a new Route with Sectors, and _then_ place checkpoints on that Route.
That *is* a lot of work, and takes some time even with our own tools - simply because there are typically hundreds of vertices for every Route.

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.

Cheers,
Andrei

PS. The Alt Route Proxy setting is for something else, you should leave it at the default of -1 for all checkpoints (-1 means invalid/unused in this context).
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 04, 2016, 05:41:32 PM
Thanks for the reply again Andrei.  :D 

Purple kinda longing for the simpler days of Flatout custom track making!  :P When I could do this to make AI spline points routes for Flatout 1 and 2:

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/hairpin-splines.jpg)

So it as I feared, you got to tweak the AI routes also, for checkpoints to work correctly and sound like I got do more than just set the coordinates for each spline like what was done in Flatout.

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 figure I would leave the AI routes alone until I got this to play with:  :D

(http://i.imgur.com/PRnCMx3.jpg)

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?

It does sound like these AI route sectors are going put a big damper on making custom tracks if we can't get custom checkpoints to work. I was hoping to ask Dummiesman some day after he workout all the clinks in the Blender BGO Exporter for car models, a BIG, BIG, BIG, BIG favor an see if he could workout a Blender Track Editor like I was able to use for Flatout 2 thanks to Gulbroz.

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/to-many-planes.jpg)

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.
Title: Re: Purple44 custom track WIP page.
Post by: Mr21by9 on May 04, 2016, 07:13:57 PM
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
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 04, 2016, 07:37:26 PM
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


10 spline points would not cut it for AI to drive a track "OK", unless the track a drag strip, then I only need about 4 splines. 2 splines for the left and 2 for the right.

I count 53 spline points in this Flatout 2 gokart track, You need spline points to the left and right of the track ( the pink and blue lines ):

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/hairpin-splines.jpg)

The Tarmac 3 gokart track going need at least that many spline points or more I think:  :P

(http://i.imgur.com/btrVaG4.jpg)


But now we have a big issue to worry about with Wreckfest, AI uses route sectors. So just tweaking some AI splines not going cut it this time. Compare to what I did with Flatout 1 and 2.

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.

Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 04, 2016, 09:26:50 PM
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!!!


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:
(http://i.imgur.com/PRnCMx3.jpg)


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?


There is no easy quick way for that at the moment, at least if you want to do them accurately - not until there is some kind of third-party tool (like FlatOut Track Editor).

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?


I didn't check the coordinates so thoroughly, I just noticed that they are off-track (from the main Route).
But really the checkpoints are easy and quick to get right, the Sectors are the "hard" or laborous part.

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.


Custom checkpoints should work already no problem. Custom Routes (the bunch of Sectors) are a different thing altogether - although they should work too, they're typically so numerous that editing them is a chore.

The Sectors (that make up the Route) are just a bunch of coordinates, really; they could be generated with anything. Of course we have special tools for that here at Bugbear, but they are not public.

Having said that, I'm discussing with some other devs here if we can find a way to enable modders to make custom Routes (more) easily. I'm not making any promises, but we'll look into it.

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 05, 2016, 01:06:57 AM
Hey I just got the lap count to change to 2/4 laps! (http://www.freesmileys.org/smileys/smiley-bounce001.gif)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoints-working-red-cir.jpg)

( how them outhouses get in there?? )

Mr21by9, you were close, it took me 13 AI spline points. I took your idea and put an AI set of spline points inside each checkpoint area on the track. Problem is I made the gap between right and left spline point to small so it triggering the red circle in places. I will have to adjust the splines to have a wider space between spline points for my car to drive through and not trigger the red circle.

 :D

More detail post coming eventually after I get this square away better. Again thanks for the help guys in getting this figured out.

Title: Re: Purple44 custom track WIP page.
Post by: Mr21by9 on May 05, 2016, 01:38:25 AM
Nice!!
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on May 05, 2016, 02:30:41 AM
Keep up the good work Purple.   8)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 05, 2016, 10:11:15 AM
I tried redoing the AI splines so there be bigger gaps between a pair of spline points. It kinda work, I got less red circles poping up as I went around the track. But then I could not trigger the second lap, even after few laps. :( I think I screw up an AI spline point some where.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/added-30.jpg)

Finally went back to the copy of valer.scne track file that I was able to finish a 4 lap race.
Here a video showing a 4 lap race. You can see the red circle disappearing and reappearing in video. I still think this is cause because the gap between right and left AI spline points is only like 3-4. So easy to get car outside of the Left and Right spline points.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/2-3-gap.jpg)


http://www.youtube.com/watch?v=PbCCRPoVwSQ (http://www.youtube.com/watch?v=PbCCRPoVwSQ)

I found if my car runs over my checkpoint rock markers, my lap was not counting and had to redo the lap. So I'm thinking I will add a second rock and use that rock coordinates for the Right inside checkpoint. I want players to be able to hit the first rock and still have their lap count. The turns can get rough and you may get push inside hitting a rock.


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-2rocks.jpg)

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!!!


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:
([url]http://i.imgur.com/PRnCMx3.jpg[/url])


It seem I was getting confuse over the word Sectors Andrei. It seem we are talking about the same thing when we are taking about sectors and splines. I'm use to calling the the Left Border and Right Border coordinates spline points from my Flatout 1 and 2 days.


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 = 3

Splines = {
   ["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:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Bagedit-spline.jpg[/url])

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. :)

([url]http://i.imgur.com/PRnCMx3.jpg[/url])




So Andrei, would the easy cheat be turning off the red circle indicator? Also I think players would want this as a mod so they can free roam the track maps without having the red circle pop up.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/checkpoint-pic5.jpg)

Here a link to my current track file if you want take a look at it Andrei or any lurkers out there. It in a \mods folder format, can just drop it into your \mods folder.

http://www.mediafire.com/download/i3garbdao7pofnf/valer_custom_tarmac3.7z
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 05, 2016, 02:08:56 PM
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.
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 05, 2016, 02:22:34 PM
Edit:

Check out the : [TOOL] Buggy PHP ai route visualizer   (http://community.bugbeargames.com/index.php/topic,8832.0.html)

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
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 05, 2016, 05:31:03 PM
Edit:

Check out the : [TOOL] Buggy PHP ai route visualizer   ([url]http://community.bugbeargames.com/index.php/topic,8832.0.html[/url])

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


I was just going ask you that since the Tarmac 3 track does not have a separate ai_route.scne file. Everything is in the valer.scne track file. The startpoints, splines\sectors and the checkpoints.

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?

(http://puu.sh/oH1yj/cf09930c9d.png)

Ya Mazay, this tool definitely would of help me with the gokart spline points\sectors to see where I'm screwing up when I made the gap bigger between Left and Right spline points.

Any chance you get tool to show checkpoints too??  :D



Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 05, 2016, 06:20:21 PM
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.


Ya that kinda how my spline points\stectors are now on the gokart track now. I think the AI are going make mess of the turns when I redo the startpoints.

"And something like just 2 checkpoints could work out. 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.

A track need at least 2 checkpoints for track to work in-game. A start\finish checkpoint and a second checkpoint\gate for car to travel through and then head back to the finish line. Unless race is 1 lap, then second checkpoint becomes the finish line. Like a drag strip track. ( point A to point B track )

With the AI and spline route points, you could use just 2 checkpoints on any track. The checkpoints are there for the real players so they don't cheat your track big time.  :P Take an oval 1 track, you only need 2 checkpoints if there a solid wall or railings to stop players for cheating the track.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/oval-2checkpoints.jpg)


Now put the oval track out on Tarmac 3 with no barrier walls, just open space, a player can cheat a 2 checkpoint track. Need at least 4 checkpoints to keep player honest.  :P

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/oval-4checkpoints.jpg)

You guys ready for a figure 8 track like this one?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game/5petal-fig8-2.jpg)

Also checkpoints make sure players take a hairpin turn the direction ( from the left or right ) track designer want player to do.

Just look at the hairpin turn on Sandpit one. A real world player can take the hairpin turn from the left or right direction, because there only 1 checkpoint at the hairpin. But the AI always take the hairpin from the left side because that what the spline points tell the AI to do.

With just the one checkpoint on the Sandpit hairpin turn, if I get turn around ( after crossing the top of the turn ) 180 degrees, I can just keep going back the other direction I just came, since Wreckfest already counted my car pass through the hairpin checkpoint. :)
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 05, 2016, 06:57:05 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.

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?

The could be helpful to reduce size of mod if only checkpoints are modified, but we can work around it.

First delete all checkpoints and sectors points in bagedit. Then copy ai_route.scne of some other map and load it the same way you load objects in bagedit.
This could also make it to work with my buggy tool.

Any chance you get tool to show checkpoints too??  :D

Probably it's only small fix needed.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 05, 2016, 08:04:25 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.


In checking some Tarmac 3 checkpoints, they are wide "gates".

I just did a test on Sandpit 1, route 1 heading to the hairpin turn.

Here I try and shortcut the first track turn and trigger the red circle, I reset car and I end up back on the track where I started. If I don't reset car and continue on around the hairpin and finish the rest of the track, red circle does not go away until I get back to the finish line where I started.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test2.jpg)

Here I'm past the the first turn and I go off-road and trigger the red circle. If keep driving back to the track, red circle will disappear because I have not cheated a checkpoint point.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test4.jpg)

Here I go off-road and trigger the red circle and then reset the car. Car get reset back to where I left the track, not back to the where the first checkpoint is at the first turn.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test5.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test6.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/red-circle-checkpoint-test7.jpg)


If you go wide of the AI sector points or cheat a checkpoint, that going trigger the red circle. If you drive back to the track and circle go away, you lap still going to count. If circle does not go away, it mean you cheated or miss a checkpoint and need to reset your car to get lap to count.

Back in Flatout 1, Bugbear used a resetmap that trigger a red arrow. The red arow would stay on screen until you went all away around the track and back to where you trigger the red arrow and then red arrow would disappear. And your lap would count if you did not cheat a checkpoint.

But if red arrow is showing ( because you took a "shortcut" through some trees ) and you roll your car onto your roof and have to reset car, then your car get reset back to where your car triggered the red arrow. Now your shortcut turns into a bad shortcut and you loose the race. I had this happen a few tines racing Flatout 1 online.  :P

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/FO1-red-arrow.jpg)

Here what a resetmap look like in Flatout 1. If car touches the black area of map, it would trigger the red arrow in Flatout 1. Need to keep car in the white area, where the track suppose to be.

(http://www.lay-zmattress.com/flatout2/purple44/FO1-resetmap.jpg)

I had fun doing a resetmap for my Bunker Hill Obstacle course:

(http://www.lay-zmattress.com/flatout2/purple44/bunker-hill-resetmap.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/bunker-hill-minimap.jpg)

http://www.mediafire.com/download/ntjyywmztjm/FlatOut-1-Bunker-Hill-Havoc-OC.mpg


It look like now the AI route sectors work as the resetmap now in Wreckfest.

But in Flatout 1 and 2, we made resetmap white. This got rid of red arrow and then we could free roam a track map without triggering the red arrow. In Wreckfest, how we going get rid of red circle to make tracks free roaming?
Title: Re: Purple44 custom track WIP page.
Post by: Mopower on May 06, 2016, 01:45:29 AM
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.

How was small stadium inner oval? I would like to try it... Also, if we could get the mud from the mudpit thrown in the small stadium, I would absolutely love that if possible... That or just give me a small section of the flat stuff on the upper level of the mudpit
Title: Re: Purple44 custom track WIP page.
Post by: Sc0ttyDo3sntKn0w on May 06, 2016, 01:56:19 AM
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.

How was small stadium inner oval? I would like to try it... Also, if we could get the mud from the mudpit thrown in the small stadium, I would absolutely love that if possible... That or just give me a small section of the flat stuff on the upper level of the mudpit

Im not sure if laying a dirt top is possible at this stage, the tarmac surface of the small stadium is a model so it cannot be edited like a subscene (the boulders & barriers etc).

There is no prop for a dirt surface, and I presume the mudpit track surface is also a model so there is no way to import it at this stage.



Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 06, 2016, 02:42:04 AM
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.

I final figure out how the copy and paste works. I been trying to copy and paste 1 checkpoint, 1 object from another track and that did not work. But this time, I highlight the checkpoints folder of one track in Bagedit, select copy. Go to other track file in Bagedit, select the checkpoints folder that say 0 checkpoints and select paste and all the checkpoints from the other track are pasted in.

I guess If i don't want all the checkpoints, I could delete a few.
Title: Re: Purple44 custom track WIP page.
Post by: Mr21by9 on May 06, 2016, 07:27:16 AM

I final figure out how the copy and paste works. I been trying to copy and paste 1 checkpoint, 1 object from another track and that did not work. But this time, I highlight the checkpoints folder of one track in Bagedit, select copy. Go to other track file in Bagedit, select the checkpoints folder that say 0 checkpoints and select paste and all the checkpoints from the other track are pasted in.

I guess If i don't want all the checkpoints, I could delete a few.


Sorry i wasn't clear with the suggestion! I really hope this helps you, I want to play what you can do!

How was small stadium inner oval? I would like to try it... Also, if we could get the mud from the mudpit thrown in the small stadium, I would absolutely love that if possible... That or just give me a small section of the flat stuff on the upper level of the mudpit

It's fun! Some AI get through the cracks and you have to chase them down because others won't.

Here it is
http://www.mediafire.com/download/gb9mymyhjjsdjdu/ForMopower.7z (http://www.mediafire.com/download/gb9mymyhjjsdjdu/ForMopower.7z)
With the first version of the ramped big figure 8 by RickyBobby, and my custom events file that has no subroutes, easier to randomly choose an event for me.
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 06, 2016, 10:01:08 AM
I final figure out how the copy and paste works. I been trying to copy and paste 1 checkpoint, 1 object from another track and that did not work. But this time, I highlight the checkpoints folder of one track in Bagedit, select copy. Go to other track file in Bagedit, select the checkpoints folder that say 0 checkpoints and select paste and all the checkpoints from the other track are pasted in.

That's great found. I'll be definitely using this. I wonder if subscenes could be copied the same way too.

Any chance you get tool to show checkpoints too??  :D
I got it to work now!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 06, 2016, 10:32:25 AM

That's great found. I'll be definitely using this. I wonder if subscenes could be copied the same way too.

Any chance you get tool to show checkpoints too??  :D
I got it to work now!

So is the ai route visualizer tool with checkpoint support ready to download at your thread Mazay?
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 06, 2016, 10:39:55 AM
So is the ai route visualizer tool with checkpoint support ready to download at your thread Mazay?

Yes it is. Also coordinate calculator is added so you can now click on point to see it's ingame coordinates.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 06, 2016, 04:19:39 PM
Been a long night, but I did it. I got rid the the red circles that were popping up in my video in post #23.  :)

I started out today with the idea, what if I just used 2 AI route sector points and just make them extra wide. Wider than the gokart track area.

Sector point #1

Left - 0,-250 Right - 150,-250 These spline points are way behind wear my car where it start on the track.

Sector point #2

Left - 0,100 Right - 150,100

I start Wreckfest and it lock up on loading the track. So that idea did not work. I thought it might work like a resetmap from Flatout 1, since my car would be inside the sector spline points the whole time. Should not trigger the red circle if it had worked.

Then tried doing it with 4 AI route sector points where the right border points was close to center of track and the left bolder points where out to the edges of the go gokart track. Track loaded, but did not have the desired effect. Still got red circles.

So to make long story short, I found out that you can not have your set of splines points to far away from the next set. If distance to far, it will trigger the red arrow. I found I needed to stay within about 20 points of each set of sector points. 40 points difference can be to much. In the long straightaways I got away with 30 points.

So I went from 13 AI route sector points sets ( one at each checkpoint ) to using 25. It would seem there no easy shortcut around having to do a bunch of spline points.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/25-spline-points.jpg)

Details on how I tested.

1. Your 0 sector spline point should be in front of the start\finish checkpoint by a few points ( I used 5 points ahead ) so the cars can see it. And I put my last sector spline point 40 points behind the start\finish line.

Left  .........  Right   ..... spline points
x,y   ........... x,y

45,-45   .....  55,-45         0 sector spline

40,-40   .....  60,-40          start\finish line checkpoint for gokart track.

45,0    .....   55.0             25 sector spline 


This got rid of red circle at start of race.

2. Then after figuring out if I go to fear down the track and not crossing a spline point would trigger the red circle, I just move slowly down the track until a red circle appears. Time for a new sector spline point. I just made a duplicate of the spline point I last pass that was good, then tweak the coordinates to move this new sector spline point down the track to where I just trigger the red circle.

Then I restart the track and see if my new coordinates for the new spline point stop the red circle from appearing. No red circle, I continue on down the track until another red circle pops up.

I also check to the right and left to see when red circle is trigger. If the left and right spline points are to close ( not a big enough gap ), you can trigger the red circle while you are still on the asphalt of the track. I was using a gap of around 15-20 points between left and right spline points. In some the turns I use even bigger gap so car going to wide has some cushion before triggering the red circle. Keep in mind the red circle does disappear after being trigger and you get car back on the track.

But I been thinking I'm using the AI route sector points incorectly if I'm tweaking spline location to set the reset boundary to the left and right of track. Maybe the left and right safe border settings the proper place to set the left and right cushion on the track?

Spline points are for telling the AI cars where to go. If I'm moving the left spline out wide so player can take a turn wide ( car in the dirt ), I'm thinking that going cause the AI to take a turn wide too.

When I get the startpoints done, I'm curious how badly the AI will race the track! I will wait until then to take a new video and upload it.

Now off to work on AI route sector points, startpoints and checkpoints for Sc0ttyDo3sntKn0w banger track:

Banger Racing Oval Track - Small Stadium (http://community.bugbeargames.com/index.php/topic,8831.0.html)

I'm thinking I might have gokart track ready enough for a test Saturday night. Maybe even Sc0ttyDo3sntKn0w banger track might be ready for a test.
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 06, 2016, 04:45:02 PM

It look like now the AI route sectors work as the resetmap now in Wreckfest.

But in Flatout 1 and 2, we made resetmap white. This got rid of red arrow and then we could free roam a track map without triggering the red arrow. In Wreckfest, how we going get rid of red circle to make tracks free roaming?

Well, in Wreckfest there is no Reset Maps. The red circle will show if you are:

1) not in any sector
 OR
2) in a sector that is not in the correct "zone" (between the checkpoints that you are supposed to be between).

If I remember rightly, there is a small(ish) time delay until the red circle actually shows up.
I can't check that right now, I'll only get back to work on Monday again.

If you want to make a map free-roaming, you'll have to make the Sectors so wide that they cover the whole map (I guess, we have no such maps, except Derbies, but that's a bit of a different story).

Cheers,
Andrei

Title: Re: Purple44 custom track WIP page.
Post by: acid_andy on May 06, 2016, 07:39:33 PM
How was small stadium inner oval? I would like to try it... Also, if we could get the mud from the mudpit thrown in the small stadium, I would absolutely love that if possible... That or just give me a small section of the flat stuff on the upper level of the mudpit

Im not sure if laying a dirt top is possible at this stage, the tarmac surface of the small stadium is a model so it cannot be edited like a subscene (the boulders & barriers etc).

There is no prop for a dirt surface, and I presume the mudpit track surface is also a model so there is no way to import it at this stage.

If we can work out which texture files are used, the right tarmac texture files could be replaced with mud texture files, which would give the visual effect of a dirt track. What we also need to find out though is where data for handling / grip level of a track surface gets set, to be able to change that to mud too.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 07, 2016, 10:11:17 AM

It look like now the AI route sectors work as the resetmap now in Wreckfest.

But in Flatout 1 and 2, we made resetmap white. This got rid of red arrow and then we could free roam a track map without triggering the red arrow. In Wreckfest, how we going get rid of red circle to make tracks free roaming?

Well, in Wreckfest there is no Reset Maps. The red circle will show if you are:

1) not in any sector
 OR
2) in a sector that is not in the correct "zone" (between the checkpoints that you are supposed to be between).

If I remember rightly, there is a small(ish) time delay until the red circle actually shows up.
I can't check that right now, I'll only get back to work on Monday again.

If you want to make a map free-roaming, you'll have to make the Sectors so wide that they cover the whole map (I guess, we have no such maps, except Derbies, but that's a bit of a different story).

Cheers,
Andrei

I did try that, make some wide sector points, but when I tried to load track, game got stuck on loading screen, Had to kill the game to get back to desktop.

Sector point #1

Left - 0,-250 Right - 150,-250 These spline points are way behind wear my car where it start on the track.

Sector point #2

Left - 0,100 Right - 150,100

Is there a trick to doing this Andrei? 

But doing this for a race track, would not work to well if needed to reset your car. Your car would get reset way out in the boonies.   :o
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 07, 2016, 05:34:18 PM

I did try that, make some wide sector points, but when I tried to load track, game got stuck on loading screen, Had to kill the game to get back to desktop.

Sector point #1

Left - 0,-250 Right - 150,-250 These spline points are way behind wear my car where it start on the track.

Sector point #2

Left - 0,100 Right - 150,100

Is there a trick to doing this Andrei? 

But doing this for a race track, would not work to well if needed to reset your car. Your car would get reset way out in the boonies.   :o

I can check those coordinates for you when I get back to work on Monday.

As for resetting, the car always resets to the last correct Sector you have been driving in --- no matter where you wander, it remembers the last "valid position" and uses that when resetting.

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 09, 2016, 09:36:46 AM
Andrei Räisänen, check thread in about 3 hours. Will be doing an update what I learn this last weekend. I see you checking this thread.  ;)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 09, 2016, 02:02:33 PM
Andrei Räisänen, check thread in about 3 hours. Will be doing an update what I learn this last weekend. I see you checking this thread.  ;)


Don't have time update this thread today. So please Andrei checkout my new post here:

http://community.bugbeargames.com/index.php/topic,8831.0.html
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 10, 2016, 03:25:20 AM
I updated my first post with some more key tips about track making.
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 10, 2016, 09:18:46 AM
Hey Purple,

If you still have specific questions, please just ask :)

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 09:41:25 AM
Hey Andrei, I was just wondering how do I make my track object solid in 3ds max. I've already successfully imported the object, it's just I will go through it atm :/
Title: Re: Purple44 custom track WIP page.
Post by: Tero on May 10, 2016, 10:17:10 AM
Hey Andrei, I was just wondering how do I make my track object solid in 3ds max. I've already successfully imported the object, it's just I will go through it atm :/

I'm not Andrei, but hope that's ok. :P

Add col = true to Object Properties > User Defined. Cheers :)
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 10:19:10 AM
Hey Andrei, I was just wondering how do I make my track object solid in 3ds max. I've already successfully imported the object, it's just I will go through it atm :/

I'm not Andrei, but hope that's ok. :P

Add col = true to Object Properties > User Defined. Cheers :)
Thanks, now when I drag bmap into the same directory I am getting the TGA from, it crashes game :/
Title: Re: Purple44 custom track WIP page.
Post by: Tero on May 10, 2016, 10:30:02 AM
Thanks, now when I drag bmap into the same directory I am getting the TGA from, it crashes game :/

Could you elaborate? Please tell exactly what you are trying to do.
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 10:33:17 AM
Thanks, now when I drag bmap into the same directory I am getting the TGA from, it crashes game :/

Could you elaborate? Please tell exactly what you are trying to do.
I have textured an object with a tga, now when I open game it gives me missing textures/purple textures as expected, however if I replace the tga for a bmap it crashes the game. I am using breckfest to make the bmaps as it was impossible with the build_asset.bat
I have my textures in the levels/gameplayset directory of my mod instead, is that the problem, or is it the pixel size of the bmap? I also converted png to bmap using breckfest, not tga to bmap.
Title: Re: Purple44 custom track WIP page.
Post by: Tero on May 10, 2016, 10:41:57 AM
I have textured an object with a tga, now when I open game it gives me missing textures/purple textures as expected, however if I replace the tga for a bmap it crashes the game. I am using breckfest to make the bmaps as it was impossible with the build_asset.bat
I have my textures in the levels/gameplayset directory of my mod instead, is that the problem, or is it the pixel size of the bmap? I also converted png to bmap using breckfest, not tga to bmap.

Without knowing exactly what assets you work with, all this is just best guesses. I have no knowledge of how breckfest works, but internally we always convert textures from .tga to .bmap. Also remember that the texture must be power of two, for example 256x256 or 1024x512 or 8192x128 etc. it doesn't have to be square but both dimensions must be power of two (8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.).
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 10:59:32 AM
I have textured an object with a tga, now when I open game it gives me missing textures/purple textures as expected, however if I replace the tga for a bmap it crashes the game. I am using breckfest to make the bmaps as it was impossible with the build_asset.bat
I have my textures in the levels/gameplayset directory of my mod instead, is that the problem, or is it the pixel size of the bmap? I also converted png to bmap using breckfest, not tga to bmap.

Without knowing exactly what assets you work with, all this is just best guesses. I have no knowledge of how breckfest works, but internally we always convert textures from .tga to .bmap. Also remember that the texture must be power of two, for example 256x256 or 1024x512 or 8192x128 etc. it doesn't have to be square but both dimensions must be power of two (8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 etc.).
Thanks so much :)
You've fixed it.
I'm guessing you set "surface = asphalt" to make the model asphalt?
Title: Re: Purple44 custom track WIP page.
Post by: Tero on May 10, 2016, 11:08:06 AM
I'm guessing you set "surface = asphalt" to make the model asphalt?

Surface only refers to what kind of surface you are trying to emulate regarding physics (the amount of friction) and what kind of particles it emits when tyres spin on it. For example if you create asphalt texture, you want to use asphalt surface so it will have more friction than gravel and it will emit "smoke" particles when braking etc.
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 11:10:09 AM
I'm guessing you set "surface = asphalt" to make the model asphalt?

Surface only refers to what kind of surface you are trying to emulate regarding physics (the amount of friction) and what kind of particles it emits when tyres spin on it. For example if you create asphalt texture, you want to use asphalt surface so it will have more friction than gravel and it will emit "smoke" particles when braking etc.
Yeah, so how do I do that?
Title: Re: Purple44 custom track WIP page.
Post by: Tero on May 10, 2016, 11:13:50 AM
I'm guessing you set "surface = asphalt" to make the model asphalt?

Surface only refers to what kind of surface you are trying to emulate regarding physics (the amount of friction) and what kind of particles it emits when tyres spin on it. For example if you create asphalt texture, you want to use asphalt surface so it will have more friction than gravel and it will emit "smoke" particles when braking etc.
Yeah, so how do I do that?

(Sorry Purple for taking over your thread  ::) )

You add #surfacename to your material name, at the end. The material name itself can be anything, for example asdasdasd#asphalt will add the asphalt surface's attributes to the object that has such material attached to it.
Title: Re: Purple44 custom track WIP page.
Post by: Axarator on May 10, 2016, 11:15:08 AM
I'm guessing you set "surface = asphalt" to make the model asphalt?

Surface only refers to what kind of surface you are trying to emulate regarding physics (the amount of friction) and what kind of particles it emits when tyres spin on it. For example if you create asphalt texture, you want to use asphalt surface so it will have more friction than gravel and it will emit "smoke" particles when braking etc.
Yeah, so how do I do that?

(Sorry Purple for taking over your thread  ::) )

You add #surfacename to your material name, at the end. The material name itself can be anything, for example asdasdasd#asphalt will add the asphalt surface's attributes to the object that has such material attached to it.
Okay thanks, now we'll hand the thread back to Purple :P
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 11, 2016, 07:09:32 AM
OK, I'm back.  ;D

I'm back working on the gokart track. I wanted to see how well I guess on doing my checkpoints and spline points with the AI route visualizer, but all the checkpoints and spline points are in the derby10.scne track file. The AI route visualizer don't like reading this file. But I came up with a work around.  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/pasting-splines.jpg)

I take an ai_route.scne file, open it up in Bagedit and delete all the sector points and all the checkpoints with Alt-Delete. Then I go copy the splines from the Airoutes section and paste them in the Airoute section in the ai_route.scne file and do the same for the checkpoints. Now I can open the ai_route.scne file with the AI route visualizer and I see this for the gokart track I been working on:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints.jpg)

I'm thinking I did not do to bad using the objects rocks to mark my coordinates. But I did notice my checkpoint at the pile of rocks is in the wrong spot. So I did some checking and found out I was missing a "-" sign. Should been a -30 not a positive 30. And some the sector points needed a little tweaking.

Here what my spline points look like now up sector #14. Have not got to tweaking the other half track yet.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints2.jpg)

Ok, I got a track question for Andrei. In checking out some Ai sector points for some the tracks, I'm unsure where #0 sector point should go? At the same spot as the start\finish line checkpoint or in front or behind?

And where deos the last sector point go? On Oval 1, the last sector point is sharing the #0 right border spline point. The #0 and #43 left border spline points over lap. On Gravel track, there a big gap between last sector spline and the #0 at the start\finish line. I assume this gap is where the cars are starting the race. I see a few tracks have this gap.

So why the to different ways of doing the splines points? And if do the splines with the big gap, don't you risk having the AI get confuse on where to go as they come around the last turn?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints4.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints3.jpg)


Andrei, could you also please checkout the issue we are have with the Banger Racing Oval Track - Small Stadium track? (http://community.bugbeargames.com/index.php/topic,8831.0.html) Thanks.
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 11, 2016, 12:37:45 PM

Ok, I got a track question for Andrei. In checking out some Ai sector points for some the tracks, I'm unsure where #0 sector point should go? At the same spot as the start\finish line checkpoint or in front or behind?

And where deos the last sector point go? On Oval 1, the last sector point is sharing the #0 right border spline point. The #0 and #43 left border spline points over lap. On Gravel track, there a big gap between last sector spline and the #0 at the start\finish line. I assume this gap is where the cars are starting the race. I see a few tracks have this gap.

So why the to different ways of doing the splines points? And if do the splines with the big gap, don't you risk having the AI get confuse on where to go as they come around the last turn?

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints4.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/abourt-splinepoints3.jpg[/url])


Yep, there _are_ a few catches to this stuff, I'll try to explain the most important things...

There are two ways to specify the AI Routes for a track:

1) all Sectors in one Route (in most newer tracks like Valer, and indeed Oval 1 like in the image you posted).
2) the start "strip" Sectors separately (this is an older format, like in Gravel).

The big gap (maybe a hundred meters or so) in Gravel is indeed where the Starting Grid Sectors are, and those Sectors are defined separately in another Route. (The AI doesn't get confused because the Routes are combined when the track is loaded, so there's no gap really - the two Routes form a big loop together.)

If you make new AI Routes, just use the newer format, like in Oval 1 above. It is much simpler (and there are less things that can go wrong).

The last Sector should have the same coordinates as the first Sector (#0), so they form a proper loop.


There's also some restrictions with the Starting Grid, here's the most important:

The Starting Grid (the Start Points) must be located in the zone between Sector #0 and the Sector that has the first Checkpoint (which marks the Start/Finish line, usually around Sector #10 or so). Obviously, this means that there must be no other Checkpoints before the Start/Finish line.

Here's an insight as to why it is like that (this is what happens "under the hood" of the game engine):

When the race starts, the cars start the first lap really when they hit the first Checkpoint (#0, Start/Finish line).
If the Start Point a car started from is not located _before_ the first Checkpoint, he'll get the infamous Red Circle pretty soon and must drive (almost) one whole lap until he finally hits the first Checkpoint (for the first time), and can only then start the first lap properly.
So, what this means is that you should always make sure all the 24 Start Points are located in the correct zone (as described above).

Andrei, could you also please checkout the issue we are have with the Banger Racing Oval Track - Small Stadium track? ([url]http://community.bugbeargames.com/index.php/topic,8831.0.html[/url]) Thanks.


Sure, I'll check that next.

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 11, 2016, 01:09:02 PM
Oh, a few more things concerning Checkpoints:

1) The center point of a Checkpoint must be located _inside_ a Sector, otherwise it will be ignored and not used at all!
By looking at the images you posted, it looks to me like some of your Checkpoints might be invalid in this sense.

2) The Checkpoints snap to the nearest Sector, here's a few quick (and very beautiful and stylish) images:

A Checkpoint with the coordinates defined like this:
(http://imgur.com/GO5ICZt.png)

...becomes, when the track is loaded, like this:
(http://i.imgur.com/URzf559.png)

What this means is that a Checkpoint is exactly the same size as the line that defines its nearest Sector.
So, by making a Sector narrow enough you can restrict cars from shortcutting curves too much - the original size of the Checkpoint does not count.

This is how the width of the Checkpoints is determined at the moment, and it has worked nicely so far --- but if at some point there arises a need to define Checkpoint width separately, I'll look into it.
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on May 11, 2016, 03:29:45 PM
Thank you for detailed info.

In the pictures I saw third green line, AI drive line? Where does this come from?
Every checkpoint has two coordinates and the "Position In Ai Route". What is this?
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 11, 2016, 03:56:01 PM
Thank you for detailed info.

In the pictures I saw third green line, AI drive line? Where does this come from?

Hi,

The lines are as follows, from outmost to innermost:

1) Blue line is the Sector border line (outside this you are "lost").

2) Red is the "safe area", inside which there should be no static objects like trees, concrete fences etc. These red lines act as a guideline for the AI cars so that they know to stay out of the "danger zone" on the sides.

3) Green is the "race area", which is usually exactly the same as the road that you race on. This should be free of any obstacles (except other cars, of course).

The "inside" green line is the optimal racing line, which is calculated when the track is loaded (so you cannot define it with any coordinates).
This is indeed, like you guessed, the "AI racing line", that the AI cars try to follow as closely as possible (unless there are other cars or something else on the way).

Every checkpoint has two coordinates and the "Position In Ai Route". What is this?

The Left and Right Vertices are the edges of the Checkpoint "gate". The "Position In Ai Route" is the center point (essentially the average of Left and Right) of the gate. The Checkpoint "gate" is snapped/moved to the Sector that is closest to this center point (like in the picture in my previous post).

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Janne Suur-Näkki on May 11, 2016, 04:01:00 PM
To emphasize what Andrei stated above about the red line: in absolutely no case should you place static objects between the red lines since the AI will not 'see' them, they are non-existent to it, and they will simply crash into them.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 12, 2016, 12:40:12 AM
Wow, things have change a lot since the Flatout 2 days of how checkpoints and spline points worked.  :o

Thanks for the details Andrei and Janne. This should cut down on my frustration level working on custom tracks this last week.  :)

It nice to now have an understanding how the startpoints, checkpoints and AI sector points work together.

So I went off this morning to fix the small stadium banger oval track. With what I read here today, it look like my #2 and #3 checkpoint gates are to wide. They would of work in Flatout 2. But now need to have the midpoint of a checkpoint inside a sector, these two checkpoints were not working. So with only 1 working checkpoint, that why crossing the start\finishline checkpoint was able to count as 1 lap each time!

Old checkpoints:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/visualizer-banger-splines6.jpg)

New checkpoints
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Banger-finish-not.jpg)

( Mazay's AI route visualizer now numbers the checkpoints :) )

After getting the checkpoint gates to a better size, you can not cheat the banger track now. :)

So I thought I was good. But in testing the track, I still had issue getting my laps to count. Especially the first lap. I ended up spending a least a couple of hours trying things to fix the problem, I found two things that were causing my laps not to count.

1. And you guys need to remember this if you are doing custom startpoints. If the first row of cars are to close to the start\finish line, your car's first lap will not count and you will trigger the red circle.

Because of the small oval, I had the first row of cars close to the start\finish line so I could fit the last row of cars on the straightway. Using a startpoint that was only 3 points away from the start line, was to close. In testing, I had to back the front row cars back 7 points from the start\finish checkpoint. If cars were only 6 points away, it would trigger the red circle and first lap would not count.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/24-cars-start.jpg)

2. After figuring this out, I found I could still get my first lap not to count if I hug the left side wall as I went into first turn and trigger the red circle. If I stay in the middle of the track, I did not trigger red circle in the first turn, my first lap would count. If I make it pass the second checkpoint without get the red circle, then triggering the red circle did not cost me a lap.

So I started pushing the left border spline points in the first turn out further so the red circle would not trigger. That did the trick. Now my first lap counts, event if I hug the left side of track as I go around. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Banger-finish.jpg)

Again, without Mazay's AI route visualizer to see my changes to the spline points and then later my tweaking of the racelines to get the AI to race banger track better, I probably would have given up in frustration. I don't have much hair on top of my head, so I can't afford to be pulling it out. Thank Mazay.  :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 14, 2016, 03:01:50 AM
I finish up the gokart track checkpoints and AI sector points today. My laps are counting and so far I been unable to cheat the track. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-done.jpg)

Going host a test of the gokart track this Saturday, tomorrow. At 10:00pm eastern time. Sorry Euro guys. Will post a download link to tomorrow.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 15, 2016, 04:42:49 AM
OK, I try get some objects on the track, so here the download link for tonight test in about 15 mins.

http://www.mediafire.com/download/l08kocff2syps2r/valer_custom_tarmac3+-+gokart+test3.7z

Unpack zip file and copy valer_custom_tarmac3 - gokart test3 folder and paste folder under your \mods folder.


\Bugbear Entertainment\mods\valer_custom_tarmac3 - gokart test3\data

I will be using Racefest TeamSpeak server:  5.189.148.155


Title: Re: Purple44 custom track WIP page.
Post by: Daystar on May 15, 2016, 04:47:47 AM
OK, I try get some objects on the track, so here the download link for tonights test in about 15 mins.

[url]http://www.mediafire.com/download/l08kocff2syps2r/valer_custom_tarmac3+-+gokart+test3.7z[/url]


Thx... I go try it out after my beer and smoke :-)
really curious how this has progressed. report back later with what I think.

 8) - Mike
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 15, 2016, 07:23:03 AM
Test went well, but need to fix startpoints. Lawnmower was triggering the red circle at start of race. Need to move startpoints back a bit. Mower and euro cars race track well. Then we gave the muscle cars a spin and I was surprise the big cars got around the track pretty good.  :o

Thanks Hoppen, Zeb, Cxbax and Jackattack2988 and Ursvol for joining.  :D

Still need to do some work with objects for the track. Maybe by next weekend can release final version.
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on May 15, 2016, 03:00:27 PM
So I tried it out. cool job so far, but often on start of race my car starts off half way inside another car. and I need to reset my car.  this track is not built for speed
I realized quickly lol!  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 15, 2016, 05:15:35 PM
So I tried it out. cool job so far, but often on start of race my car starts off half way inside another car. and I need to reset my car.  this track is not built for speed
I realized quickly lol!  :)

I did not have time to tweak the startpoints. Was trying get ramp section done and had to test my upload to make sure it still work. Did not want have an upload that did work with my host. I got an 8 min break before it was 10:00pm eastern and time to host. Had to have dinner after I got done hosting the mod.  :P
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on May 15, 2016, 06:06:31 PM
So I tried it out. cool job so far, but often on start of race my car starts off half way inside another car. and I need to reset my car.  this track is not built for speed
I realized quickly lol!  :)

I did not have time to tweak the startpoints. Was trying get ramp section done and had to test my upload to make sure it still work. Did not want have an upload that did work with my host. I got an 8 min break before it was 10:00pm eastern and time to host. Had to have dinner after I got done hosting the mod.  :P

Duly noted!                                                                                                                                                  ÿ
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 15, 2016, 10:37:05 PM
Here some video of Saturday's test of Gokart track. I wish I remembered to hit the record button more often, I miss recording the big car race, landing my mini right next to Usrvol mini  :o and my mower doing a barrel roll of the rock pile and landing it!

http://www.youtube.com/watch?v=SlHXhgjfD5s (http://www.youtube.com/watch?v=SlHXhgjfD5s)

https://www.youtube.com/watch?v=SlHXhgjfD5s
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 15, 2016, 11:47:49 PM
Got a host up again if anybody wants to join.
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on May 16, 2016, 03:21:33 AM
Alarming Discovery Purple44!!! Oh Nooo!
Your track over rides the All Time Best Lap records for the original Tarmac 3 track records!  :o

(http://thumbnails116.imagebam.com/48393/8cdecf483926068.jpg) (http://www.imagebam.com/image/8cdecf483926068)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 16, 2016, 07:35:55 AM
Alarming Discovery Purple44!!! Oh Nooo!
Your track over rides the All Time Best Lap records for the original Tarmac 3 track records!  :o

([url]http://thumbnails116.imagebam.com/48393/8cdecf483926068.jpg[/url]) ([url]http://www.imagebam.com/image/8cdecf483926068[/url])


Hmmm, I thought with modded game, lap times don't count?

I took a look at my lap time for Tarmac 3, I got a 19 second best lap time showing in menu screen. But if I check the leaderbroad, my lap time is 1.03.208
Title: Re: Purple44 custom track WIP page.
Post by: Tapio Vierros on May 16, 2016, 11:13:54 AM
Alarming Discovery Purple44!!! Oh Nooo!
Your track over rides the All Time Best Lap records for the original Tarmac 3 track records!  :o

Hmmm, I thought with modded game, lap times don't count?

I took a look at my lap time for Tarmac 3, I got a 19 second best lap time showing in menu screen. But if I check the leaderbroad, my lap time is 1.03.208

While Steam leaderboards are disabled when mods are active, it's probably fun to still have local records (displayed in the event selection) tracked for mod tracks. Next patch will have improved track mod support which will encourage modding style that will not conflict with the existing tracks.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 17, 2016, 01:54:51 AM
Alarming Discovery Purple44!!! Oh Nooo!
Your track over rides the All Time Best Lap records for the original Tarmac 3 track records!  :o


Hmmm, I thought with modded game, lap times don't count?

I took a look at my lap time for Tarmac 3, I got a 19 second best lap time showing in menu screen. But if I check the leaderbroad, my lap time is 1.03.208


While Steam leaderboards are disabled when mods are active, it's probably fun to still have local records (displayed in the event selection) tracked for mod tracks. Next patch will have improved track mod support which will encourage modding style that will not conflict with the existing tracks.


Anything that make Wreckfest more mod friendly is good news Tapio.   :D

I do see an issue with using custom events.evss file for the modded tracks. Say you got 5 custom tracks release. Each track mod has it own events.evss file that will load track from it own custom track menu:
(http://[url=http://s32.postimg.org/4iq7gkc7l/image.jpg]http://s32.postimg.org/4iq7gkc7l/image.jpg[/url])  (http://s32.postimg.org/u9pfchnap/image.jpg)

You can only load one  events.evss file, so I assume the last track mod listed in the Mods tab, it's events.evss file going to over ride the other 4 events.evss files from the other 4 custom tracks. Correct?

If we going put together a community mod pack of custom tracks, I think we will have to make a custom events.evss file that has the correct custom track folder for each custom track in the track pack.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 17, 2016, 02:29:45 AM
I been wanting a barrel roll ramp for the Gokart track. With some help from Mazay today, I took his ramp and loaded it up into Blender ( ya I just install newest version today and watch video on how to edit mesh objects (https://www.youtube.com/watch?v=JJkxGNW8JZU) ) and narrow it down and then had to find the right angle to put barrel ramp on top of Mazay ramp I'm using on the Gokart track.

Mazay ramp:
(http://images.akamai.steamusercontent.com/ugc/279598467034912156/2DB6375B8182764DC8B8E8A894EE0B4D4C47A3C8/)

What it look like now in Blender:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/blender-ramp.jpg)

And here what it look like on top of Mazay big ramp:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-ramp.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-ramp2.jpg)


It was strange I had to angle barrel roll ramp down -25 degrees to get ramp to angle up on the gokart track. Can anybody explain why Blender and Wreckfest are a 180 degree out of sync?

I packed up Mazay's ramps and the 3 angle ramps I did ( -15, -20 and -25 degrees ) into a file you guys can download:

http://www.mediafire.com/download/942079cncilo98r/ramps-8-objects.7z

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-ramp3.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Tapio Vierros on May 17, 2016, 10:34:55 AM

I do see an issue with using custom events.evss file for the modded tracks. Say you got 5 custom tracks release. Each track mod has it own events.evss file that will load track from it own custom track menu:

You can only load one  events.evss file, so I assume the last track mod listed in the Mods tab, it's events.evss file going to over ride the other 4 events.evss files from the other 4 custom tracks. Correct?

If we going put together a community mod pack of custom tracks, I think we will have to make a custom events.evss file that has the correct custom track folder for each custom track in the track pack.
The way forward will be forgetting about events.evss - each track will have its own event file that are scanned from the disk similar to how vehicles and upgrades are.
Title: Re: Purple44 custom track WIP page.
Post by: The Very End on May 17, 2016, 10:51:25 AM
Purple, to fix the objects not beeing in rate scale, rotation and such, make sure that you hit ctrl+a after you placed down the object. On left bottom side of screen there are two boxes you must check on, named rotation and scale. Or, mark all objects by pressing A, then click ctrl + a and do the same :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 17, 2016, 05:03:01 PM

I do see an issue with using custom events.evss file for the modded tracks. Say you got 5 custom tracks release. Each track mod has it own events.evss file that will load track from it own custom track menu:

You can only load one  events.evss file, so I assume the last track mod listed in the Mods tab, it's events.evss file going to over ride the other 4 events.evss files from the other 4 custom tracks. Correct?

If we going put together a community mod pack of custom tracks, I think we will have to make a custom events.evss file that has the correct custom track folder for each custom track in the track pack.
The way forward will be forgetting about events.evss - each track will have its own event file that are scanned from the disk similar to how vehicles and upgrades are.

That sound like a good idea Tapio.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 23, 2016, 01:18:43 PM
I have ran into a couple issues with the Gokart track.

1. There a part of the track that causes the AI to hit their brakes. At first I thought it was the AI sectors causing the AI to use the brake.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-track-issues/cars-are-braking.jpg)

You can see the cars braking hard enough to trigger some smoke and leaving tire marks on the track.

2. Now here strange one and again it don't effect the lawnmower. At start of race, the car that end up starting at startpoint #23 in the back row, looses all 4 tires!!  :o This happen every race if I have 23 AI. It happens to my car too if I'm unlucky and start there. If you or the AI reset your car, you get your tires put back on.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-track-issues/cars-missing-wheels.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-track-issues/cars-missing-wheels2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-track-issues/cars-missing-wheels3.jpg)

Gokart track ready to go now except for the missing exploding gas bottles. Hopefully some day I can add the exploding gas bottles to the track. And yes I did get rid of the killer cones. I need to get some sleep, so later today I hope to have the Gokart track uploaded.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gokart-raceway-800.jpg)

Thank Zeb for the art work.  :D :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 24, 2016, 10:38:29 AM
I updated my first post with some more stuff I have learn this last week trying get Gokart Track ready for release. Should give it a read and the rest of this thread if this your first time reading thread and want get an idea on how to make a custom track using an exsisting Wreckfest track.

No making a track from scratch for me, at least not yet.  :P

Now off to make a Flatout 2 style track on the Sandpit 1 track map. It will be a no clean racing track!!

Hopefully Bugbear give us the exploding gas bottles soon! :)

Yeah go check it out, it feels pretty different now :)


Hi Janne, is the exploding gas bottle back?

I got track objects to load in Bagedit earlier today. I guess I had a brain fart when I PM you Wednesday saying I could not load gas bottle objects. It look like I was trying to load Build #6 objects and did not notice.   :-[

Thanks to Zeb I tried again today and got gas bottle to load and it look like gas bottle ready to explode, but in my testing earlier today gas bottle just falls apart.

This Build #6 gas bottle in hex editor:
([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gasbottle-properties2.jpg[/url])

And here gas bottle from May 4 Build and it look to have the same string as Build #6:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/gasbottle-properties.jpg[/url])

So what the trick to getting gas bottle to exploded, if it not in today new Build, Janne? I would go look, but been up all night tweaking AI routes for gokart track, bed time for me.

[url]http://www.youtube.com/watch?feature=player_embedded&v=FHn7OACojso[/url] ([url]http://www.youtube.com/watch?feature=player_embedded&v=FHn7OACojso[/url])


Looking forward to checking out the new track tools.  :D :D


Sorry no, I'm afraid the bottle is pending some code support before it will explode.

Have fun creating tracks, though :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 29, 2016, 01:25:04 AM
([url]http://www.freesmileys.org/smileys/smiley-bounce001.gif[/url])..............................([url]http://www.freesmileys.org/smileys/smiley-bounce001.gif[/url])..............................([url]http://www.freesmileys.org/smileys/smiley-bounce001.gif[/url])..............................([url]http://www.freesmileys.org/smileys/smiley-bounce001.gif[/url])

I got to load the tarmac 3 track file in Bag editor today:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/track-file-n-bag-edit.jpg[/url])

The 3 keys things I need to do a custom track, beside a solid track map, is startpoints, checkpoints and being able to move and make copies of objects ( End says I can make copies ). I would do the spline points for the AI, but going need a AI route editor for that. Can I borrow Bugbear editor?

Many of you have been asking what we're currently working on so I decided to create this thread and start sneaking around the office every now and then to take snapshots of people working on various things.

First one I caught off guard was someone working on AI driver paths:

([url]http://i.imgur.com/PRnCMx3.jpg[/url])


I'm assuming the green lines are the effective 'optimal racing line' and 'secondary racing lines' (I see three green lines heh), but I can't quite fully understand the purpose of the red lines and the blue grid.


You're correct :) Darker green is for road surface area and bright green is optimal driving line that AI is trying to stay on.

The red line might specify the space AIs stay inside of when avoiding obstacles. The blue grid might be the part of the map you can use without being "accused" of taking a shortcut resulting in an uncounted lap? Just guessing... :)


Yes! Red is a safety sector that's used to tell AI if there's static obstacles to avoid. Blue sector is the furthest area AI can drive to. Once they enter the blue sector (often after a crash or a friendly push) they will immediately start seeking a way to get back inside green sector. And if they manage to get past blue sector they will go completely nuts as you might have seen a few times in the early access build ;)


Without a proper editor to do AI slpine points, I can't do custom AI routes. So for now any custom track I do will only wrok well online with real players.

The startpoints, checkpoints and object coordinates I will have to do by hand with the old trial and error method I use to use in Flatout 1. Started with moving a stack cars, then got Pavules track editor.

([url]http://www.lay-zmattress.com/flatout2/purple44/8%20car%20stack%20600.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/barrier%20object-Pav-editor.JPG[/url])

Would be nice to have a 3d track editor like the one GulBroz setup with Blender. Made moving objects a lot easier!! :D

([url]http://www.lay-zmattress.com/flatout2/purple44/flatout%202/to-many-planes.jpg[/url])


Since I got no easy to use 3d track editor yet, I think I will start on an "easy" track, the gokart track at Tarmac 3:

([url]http://i.imgur.com/btrVaG4.jpg[/url])

Edit: Going to this post that CFodder did for the dedicated server thread:  :D


Map Names

Client / Server

Races
Sandpit 1 / sandpit1 {rev}
Sandpit 1b / sandpit1b {rev}
Sandpit 2 / sandpit6 {rev}
Tarmac 1 / forest5 {rev}
Tarmac 2 / racing2 {rev}
Tarmac 3 / valer
Figure 8 / oval1b
Figure 8 Small / derby11_rev
Oval / oval1
Speedway 2 / oval2
Inner Oval / oval2c
Gravel 1 / stadium2 {rev}
Mixed 1 / kaanaa
Mixed 2 / valkenswaard

Derby
Mudpit / derby2
Speedbowl / oval2b
Stadium / derby3
Small Stadium / derby10
Lawnmower Derby / derby10_mower


Will add to this list as we get new tracks.

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

The Very End posted this today:

Posted this in a other topic, but I'd figure people might want to know how to create their own trackside cameras (and because it might be hard sightning the sollution when it's hidden in a other topic).

Take a look on the two pictures I have attached. Basically, the thing you want to do is to have a tcat (track camera I guess?) file for the track (same as track ID name), and then head over to the data entry. Here you simply plot in the wanted x / y / z coordinates, and voila, you have a custom made trackside camera. You can add or copy excisting cameras by duplicating a camera or increase the dataentry size by 1 (or more).

([url]http://s32.postimg.org/r0ggt20ht/image.jpg[/url]) ([url]http://postimg.org/image/r0ggt20ht/[/url]) ([url]http://s32.postimg.org/lo0t6ercx/image.jpg[/url]) ([url]http://postimg.org/image/lo0t6ercx/[/url])


I tried my hand at making trackside cams. I grab the reverse gravel trackside cam and rename to my gokart track. I use the checkpoint coordinates from my notebook. I ended up triming the 12 cams I started with, to 8.

I found using Moving setting work better that Rotating or fixed. The Moving setting has the cam following the car as it come toward camera and car drives away from cam.

Also need to see where your AI sectors are for setting up the Active Between Sectors setting. This tell how long one cam stays on until switching to the next cam ( how many sectors before changing to next cam ).

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/trackside-cams.jpg[/url])

Thank to pic below, I was able tell when I wanted one trackside cam to start and when cam should end and next cam should start:
([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-done.jpg[/url])


You can overlap the last cam if you want ( finish line ).


My post on doing a loading and Bugear say they will make it easier in the next update:

I got do the loading screen for gokart track tonight. I tried first stealing the loading screen from the track example and tweak that one. That did not workout.

So I just started with a blank page in Photoshop at 1920x1200. Painted it black. Took a screenshot of the gokart track. Crop pic and got pic close to the 1920x1200 ratio and paste pic on top my black 1920x1200 canvas. Had to move the track pic higher up the canvas so pic was not to low when game did the loading screen.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/event_gokart_raceway_loading_1920x1200_raw6.jpg[/url])


We'll add proper UI asset templates (event preview, loading screen, results screen and car icon) in the next update.


About killer objects:

Np :) Btw, not all collisions / contacts need dynamic type. Take a look on the picture I have attached.

([url]http://s32.postimg.org/ewd6zlo01/Untitled.jpg[/url]) ([url]http://postimg.org/image/ewd6zlo01/[/url])

For example, I once tested adding one extra effect to the car vs car collision. The extra effect were the static killplayer effect. When car's hit eachothers - they instantly DNF'ed :D
I am sure you can make an static object (which does not move or do anything particular), but when something comes in contact with it, link in the killplayer effect. Just play around and test out things, it should work, at least the static type.

Edit: See picture:
([url]http://s32.postimg.org/nrrepgojl/Untitled.jpg[/url]) ([url]http://postimg.org/image/nrrepgojl/[/url])
Change contact effect to the killplayer effect (not the dynamic type, the static). Should give you some interesting results ;)


Big thanks End on helping me. I got killer cones!!!  :o

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone.jpg[/url])

Beware of taking alternative route on a Purple44 track!!  ;D   Now I can think more about the King of the Roof\platform derby I want to do above Sandpit 1 track.  :D

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone2.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone3.jpg[/url])

About making killer cones ( killer objects ), I had already place some cones on the gokart track last night. Even tried tweaking the tracfficone.dntp to see if I could get killer tires using the Restitution setting, but setting only let me go up to 1, not the 35 Restitution number I use in Flatout 1 King of the Roof derby.  ( Any chance of getting a higher Restitution number Bugbear? )

So after seeing End last pic, I wanted to try it on the cones I had on the Gokart track. I change Contact Effect to point to the killplayer.fxtr file End gave us, it work.  :D :D

Now if you were to make a custom object ( prop_killer_ramp ) you wanted to turn into a killer object and not effect the other objects in the game, would need to make a custom dntp file and point your new object to that custom dntp file (killerramp.dntp ).

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/killer-cone4.jpg[/url])


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

Here a tip to keep in mine when you are first starting a new custom track, use a track folder name that you would want to have when it time to release your custom track.

I started out with valer_custom_tarmac3 as my working track folder name. I would like to change it to gokart-raceway but that would break my custom objects and custom textures I'm using. In the gokart_raceway.scne track file, the path to the custom objects and custom textures uses valer_custom_tarmac3.

I would have to go in and re-choose the path for all the custom objects and custom textures I used, to gokart-raceway.



Edit:

Make sure your first AI sector encapsulates the rear most starting positions

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-splines-done.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on May 31, 2016, 12:29:12 PM
Andrei I got question for ya, why does Bugbear use coordinate offsets for the AI route and start files?

Sandpit 1 forward:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-offset.jpg)

These offset make it a little more difficult trying to do checkpoints and AI route sectors by hand.  :P

For an example:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-hairpin-ai-sectors.jpg)

In above pic I got the coordinates of the left #17 AI sector at the hairpin from the ai_route.scne file and then put those coordinates in for this truck object. This is where it showed up on Sandpit 1:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-offset2.jpg)

Now if I do the math and add the ai_route off set ( -304.00+-172.64=-476.64 ) and use -476.64 for z coordinate for the truck, truck show up here:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-offset3.jpg)

Where the left #17 AI sector at the hairpin is.

I assume Bugbear has their reason for doing these offset. Just curious why they are needed? This second time now I had to deal with this problem. Small Stadium Banger was the first time. At least this time I knew to check the coordinates to see if I was going have a problem using my rocks to mark the checkpoints and anchoring the AI sectors.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/boulders-hard-find2.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on May 31, 2016, 09:41:14 PM
Hey Purple,

The "AI route start strip in a separate file" -scheme is a legacy way of making the tracks (most older tracks are done like this).
When it's done this way, the Xref'd start strip may be (and usually is) oriented in a different position and direction, hence the offset.

Most newer tracks have the full AI route in the same file, so no offset hassles.

At some point they will all be converted to the newer, normal format where all AI routes are in the same file.
We'll see when I have the time to do that.

If you are making a modification for an "old scheme" track, you can do it the better, newer way yourself.
Just delete and ignore the "ai_start" subscene (so the starting grid will be omitted) and then add more sectors to the "ai_route" to make the grid complete. This should work, but I can't 100% guarantee it's that simple to do...

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 04, 2016, 12:21:12 PM
Today was watching the AI take a jump ramp on the new track I'm working on and and you can see the cars act like there bags of cement in the trunk. This is understandable for the Mini Euro, since it has an engine in the back to make it trunk heavy. But the other cars, the frontend should be the heavy end.

http://www.youtube.com/watch?v=vAwxh3x7d90 (http://www.youtube.com/watch?v=vAwxh3x7d90)

I commented on this after the Feb 26, Build release:

The rearend of the Muscle 4 car going off a jump act like the trunk is full of cement bags making the backend drop before the frontend. In real life does not end of the car with the engine should be dropping first?

Has Bugbear goof on a car setting?


I don't recall this happening before the Feb Build. Does make for some interesting crashes with the AI and real players will have be careful taking the jump. Does Bugbear need to do some tweaking here?
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 04, 2016, 02:33:11 PM
Today was watching the AI take a jump ramp on the new track I'm working on and and you can see the cars act like there bags of cement in the trunk. This is understandable for the Mini Euro, since it has an engine in the back to make it trunk heavy. But the other cars, the frontend should be the heavy end.

[url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url] ([url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url])

I commented on this after the Feb 26, Build release:

The rearend of the Muscle 4 car going off a jump act like the trunk is full of cement bags making the backend drop before the frontend. In real life does not end of the car with the engine should be dropping first?

Has Bugbear goof on a car setting?


I don't recall this happening before the Feb Build. Does make for some interesting crashes with the AI and real players will have be careful taking the jump. Does Bugbear need to do some tweaking here?


Wow... they really flipping like crazy when they touch down! I would not like seeing their inside camera view when the are flipping so crazy like that. might get dizzy haha. but yeah know what you mean.
can't wait to try out your new Sandpit 1 track. it is one of my fave tracks as opposed to Tarmac 2 and Mixed 1 tracks. good luck with it!
Title: Re: Purple44 custom track WIP page.
Post by: BrianUK on June 04, 2016, 02:43:58 PM
Today was watching the AI take a jump ramp on the new track I'm working on and and you can see the cars act like there bags of cement in the trunk. This is understandable for the Mini Euro, since it has an engine in the back to make it trunk heavy. But the other cars, the frontend should be the heavy end.

[url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url] ([url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url])

I commented on this after the Feb 26, Build release:

The rearend of the Muscle 4 car going off a jump act like the trunk is full of cement bags making the backend drop before the frontend. In real life does not end of the car with the engine should be dropping first?

Has Bugbear goof on a car setting?


I don't recall this happening before the Feb Build. Does make for some interesting crashes with the AI and real players will have be careful taking the jump. Does Bugbear need to do some tweaking here?


It has happened in every build since 7 came along. There is now a build 6 mod on the workshop, give that a try and see how it goes.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 04, 2016, 03:53:07 PM
Today was watching the AI take a jump ramp on the new track I'm working on and and you can see the cars act like there bags of cement in the trunk. This is understandable for the Mini Euro, since it has an engine in the back to make it trunk heavy. But the other cars, the frontend should be the heavy end.

[url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url] ([url]http://www.youtube.com/watch?v=vAwxh3x7d90[/url])

I commented on this after the Feb 26, Build release:

The rearend of the Muscle 4 car going off a jump act like the trunk is full of cement bags making the backend drop before the frontend. In real life does not end of the car with the engine should be dropping first?

Has Bugbear goof on a car setting?


I don't recall this happening before the Feb Build. Does make for some interesting crashes with the AI and real players will have be careful taking the jump. Does Bugbear need to do some tweaking here?


It has happened in every build since 7 came along. There is now a build 6 mod on the workshop, give that a try and see how it goes.


Ya saw PsychOXRat post. I only notice the heavy rearend with the Muscle 4 since the Feb Build.

In this July 26, 2015 ( Build #7 ) I don't see a heavy rearend on gravel track at 20:25 in video. But the car does seem heavy, not getting much air off the big jump.

http://www.youtube.com/watch?v=WgaNMdd026U (http://www.youtube.com/watch?v=WgaNMdd026U)

Don't see the heavy rearend in this Septmeber Build, but you do see the Muscle 3 rolling over to easy on Gravel track, 3:30:
http://www.youtube.com/watch?v=otOxUKcrqBk (http://www.youtube.com/watch?v=otOxUKcrqBk)

At the March Spring Showdown, you can see the Muscle 3 rearend touching the ground first off the Gravel jumps.
http://www.youtube.com/watch?v=TnBkeOmuu4E (http://www.youtube.com/watch?v=TnBkeOmuu4E)
Title: Re: Purple44 custom track WIP page.
Post by: BrianUK on June 04, 2016, 11:39:02 PM
It was every car that did it. Playing the DD2 mod with the 'fix' showed it clear as day. Every car would have the rear dive down to the floor like they had a tonne of bricks in the boot.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 06, 2016, 03:17:19 PM
After a few hours tonight fighting with a checkpoint for the GoKart reverse track, I found out I needed ai sector points to be closer to checkpoint. Please watch video before read rest of post:

http://www.youtube.com/watch?v=3n1SxNNIsMo (http://www.youtube.com/watch?v=3n1SxNNIsMo)

Now that you saw how I could cheat a checkpoint, here what it look like with Mazay's ai route visualizer:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-rev-cheat-cp2.jpg)

After trying a few things, I found if I put an ai sector close to Checkpoint #2, on each side of checkpoint, this stop me from cheating the track.  :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-rev-cheat-cp2-2.jpg)


After finding this fix, I went back to the Sandpit 1 track I was working on that had a checkpoint I could cheat and tried what I learn on the GoKart track to see if this would fix the cheating.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Sandpit1-cheat-cp2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Sandpit1-cheat-cp2-2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Sandpit1-cheat-cp2-3.jpg)

I trigger the red circle when cheating checkpoint #2, but when car get back on the track, red circle goes away.  :o  So far I'm unable to make this checkpoint stop players from cheating the track. Guess I will have to put a pile of logs in the way to prevent a player from cheating the track.

I'm missing the good old days of Flatout when I put down my checkpoints, they would work, no ifs and or buts!!

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/track-editor-derbytrack2b.jpg)


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

Thanks to Zebulon55 taking the time to reverse the checkpoints and AI sector points for me, with some fine tuning of the ai racelines, should have reverse version of GoKart ready for release by Friday, if not sooner.

Thanks Zeb for helping out with the checkpoints and spline points and new track sign.  :D


I t took me a few hours to tweak the ai racelines to get the AI to make it through this chicane and not hit the guardrail on the Sandpit 1 track1

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-chicane.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: PsychOXRat on June 06, 2016, 07:00:28 PM
Purple, some info regarding Checkpoints, the checkpoint snaps to the closest sector, so that on the Gokart track, checkpoint2 would have snapped to the start of the hairpin
Title: Re: Purple44 custom track WIP page.
Post by: FollowWings on June 06, 2016, 10:07:41 PM
Maybe if you put it out to public testing Purple??!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 07, 2016, 12:17:14 AM
Purple, some info regarding Checkpoints, the checkpoint snaps to the closest sector, so that on the Gokart track, checkpoint2 would have snapped to the start of the hairpin


And that one good reason why Bugbear doing checkpoints this way has issues. If you doing a zillion sector points like you can in 3D Max. this would not be a problem. But us doing them by hand, will need to remember to bracket checkpoints with very close ai sectors.

Oh, a few more things concerning Checkpoints:

1) The center point of a Checkpoint must be located _inside_ a Sector, otherwise it will be ignored and not used at all!
By looking at the images you posted, it looks to me like some of your Checkpoints might be invalid in this sense.

2) The Checkpoints snap to the nearest Sector, here's a few quick (and very beautiful and stylish) images:

A Checkpoint with the coordinates defined like this:
([url]http://imgur.com/GO5ICZt.png[/url])

...becomes, when the track is loaded, like this:
([url]http://i.imgur.com/URzf559.png[/url])

What this means is that a Checkpoint is exactly the same size as the line that defines its nearest Sector.
So, by making a Sector narrow enough you can restrict cars from shortcutting curves too much - the original size of the Checkpoint does not count.

This is how the width of the Checkpoints is determined at the moment, and it has worked nicely so far --- but if at some point there arises a need to define Checkpoint width separately, I'll look into it.


You would think I would know this about checkpoint already, but I keep forgetting!  :P

But why don't this method work with the sandpit 1 track? especially the "I can cheat checkpoint #2 here too" pic? Is it because of over lapping ai sectors going in opposite directions? If so I'm going have some more trouble with checkpoints further on down the track.

With Flatout, I would not have this issue.  :P


About the ai sector chopping the ends of the checkpoint gate, does that mean if your car get knock to far wide, then you have miss the checkpoint?  I like using one end of checkpoint to stop players from cheating the inside of a turn, but I'm not worry about players going to wide, they loss time already, would hate to see player getting knock wide, maybe going for a tumble and miss the checkpoint because the blue outer wall of ai sector shorten the checkpoint.  >:(

Also don't like the idea of having to make ai sector huge to prevent this from happening. I like that ai sector wall can trigger the red circle warning you gotten to far off track. But i want that red circle to go away when you get back on the track.

I been having to test that a lot and the red circle being trigger, helped me find the correct coordinates for checkpoint #3 in the sandpit 1 pics.  Since object coordinates don't match up with the ai_route file checkpoints.  And the red circle tell me if my ai sector walls are falling on the track and need to be moved some more. So doing the ai sectors points and checkpoints by hand, the red circle has help me out a lot to "see" if the ai sectors are in the right spot, one\ two sector(s) at a time. It making checkpoint work, that been the most frustrating thing I been dealing with. Some of it my own fault!

And Mazay visualizer been helpful in giving me useful coordinates too.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/Sandpit1-cheat-cp2-4.jpg)



Andrei, is there good reason to have a checkpoint jump to a nearby ai sector line? There times when you want your checkpoint to be in a precise spot like the start\ finish line and where I have checkpoint #2 in the gokart reverse track. And you don't suppose to put checkpoint gate where the ai sector wall is. Checkpoint gate need to go somewhere in the middle of ai sector.
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on June 07, 2016, 01:04:44 AM
It would be nice to have a tool to do sectors and AI routes on stock tracks like the AI Geom Gen tool does on custom tracks.

Maybe just load the track map and any track data connected to elevation changes and such but not the actual track mesh to prevent BugBear property from being saved and exported to other games?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 07, 2016, 02:48:47 AM
Where you get that pic from Heddly?

Ya something like that make my job a lot easier.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on June 07, 2016, 04:06:16 AM
It is the BugBear 3dsMax plugin. I found it in the BugBear/tools folder/track_modding.doc. There also a Blender version of it.

Released v0.02 of the AI generator :) It adds a new feature for route width 'detection', this is how it works:
[url]http://www.youtube.com/watch?v=DuepAWWcM_M[/url] ([url]http://www.youtube.com/watch?v=DuepAWWcM_M[/url])

Download in first post as always
.
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on June 07, 2016, 10:17:12 AM

Andrei, is there good reason to have a checkpoint jump to a nearby ai sector line? There times when you want your checkpoint to be in a precise spot like the start\ finish line and where I have checkpoint #2 in the gokart reverse track. And you don't suppose to put checkpoint gate where the ai sector wall is. Checkpoint gate need to go somewhere in the middle of ai sector.

Yes, there is a very good reason for it being like it is. The reasons are very technical and complicated (pertaining to the way the AI sector and race position tracking work under the hood). And I'm not going to change it back to the old way, because this new system is much more accurate.

When you put a checkpoint on the track, don't think of it as a checkpoint - instead, it should be considered a "marker" that just marks or tags the nearest AI sector line as a checkpoint.

Now, if you need a checkpoint at a specific spot, you just place an AI sector line there. Voilà!

The problems you are having are not because the AI sector / checkpoint system is tricky (it is actually very simple) - it is because making the AI sectors without 3DS MAX (or Blender) is tricky... ;)

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on June 07, 2016, 12:34:31 PM
But why don't this method work with the sandpit 1 track? especially the "I can cheat checkpoint #2 here too" pic? Is it because of over lapping ai sectors going in opposite directions? If so I'm going have some more trouble with checkpoints further on down the track.

If there are AI sectors overlapping each other, that's OK - but in that case you must take special care how you set the checkpoint coordinates. To make sure the checkpoint goes to the sector you want, just ensure that the center of the checkpoint is exactly inside that sector (and not in any other sector).

Remember that the checkpoint size (width) really has no meaning, as the checkpoint snaps to the coordinates (and width) of the nearest sector.

-----

Another important thing with Sandpit 1 is that the checkpoint at the bottom of the tight hairpin is marked as a "loop" checkpoint.
That means that the sectors after the previous checkpoint and before the next checkpoint can be driven any way you want, making it possible to navigate the hairpin either way.

That last sentence needs more clarification:
Assume you have three checkpoints: (A), (B) and (C), and the driving order you must navigate the track is (A) -> (B) -> (C) -> etc...
If checkpoint (B) is marked as a "loop" checkpoint, it means that you can drive from (A) to (B) via either sector "strip", as long as you drive first to (B) and then to (C). When you cross checkpoint (C), things return to normal again.

Essentially, when you approach a "loop" checkpoint, the red "wrong way" circle does not appear if you approach it from the "wrong" direction. Also, the race distance calculation should work regardless of which way you are driving that loop part of the track (although there is a small glitch when you move from one sector strip to the other, but that's hardly noticeable).

Restrictions for using a "loop" checkpoint are:
- "Loop" checkpoints can only exist on the main route (not alt routes).
- There must always be at least one checkpoint between the "loop" checkpoint and the start/finish line checkpoint (in both directions).

That hairpin checkpoint in Sandpit 1 is the only instance of a "loop" checkpoint in the whole game, at least so far ;)

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on June 07, 2016, 03:18:07 PM
It would be nice to have a tool to do sectors and AI routes on stock tracks like the AI Geom Gen tool does on custom tracks.

Maybe just load the track map and any track data connected to elevation changes and such but not the actual track mesh to prevent BugBear property from being saved and exported to other games?

The most tricky part will be to get ai route altitude correct. The actual track mesh tells the precise elevation, so it could be hard to do good without it.

For now best way to go would be probably be to take "aerial image" of track and use that as background in 3dsmax. Position it with help of images from visualizer. Then recreate route and startpoints.
Title: Re: Purple44 custom track WIP page.
Post by: Andrei Räisänen on June 07, 2016, 04:25:40 PM
The most tricky part will be to get ai route altitude correct. The actual track mesh tells the precise elevation, so it could be hard to do good without it.

The game snaps the AI sectors to the track ground at runtime, so you can safely ignore the elevation, makes life easier :)

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 07, 2016, 05:09:06 PM

When you put a checkpoint on the track, don't think of it as a checkpoint - instead, it should be considered a "marker" that just marks or tags the nearest AI sector line as a checkpoint.

Now, if you need a checkpoint at a specific spot, you just place an AI sector line there. Voilà!

The problems you are having are not because the AI sector / checkpoint system is tricky (it is actually very simple) - it is because making the AI sectors without 3DS MAX (or Blender) is tricky... ;)

Cheers,
Andrei

No argument there Andrei.  :P

Going take a little getting use to thinking of using a AI sector wall as the checkpoint. Been to many years use to using checkpoints.

I just assume we could take the hairpin in both directions because I figure Bugbear was just using 1 checkpoint at the hairpin, Did not know it was a special checkpoint. Look like I will need to copy that checkpoint and use it at the other end of the track.  ;)

Thanks for your your replies today Andrei.  :D Sooner or later I will get the hang of doing checkpoints and AI sectors in Wreckfest.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 10, 2016, 02:09:31 PM
I got the reverse GoKart track uploaded today. Tweaking the AI racelines was a major pain in the butt and very time consuming!! Thank Zeb for getting the AI sectors and checkpoints reverse for me. :)

Here how the track look in Mazay's ai visualizer:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/gokart-rev-splines-final.jpg)

Since this track was a reverse track, I got to figure out how to add a variant track to a mod.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/making-track-variants.jpg)

I was stump for a little while trying to figure out why in game, the reverse track option was not showing up under the GoKart track. After looking at the example track for a second time, it hit me I need to have both the original GoKart Raceway track and the new reverse version listed under Variants and use the number 2 where it says how many Variants. I did not consider the original GoKart Raceway a variant track.  :P
Title: Re: Purple44 custom track WIP page.
Post by: RickyB on June 11, 2016, 02:42:52 PM
The problems you are having are not because the AI sector / checkpoint system is tricky (it is actually very simple) - it is because making the AI sectors without 3DS MAX (or Blender) is tricky... ;)
No argument there Andrei.  :P

Just a thought - for placing stuff and checkpoints/AI sectors on existing BB tracks - it could be helpful if there was an option in game for showing the x,y,z coordinates of the camera in 'free camera' mode on screen. Something like that... (bottom of the screen).     
(http://static2.gamespot.com/uploads/scale_super/1554/15545074/2892655-8570913663-Show-.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Usmovers_02 on June 12, 2016, 04:44:54 AM
I really love the way this track plays. Please never get rid of the pit of doom! I love sending AI up and over the hill into the empty void :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 20, 2016, 05:07:06 PM
A BIG thanks go out to Zeb for pushing me into moving my checkpoints for the Suicide Sandpit 1 track I'm working on.

I got back to working on the Suicide Sandpit 1 track today and as I was tweaking some AI sectors and Zeb reminded me I was having problem with checkpoints where you could cheat my checkpoint #2.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-zeb.jpg)

Zeb was telling me I should move my checkpoints so the mid point of the checkpoint would only be in 1 AI sector like Andrei had posted:

If there are AI sectors overlapping each other, that's OK - but in that case you must take special care how you set the checkpoint coordinates. To make sure the checkpoint goes to the sector you want, just ensure that the center of the checkpoint is exactly inside that sector (and not in any other sector).



I was resisting doing this since it look wrong to move whole checkpoint gate to the left to get mid point outside where the to Ai sectors over lap and that leave the right end of the checkpoint where a car could miss the gate and checkpoint would not count.

Like checkpoint #2 in this pic:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-zeb2.jpg)

Then it finally hit me, if I extend both ends of the checkpoint gate evenly ( add 10 points to the right end, add the same 10 points to the left end coordinates ), I could make the checkpoint gate wider to reach the right side of the AI sector and still keep the checkpoint mid point where it needed to be, inside just 1 AI sector.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/sandpit1-ai-route-zeb3.jpg)

This look weird but it work after I move checkpoint #2 to be after checkpoint #0.

So be warned, no cheating the track to the right inside after the hairpin!!

I hope to get the Suicide Sandpit 1 track finish and release in time for the 24 HOURS OF "Le MASH".....open competiotion with NO player limit ! (http://steamcommunity.com/app/228380/discussions/0/350533172700366020/). Facial_Burns will have a modded server up for the Euro players and Heddly going have a modded server up for the US players during this 24 event.

We are hoping we will get lots of players to come online again and hopefully have a variety of hosts ( rough, semi clean, modded and clean ) to pick from with lobbys full of players. I like to send out an invite to the Bugbear devs to join us online next weekend.  :D :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 21, 2016, 11:55:55 PM
(https://pbs.twimg.com/media/ClfsAfLWQAA4pjY.jpg:large)

I now know what my next custom track will be. Thanks Bugbear Devs for doing most the work for me in turning this oval into a fig 8.  :D

Just need a few more crossings.  ;)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 22, 2016, 10:03:36 PM
I got the AI sectors points and checkpoints done and tested. Been at it since Sunday trying get the Suicide Sandpit 1 sectors and checkpoints done. I can now race the whole track and lap will count, no red circle ( expect might see a flash here and there ) and all the checkpoints work. No cheating the track.  :P

It don't look pretty but the sectors and checkpoints work ( had to paste together two screenshots ):

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/suicide-sandpit1-final.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/suicide-sandpit1-final2.jpg)

I got a few little things to finish to get track ready for release. Hope to release Suicide Sandpit 1 some time Friday and get to use track for the LeMash (http://steamcommunity.com/app/228380/discussions/0/350533172700366020/) event this weekend. Andrei, any chance of seeing you online this weekend?

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-track2.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 24, 2016, 08:30:31 PM
Purple,.. when do you think you will finally complete this bad ass track? I really would love to play on it! I know your a busy guy, but please don't give up on this creation of yours!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 24, 2016, 10:03:58 PM
Purple,.. when do you think you will finally complete this bad ass track? I really would love to play on it! I know your a busy guy, but please don't give up on this creation of yours!

Was planning on trying get get track finish today, but the new Build going kill your car off before you can finish 2 laps!!!

I'm reluctant trying fix this with tweaking the damage file that End suggested. I rather see Bugbear tweak the game to be more friendly to rough racing again.
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 25, 2016, 01:24:40 AM
Purple,.. when do you think you will finally complete this bad ass track? I really would love to play on it! I know your a busy guy, but please don't give up on this creation of yours!

Was planning on trying get get track finish today, but the new Build going kill your car off before you can finish 2 laps!!!

I'm reluctant trying fix this with tweaking the damage file that End suggested. I rather see Bugbear tweak the game to be more friendly to rough racing again.

Alright  :-\ I understand. But if you enable 2 mods... 1). Hulk Smash and finally 2). real2life damage mod, it would be a blast!  Well that's what I do in single player. it really is a lot of fun. Good luck with it!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on July 10, 2016, 01:40:17 AM
We learn there a new way tweak the AI race line here:

Raceline Mystery on Speedway 2 Figure 8. (http://community.bugbeargames.com/index.php/topic,9074.0.html)

Bugbear Dev Andrei and Janne did some posts.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on July 18, 2016, 04:43:00 PM
I started a new thread to keep track my work on the Cops and Robbers mod and keep it in one place:

Cops and Robbers the mod making thread. (http://community.bugbeargames.com/index.php/topic,9123.0.html)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on August 24, 2016, 10:11:25 AM
Tonight while trying to tweak the spinner I got thanks to Mazay and End, I ended up with a spinner that act like a Sneak Peek hammer!  :o

That a little to brutal for my Cops and Robbers arena ( crushing cars ). I was trying to get a different evil effect.  ;)

But I thought there might be a track modder or two that could use these animation settings.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/spinner-hammer-animation.jpg)


Tweaking the Time setting controls how fast spinner hammer will work. The stock spinner used a 0.033 ( 0, 0.033, 0.066, 0.1, 0.133, etc ). This tweaked spinner hammer uses a 0.1 ( 0, 0.1, 0.2, 0.3, 0.4, etc ) which slow the spinner down some. And the spinner hammer only rotating about 45 degrees, not 360 degrees.

Here link to the spinner hammer object file and a little video showing spinner hammer in action. Did not want upload video to youtube.  :P

http://www.mediafire.com/download/veaboavqv71j4am/spinner+hammer.7z

Back to trying get the spinner I want!!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on September 12, 2016, 01:27:08 PM
Thanks to Zeb showing me a bug with a startpoint in the Cops and Robbers lawnmower pit, I now fix startpoint #23 in my Gokart mod.   :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation-number-wrong-lawn2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation-number-wrong-lawn3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation-number-wrong-gokart2.jpg)

I tried adjusting the height number and moving startpoint around and wheels still missing in the lawnmower pit, then it hit me, what if it was a bad orientation number causing the problem? If I use a bad orientation number with an object, strange things happen. Seeing that the tires got push into the middle of car was strange! So I check orientation number for that startpoint and it turn out to be bad, had 0 instead of a 1. And that got me thinking about gokart track and bad startpoint in the back row, same thing, had 0 instead of a 1.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation-number-wrong-lawn.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/orientation-number-wrong-gokart.jpg)


So if you working on a new track and you find a car missing 2-4 wheels, check your orientation number.


Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on September 19, 2016, 04:00:18 AM
I'm back working on the Sandpit Suicide tracks and I like to use End timer files. So going post his posts here so I can found them more easily.  :D

Hmm... That would mean we have to have both an .agen and effect / trigger file. But those would only be to trigger whatever effect we had stored, to create the effect in first place... not sure if that is possible at current time beeing.
All moving things in Wreckfest are determined by the animation / time we export from 3ds max, but that is nonear precivce enough for an effect.

*thinking*... Well, hard brainstorming here, see picture:
([url]https://s13.postimg.org/prp1i59er/Untitled.jpg[/url]) ([url]https://postimg.org/image/prp1i59er/[/url])

Basically we can do a lot with the dynamic objects. If you "turns into physics if..." the objects assigned to this effect / physics above will move about until it is hit - then it will act as an object with close to no weight.
The next step is to make a trigger effect that points to an .agen file. What we do is to say to an object  - start beeing dynamic (moving) after certain amounts of seconds. Then this object (maybe it could be hidden?) moves to a pre-defined spot, and colides with our "random" effect, maybe a rockpile or whatnot. This will trigger the "turns into physics" and the pre-defined rockslide animation would start. We could also just assign a other dntp file, such as barrel, box or whatnot to it, only thing we need is to have something touch it at a random time.

But as you see, it's complicated as fuk.. but might be doable?


And here the link to Dynamic objects (http://community.bugbeargames.com/index.php/topic,9167.0.html) like the grinder and a timer.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on September 21, 2016, 06:05:02 AM
I'm going call my first Suicide Sandpit 1 track done for now. There a download link below. I'm not going up load to Steam workshop until I have my 3 tracks ready to go.

http://www.mediafire.com/download/4g8w4jm4ie9p4b4/Suicide+Pack+test.7z

Unpack Suicide Sandpit 1 test.7z, put Suicide Sandpit 1 test folder under your \mods folder, enable Suicide Sandpit 1 test in your Mods tab, scroll Select Event umtil you see Suicide Sandpit 1 test.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-track3.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on September 21, 2016, 09:00:02 AM
Really fun track Purple44! just got done testing it. I had to set laps to only 2 laps, because my car really gets messed up quickly haha! Right on for making it, and also sharing it. thanks!

(http://orig15.deviantart.net/78d4/f/2007/317/7/d/trampoline_fun_by_cookiemagik.gif)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 15, 2016, 02:01:42 AM
Found this out today:   :)

Stuntfest (in Wreckfest) (http://community.bugbeargames.com/index.php/topic,9261.0.html)

I been talking to Janne this week and asking him if we can get the OK to use Stuntfest objects in our custom Wreckfest tracks and be able to upload mod to Steam Workshop.

Got this PM today:

About the Stuntfest objects, so to be perfectly clear, for now, we can use Stuntfest objects in out custom tracks for Wreckfest and it OK to uploaded them to Steam Workshop?

With the understanding this policy may change?



"And yes, sorry for being vague in the previous message - sharing content in Workshop mods is totally fine as long as we're the only party involved." ( I added this - no publisher )




So as it stand now, we got the green light to use Stuntfest objects in Wreckfest and Wreckfest object in Stuntfest and upload them to steam Workshop.   :D



Now just need Bugbear to put a drawbridge in Stuntfest that solid that the cars can drive on and then steal it for Wreckfest.   :P

http://www.youtube.com/watch?v=HXpZNbJ3HJI (http://www.youtube.com/watch?v=HXpZNbJ3HJI)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 24, 2016, 10:17:59 AM
I got the Stuntfest editor to load and save a Wreckfest track file. Here link to the thread I started to help explain how to do this:

Using Stuntfest editor as a Wreckfest 3D object editor. :) (http://community.bugbeargames.com/index.php/topic,9318.0.html)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 24, 2016, 03:35:44 PM
I got started on doing AI routes for my second Sandpit 1 suicide track ( I got my objects placed ). Thanks to Bugbear new AI route tool, I got 2 the loops done on my track, only 3 more loops to go.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-routes.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-routes2.jpg)

With Bugbear AI route tool, now I can see where the AI route sectors are on the track. Making it much easier adding new sectors.  :D :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-routes3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/F11-free-cam4.jpg)

To bring up the AI route tool, use the ~ key or for me, I had to use the \ key.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 28, 2016, 01:38:14 PM
Finish up doing the AI sectors and tweaking the AI race line. Now just need to do the checkpoints. Maybe Suicide2 Sandpit 1 track be ready to upload sometime next week for testing.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit-fig8-daystar3.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit-fig8-daystar4.jpg)


Doing the AI sectors for this track would been a real bear to do if I did not have Bugbear's track tool. Thanks Bugbear for making doing AI sectors easier and faster than my old way of trial and error!!   :D
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on October 28, 2016, 01:53:36 PM
Track Tool ?
Did I miss something?

Is that for WF, or is it part of the SF editor?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 28, 2016, 02:18:34 PM
Track Tool ?
Did I miss something?

Is that for WF, or is it part of the SF editor?


The July 2016 Wreckfest Build gave us a track tool and a free cam to use on modded tracks under your mods folder.

Update 2016-07-29 (http://community.bugbeargames.com/index.php/topic,9143.0.html)

Exposed developer track data and trackside camera visualization, racing line adjust tool, and free camera for modded tracks. Use the tilde key ~ (the key below ESC that resembles a squiggly worm) to access the developer menu and F11 to enable free camera.



Suggest you read the posts in this thread, start at my post at #47 asking about new track tool and free cam.
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on October 29, 2016, 03:47:15 AM
Thanks mate, did read that thread partially but not the part about the tool.

This will really help me tweak the AI routes for the Speedbowl track.   :)

Cheers
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 05, 2016, 05:17:20 PM
The last couple of days, I been working on the checkpoints for Suicide Loops track. It took 22 checkpoints. Would of took a couple more if I did not use the loop checkpoint for 2 of the loops.

It nice to have Mazay ai route visualizer tool when trying to place checkpoints when the AI sector routes overlap on suicide part of track.  :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-checkp4.jpg)

Also using Bugbear in-game track tool help a lot in checking to see if checkpoints work. I would place one or two checkpoints at a time, then start the track, enable the in-game checkpoint tool. This tool show the next checkpoint as green, as you pass through it, checkpoint turn blue and next checkpoint turn from white to green.

If I go through checkpoint and it stay green, then I know I have something wrong with checkpoint. Had to fix two the checkpoints I did.

After the last checkpoint turns green, I turn car towards the finish line to see if lap count changes to 2 laps. If all good, then I add another checkpoint or two to check. This way I find a bad checkpoint before I got a whole bunch of checkpoints and don't know which ones bad.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-checkp3.jpg)

A few times the in-game checkpoint tool went buggy on me and about half the checkpoints turn pink and would not turn green when I was driving through the checkpoints. Had to restart game to get in-game checkpoint tool back to normal.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1-suicide-checkp2.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 07, 2016, 10:03:26 AM
Was flying around the track and I spotted a couple of these:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barn-bridge.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barn-bridge2.jpg[/url])

I'm curious why we not see one these barn bridges on the track? Would make for a nice choke point for when there 2 cars side by side. Do you play nice and go into the barn side by side? Or you play dirty and bump the other player into barn wall??  :P

I also see the possibility of making a custom track using the 2 barn bridges where they are on the track map or I guess I could move them if needed, since it will be a custom track.


Purple, I believe that that barn bridge is a very old asset that was created back when we were prototyping with the very first tracks and somehow it just never got used since.



I found a place to use the barn bridge, but found that my car go through the floor of the bridge!!!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barn-bridge-floor.jpg)


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barn-bridge-floor2.jpg)

Why would the barn bridge have a ghost floor??

Andrei, any chance you could fix this object for me? Or will I have find a work around? I attach the barn bridge file below.
Title: Re: Purple44 custom track WIP page.
Post by: Mazay on November 07, 2016, 12:18:08 PM
I also wonder where is the building floor. Probably bugbear lost the max file for that?

I anyways already fixed the floor while having the same problem, there is building_d2_with_collisions.scne at wf_placeholders.zip http://community.bugbeargames.com/index.php/topic,9192.0.html (http://community.bugbeargames.com/index.php/topic,9192.0.html)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 07, 2016, 02:11:29 PM
I also wonder where is the building floor. Probably bugbear lost the max file for that?

I anyways already fixed the floor while having the same problem, there is building_d2_with_collisions.scne at wf_placeholders.zip [url]http://community.bugbeargames.com/index.php/topic,9192.0.html[/url] ([url]http://community.bugbeargames.com/index.php/topic,9192.0.html[/url])


A BIG thank you Mazay for fixing the barn bridge already. It works!  :) :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/barn-bridge-floor3.jpg)


I will let Mazay post the trick he did to make floor solid. Maybe Bugbear want to use his trick if they don't have the old 3D Max file for the barn bridge.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 17, 2016, 03:40:43 AM
I got the AI sectors and checkpoints done for Suicide Killer Tire track. Now got stage the 3 killer tires to fall from the sky.  ;D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer11.jpg)
(http://[url=http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer12.jpg]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer12.jpg[/url])


The bridge barn can get a little crowded at times, might be quicker to go to the side of the bridge if bridge is full of cars.
(http://[url=http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer13.jpg]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer13.jpg[/url])

Here couple pics of start of race:

Went with a little different starting position configuration with the Suicide Killer Tire track. Anybody that race my first obstacle course in Flatout 1 has seen this start before.  ;D

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer9.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer10.jpg[/url])



I'm hoping I can finish up the Suicide Killer Tire track an get my Suicide track pack ready to upload to Steam Workshop by Thanksgiving weekend next week.
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on November 17, 2016, 07:50:12 AM
(http://www.commentsyard.com/cy/01/8871_original.gif) And I hope to get my new Mega Skypack v3 out before Turkey Day as well!

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 20, 2016, 03:59:54 PM
Thanks to the help I got over at the The return of the gasbottle (http://community.bugbeargames.com/index.php/topic,9119.0.html) thread this last week ( big thank you End and Janne  :D ), I now got gas bottle rocket that may give your car a "lift" in first part of the race.  :P

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer13.jpg)

And a second gas bottle rocket that might clear out the congestion in the barn bridge in the first lap. :) Better hope you not jumping into the bridge when gas bottle rocket lands, your car may get rejected!!  :o
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on November 20, 2016, 04:12:16 PM
Great stuff Purple! cannot wait to play on your new suicide track!  (http://orig13.deviantart.net/b7ff/f/2015/032/9/3/wooooo_bumper_cars___bonnie_chat_icon__by_gold94chica-d8gcq7p.gif) !!!                                                                         _

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 22, 2016, 12:05:15 AM
Working on track cameras today with the tcat file. Had to refresh my memory on how the tcat file can effect the AI raceline now:

Raceline Mystery on Speedway 2 Figure 8. (http://community.bugbeargames.com/index.php/topic,9074.0.html)

This tool work outside of 3D max, does this mean someone like me that been doing the racelines by hand will be able to use this tool to tweak the raceline further? I hope so.  :)


You have been tweaking the race area, not the race line itself - although the two are interlinked, of course (changes in the race area affect the race line directly).

I'm sure you know this already, but here's an explanation again in case some other forum dwellers need the information:

The race area is the zone between the "left and right" green race area borders shown in your picture.
At runtime, the game generates an optimal race line that runs along the track inside that race area
(the first screenshot picture in Chapter 3.1 of track_modding.doc shows the optimal race line pretty well).

The algorithm that generates the "optimal" race line is not always 100% optimal - depending on the track, there are usually a few places that need tweaking (especially if there are several corners in succession).

Until recently, there has been no way of fine-tuning the optimal race line (other than tweaking the race area Sectors, which is kind of hacky) - so, we introduced this new "adjust race line tool" for our internal use.

Now we are exposing it for modding, too - so you guys can use it for modding tracks - makes life easier :)

The race line thingy works so that the game first generates the "optimal" race line with the algorithm, then reads the .tcat file to see if there are any sectors that are adjusted. Those sectors (usually a handful of them for one track) then get the algorithm-calculated race line value overridden by the value in the .tcat file.

So, every Sector will have a "Race Line Unit Pos" value saved to the track's .tcat file.

You don't really need to know how the values actually work (because you will have a visual tool for the tweaking), but here's a quick rundown anyway - in case you want to have a look already - it is indeed very simple:

* The value range is from -1 to 1.
* Zero means the race line is at the left edge of the race area, a value of one means the right edge.
* If the value is negative, the value is not used (-1 is the default value).

So for example: if the value is 0.4, the race line is a little to the left from the center of the race area at that Sector.

As Janne said, you can expect the first version of the tool in the next update.

I be curious Janne or Andrei if there a trick to be done to get the cars to slow down after long straightaway into a sharp turn and to get the AI not floor the gas pedal coming out of a turn ( with the B and A class cars ) and end up spinning the tires and going sideways?


The AI cars slow down if they see a sharper turn in front of them. At the moment it's not so easy to tweak with the tools you have, but with the new "adjust race line tool", it is very easy - just tweak the race line to have a slightly sharper corner before the turn, and the AI cars will see it and slow down. Note that just a slight change is often enough to make the cars notice that they should slow down.

Of course, this needs trial and error to get it right so that the cars don't slow down too much or anything - but that's why we have this new tool so that you don't have to reload the track all the time; the adjusting can be done on the fly and you can see the effect right away, so you can get it right very quickly :)

Cheers,
Andrei
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 22, 2016, 07:33:05 AM
I got the Suicide BugBeer Run adsign pics today from Zeb. Thanks a lot fot your hard work on the sign pics Zeb.  :D

( right click >View image to see full size pic )
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/suicide-beer-run-track-sign.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 25, 2016, 05:20:48 PM
Got my 3 Suicide tracks about square away, just need menu and loading screen and add a new suicide track I got permission to add to my Suicide pack.  :D Been at it all night, time for a breakfast break. Hopefully sometime this afternoon ( pacific time ) I will get mod uploaded to Steam Workshop.

The AI are taking a beating racing the Suicide tracks!!  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/sandpit1%20suicide%20track/sandpit1-suicide-killer15.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 26, 2016, 12:02:05 AM
Success, got surprise extra suicide track working inside Suicide Pack Mod.  :D I will will let you guys find out on your own what this surprise track came from.

I need to whip up a quick menu and loading screen ( Zeb working on better loading screen to be add later ), then maybe I can upload mod in the next 2 hours.

I want to host the the Suicide mod tomorrow ( Saturday ). I'm thinking to do a host for the Euro guys at 2:00pm pacific, 5:00pm eastern, 10:00pm London time. Anybody that has good PING for Euro guys, want to host?

Then I want to throw up my host at 7:00pm pacific, 10:00pm eastern, 3:00am London time for the US and maybe the down-under guys to join.

Will need these mods to join:


57 Chevy  -  http://steamcommunity.com/sharedfiles/filedetails/?id=697551062&searchtext=

suicidealley  - http://steamcommunity.com/sharedfiles/filedetails/?id=773792848&searchtext= (http://steamcommunity.com/sharedfiles/filedetails/?id=773792848&searchtext=)

 Suicide Pack  - http://steamcommunity.com/sharedfiles/filedetails/?id=806300441

Need to enable these 3 mods in this order in Mods tab: 57 Chevy, suicidealley, Suicide Pack.

Need a tough car like the 57 Chevy for suicide races if you want to survive!  ;)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 26, 2016, 01:53:26 AM
Mods uploading. Lets see how long it take.

Big thanks go out to the community and Bugbear for helping get this Suicide track mod done!!   :D :D


Edit:  Bagedit done uploading mod, but mod not showing in my browser Steam Workshop page yet. Look for Suicide Sandpit 1 Track Pack+.

Not showing in the main Wreckfest workshop page, but I was able to get a link to the Suicide mod:  http://steamcommunity.com/sharedfiles/filedetails/?id=806300441
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 26, 2016, 06:18:22 AM
Got some details up about the Suicide tracks now. Going have wait until next week for video. Hopefully I get some good video from Saturday online. :)

http://steamcommunity.com/sharedfiles/filedetails/?id=806300441

Will start a Mod Sharing thread when I get some time.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on November 30, 2016, 05:04:56 AM
Here some info custom track makers will want to know:


Got this one:

src\bcore\ErrorCallbacks.cpp(18) ERROR : Assert failed! src\btoolcore\CreateAiData.cpp(283): "startZ <= 0.f" 97.763458

Ah, I know that one, a bastard error indeed. It means the first sector is 97 units off at either x or y coordinates. Try selecting everything and move it -98 units. Test to see if it is the x or y coordinates. This bug is really stupid but work around above should work :)


Thanks mate.

Just realized the game doesn't like 1st ai sector to be on the + side on the X axis, so I rotated the whole scene 180°,
et voila, compiled like a charm.

Cheers
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on December 10, 2016, 02:35:51 PM
Thanks mate.

Just realized the game doesn't like 1st ai sector to be on the + side on the X axis, so I rotated the whole scene 180°,
et voila, compiled like a charm.

Cheers

Above statement is NOT true, it's actually the "Y" axis the game doesn't like 1st ai sector to be on the + side of.
What I meant in the original statement is that the game like 1st ai sector to be "below" the X axis ( = -Y )
To me it seems the game likes a "south - north" orientation, when I was working on the SuicideAlley track I used the "west-east" orientation and that messed up AI,
rotating the scene ( including startpoints and checkpoints ) 90° anti-clockwise fixed that.
Also, the game seems to prefer checkpoint01 to be close to the X axis.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on December 29, 2016, 10:53:53 PM
Do you have pink trees in your custom track after Dec 2016 Build update? Bugbear may of removed a key texture file for that tree. Here how I fixed my pink tree problem:

Cops and Robbers mod online Sunday, Jan 1 (http://community.bugbeargames.com/index.php/topic,9369.0.html)

With the new Build release last week, some the trees on the old sandpit track turn pink on me.   :o

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/pink-trees.jpg[/url])

The Stuntfest editor told me my pink trees were in the Models section of the sandpit6_base.scne track file. So I scroll down the list of objects and checkout each different tree object. On the fifth tree object, I find the name of the missing texture that Bugbear removed from current Build.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/pink-trees2.jpg[/url])

Good thing I got backup copy of Wreckfest Build before last week update, I found the missing foliage_x_spruce_c1.bmap, drop file into my cops_n_robbers\data\art\textures\ folder and change track file to look for foliage_x_spruce_c1.bmap in my cops_n_robbers mod folder. No more pink trees. :)

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/pink-trees3.jpg[/url])
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 06, 2017, 05:48:40 PM
Got Cops and Robbers video done today, but forgot to record some Tarmac 3 Playground matches.

http://www.youtube.com/watch?v=sKEWSFm-TOM (http://www.youtube.com/watch?v=sKEWSFm-TOM)

Between my custom damage file and the new Dec Build, the mini was taking some severe damage thanks to the health bar. All damage indicators are black.  :o

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/CnR-Jan-1-2017-damage.jpg)


Here a map idea I got for Cops and Robbers mod when I start working on it again:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/stairway-heaven.jpg)

This map won't be cops versus robbers map, like we been doing. Map will just be a teamdeath map and see which team can get to the top first.

Players will start down at ground level, have to jump up to the first platform, hop on to the tosser at the end of platform, the tosser, toss your car up to the next level. Repeat again until you get your car to the top, where you will have to jump on to the last platform and then turn your car around and go back up the platform to where the nuke bomb is housed.

But before I get started on a new C&R map, it time for me to get started on my next project, a figure 8 track pack, with my first fig 8 track going be base on the GRID 1 derby figure 8 track I spent years racing online.  :D

http://www.youtube.com/watch?v=nYkkawc606Q&t=13s (http://www.youtube.com/watch?v=nYkkawc606Q&t=13s)

Codemasters let us GRID 1 fig 8 fans down big time when GRID 2 was release without a new derby figure 8 track to race!  >:( >:(

Was hoping Bugbear might do a GRID 1 style figure 8 track, but no luck so far. So thanks to Wreckfest being modded-able and now I got 3-D track editor ( thanks to Stuntfest ), I'm ready to tackle turning Speedway 2 track into a GRID 1 style figure 8 track. There will be some jump ramps for some midair T-bone action.  :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 07, 2017, 03:05:42 PM
Got started on design my first GRID 1 style derby fig 8 track. Going use the inner fig 8 oval track for the base of track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/fig8-inner-oval-layout.jpg)

I was thinking using the inner oval would save me some work placing objects, just needed to do some tweaking with Stuntfest 3D track editor. Unfortunately this happen when I load the inner oval fig 8 track into editor:  :(

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Stuntfest-inner-oval.jpg)

The barrier objects that are loaded for the figure 8 are offset to far to the right. I tried for a couple of hours trying get the track map ( terrian02 file ) to move, but Stuntfest ignore my new coordinates to push track map to the right.

It take 3 track files to load track into editor, terrian02.scne for track map, oval8.scne to load the barriers for fig 8 and oval2_base.scne to load the base objects for the Speedway 2 oval. I'm thinking, me having to use 2 different objects files what messing me up. The objects in the oval2_base.scne line up with the terrian02.scne for track map. If I took the time to paste in the 323 objects into the oval2_base.scne, one at a time, maybe all the objects would line up.

But I only need to do a few tweaks and place a few objects, so I will do this track by hand.


And here a sneak peek of some more tracks I think I will do for the figure 8 track pack:

Shorter tracks needed before Build 8 Rolls Out! (http://community.bugbeargames.com/index.php/topic,8143.0.html)



edit: I bookmark this thread into my custom track idea folder.  :)


Giving a rise to this old thread as inspiration for Purple44's figure 8 track pack. Some good ideas popped up in here. lol



I agree with Zeb.  :D

Here 2 tracks I think I will do for my fig 8 pack:

Zeb idea:
([url]http://community.bugbeargames.com/index.php?action=dlattach;topic=8143.0;attach=3664;image[/url])

And Brain idea:
([url]http://imageshack.com/a/img537/5614/e2ElPl.jpg[/url])

And a maybe on Jimmy's clam track:
([url]http://i.imgur.com/EAZfAuj.png[/url])

I'm thinking I need to find some off-road part of a track that on the bumpy side and make it a short track so we can make it a 10 lapper race.   :D
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on January 07, 2017, 06:40:16 PM
Good project you have here!                                                                                                                                   _
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on January 08, 2017, 10:13:35 PM
Hell, if you liked the "Long Hard One" track, here's a more painful variant I call "Mister Twister".   :o

There should be an upward bend elevation change.   8)


Large amounts banked might help keep speeds up and make it more popular.   :-\




/Wait until you see the signage/load screen for this one.  ;D



Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 09, 2017, 12:28:57 AM
(http://community.bugbeargames.com/index.php?action=dlattach;topic=8779.0;attach=4186;image)

4 loops might be to much, but 2 loops might be OK and maybe I put in jump ramps at the cross of the two loops for midair T-bones.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 09, 2017, 02:53:28 AM
Here 2 ideas for clam tracks:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/clam-big.jpg)

In the Big Clam track, will need to make a cross at mid turn.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/clam-small.jpg)

In the Small Clam track, will have make it between support columns for the billboard signs. This like what I did for this type of track in Flatout 2:

(http://www.lay-zmattress.com/flatout2/purple44/flatout%202/f8-fast-bumpy.jpg)

Here what a clam track look like in Flatout 2, jump to 8:45:
http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s (http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s)
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on January 09, 2017, 05:36:38 AM
Here what a clam track look like in Flatout 2, jump to 8:45:
[url]http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s[/url] ([url]http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s[/url])


Really like the track ideas Purple44, I'd like see something like the FO2 City Central Crazy 8 (see video @ 0:36)

http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s (http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s)
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on January 09, 2017, 06:19:46 AM

In the Small Clam track, will have make it between support columns for the billboard signs. This like what I did for this type of track in Flatout 2:


What do the orange dots signify? explosives?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 09, 2017, 08:41:15 AM
Here what a clam track look like in Flatout 2, jump to 8:45:
[url]http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s[/url] ([url]http://www.youtube.com/watch?v=kqRLI5-2AYg&t=300s[/url])


Really like the track ideas Purple44, I'd like see something like the FO2 City Central Crazy 8 (see video @ 0:36)



Hmmm, where am I going find a staircase of steps in Wreckfest?    ;)  I'm thinking Crazy 8 more a suicide track than a figure 8 track.



In the Small Clam track, will have make it between support columns for the billboard signs. This like what I did for this type of track in Flatout 2:



What do the orange dots signify? explosives?


There 24 orange dots, car positions.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 09, 2017, 10:40:08 AM
Tonight I scouted out a couple of track locations for Zeb track idea, with Zeb. Look like we are going to use inside of Gravel track and Mixed 3 with the barn.  :)
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on January 09, 2017, 01:44:22 PM
[quote from Purple44]
Hmmm, where am I going find a staircase of steps in Wreckfest?
[/quote]

You need but ask mate!


@Heddly, is there anything available on the FO2 track you mentioned ? ( like the Speedbowl track )
If so, please send me PM, thanks.


Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 10, 2017, 01:28:05 PM
Quote from: Purple44
Hmmm, where am I going find a staircase of steps in Wreckfest?


You need but ask mate!


Thanks Marcellus. When I get back to working on adding some new tracks to the Suicide Pack ( maybe in a few months ), I will be getting hold of you. :)  You think you could redo the Flatout 2 park?

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

Tonight I got the Speedway 2 figure 8 track retweaked to be more like a GRID 1 style figure 8 track. Got 3 sets of jump ramps and 2 round about to deal with. Here some pics of track layout:






















I would like put in some move-able barriers like the GRID 1 derby figure 8 track had ( the orange barriers ), that the wreckers would move around. But Wreckfest online not tracking objects, so we would end up with players hitting invisible objects.  :(

(http://s1.dmcdn.net/YVcod/280x157-8zg.jpg)

I'm debating if I should put in a exploding gas bottle near the ramps a wrecker could use to try and take out the leader on the last lap. What you guys think?


In the old days of GRID 1 derby figure 8 racing ( 2008-2011 ), about half the online players were racing for the win, the other half ( the wreckers ) were doing anything they could to take out the leader. Definitely an anything goes race, like going backwards.

One the best ever races I have had online! What a thrill!
http://www.youtube.com/watch?v=nYkkawc606Q&t=13s (http://www.youtube.com/watch?v=nYkkawc606Q&t=13s)

My custom GRID 1 style figure 8 track is wrecker friendly. There many shortcuts to help wreckers hunt down the leader. Wreckers will have to put up with the red circle, but wreckers are not worry about finishing the race.  :P


Easy part done, placing objects, now the hard part, doing AI sector routes and fighting with checkpoints!!
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on January 10, 2017, 06:41:46 PM
Would love to recreate that track, will send PM.

Have you not tried to tweak AI ingame ? Was the only way I could get AI drive correct way in Speedbowl track. (up in the bowls, not on the inside )
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 10, 2017, 11:31:29 PM
Would love to recreate that track, will send PM.

Have you not tried to tweak AI ingame ? Was the only way I could get AI drive correct way in Speedbowl track. (up in the bowls, not on the inside )

Have not yet figured out the right keys to use to tweak race line in-game.  :(

Have give it another try this week.
Title: Re: Purple44 custom track WIP page.
Post by: MarcellusW on January 11, 2017, 02:25:02 PM
Select the track you want to tweak ingame, full AI drivers, start game, park your car out of harms way, let AI do their thing,
hit F11, navigate as in Photo Mode, hit \ (backslash) to open menu, menu will tell you wich keys to use to edit and to save.
You can edit the AI routes, the CP's, the SP's and the camera's with this ingame tool.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 11, 2017, 09:15:00 PM
Select the track you want to tweak ingame, full AI drivers, start game, park your car out of harms way, let AI do their thing,
hit F11, navigate as in Photo Mode, hit \ (backslash) to open menu, menu will tell you wich keys to use to edit and to save.
You can edit the AI routes, the CP's, the SP's and the camera's with this ingame tool.



I got together with Marcellus and got in-game adjusting of race line working.  :)

With the in-game track tool menu up, got to enable both Sector View and Adjust Race Line.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/adjust-race-line.jpg)

Where I may gone wrong when I tried this before, you need to look around and fine the blinking icon on one of the AI sector lines. You can use the I and K keys to move the blinking icon to the AI sector you want to adjust. Using the J and L keys you can move the race line. But you have to tap the key. If just hold the key down, line will move a tiny bit and that it. Need to keep tapping key to keep moving the race line.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/adjust-race-line2.jpg)

Hitting the T key will save your changes to a tcat file. You will need have a custom tcat file for your mod track before you do a save. The in-game tool will not create a tcat file for you. With no tcat file before opening track, using T key will not save your changes.

Using the Adjust Race Line will save me some time tweaking the AI and I may get the AI to take corners better now in my custom tracks.  :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 12, 2017, 12:04:07 AM
Thanks to End post today, I found out where Wreckfest save tcat if there no tcat file in your \mods folder:

TCAT files saved to wrong directionary (and a couple of other things) (http://community.bugbeargames.com/index.php/topic,9147.0.html)

When saving files with tweaked AI lines and such, they are saved to data / property / track, and not it's respective folder. The game should save it within the mod, and if no such directionary is found - make on.

Also, when pressing x while in free veiw mode you catapult your car around. I guess that's object spawning mechanism right? How long til we can spawn actually objects with our new tool? ;)

Edit: Also can't edit alternative routes.

Edit2: Now I cannot save any routes at all. I press T as a madman, but the file is not stored anywhere.

Edit3: Allright, so you cannot save when you are in the editor veiw / have editiot veiw open. You MUST be at the page where you alter the racing line to be able to save. That's really not ideal, since you got to remember all the shortcut keys. Reminds me of DOS games back in old days ;p Ok BB - please make it so that pressing T anywere when you have the editor veiw open saves the file. I think a lot of people would do like me - editing stuff, open the menu agian to see what the shortcut key for save is and then press T beliving it would save it.. as it does not since you have to be in the actually editing veiw where you do not have the help menu.


I cheat and took pic of the in-game menu and have pic showing in second monitor show I know what keys to use.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/adjust-race-line.jpg[/url])


Alternative routes works so ignore that, but still game saves tcat files in bugbear's data / property / track folder and not the mod folder. Also, each time I try to see the cameras from this editor game crashes.


Ah, I thought when I was testing Adjust Race Line today and rename the tcat file in the mods\example\data\track\exampletrack folder and used T key to do a save and I saw no new tcat file, I assume game did not make a save. But I just check data\property\track and see a new tcat file from today.

It seem if Wreckfest find a tcat file in your mod folder, that file will get used for the save. If Wreckfest does not find a tcat file, game make a new one in the stock data\property\track folder.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 12, 2017, 08:41:14 AM
Here a tip, I'm starting to work on the AI sectors for my figure 8 track and with only 3 AI sectors, track crashing the game when try load the track. I had 23 AI, since I was working on the startpoints. I drop AI done to 1 and now track loads without crashing the game.

Track was loading with 23 AI when the 3 AI sectors were off to the side of cars. But when tweaked the 3 AI sectors to be where the cars start, track crashing the game. When I finish laying out all the AI sectors, hopefully I can use 23 AI again.

Edit:  Also if height for AI sectors ( z coordinate ) is below the track map, the AI sectors won't show up when using Sector View.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/ai-sectors.jpg)


Could not see the blue lines with z set to -0.467. Setting z to 2 got the blue lines to show.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 12, 2017, 10:47:45 AM
Reminder to self, track will load with 3 AI sectors, but when start adding more, 4, 5, 6 etc, game going crash, until you add a proper checkpoint. Only need one to stop game from crashing.

I forgot about having a checkpoint, so wasted a good hour trying get these good AI sectors points to load:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/ai-sectors2.jpg)

But after finally remembering about needing a checkpoint and some help from Mazay's visualizer tool to get checkpoint into right spot, I finally got my AI sectors points to load.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/ai-sectors2-checkpoint.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 12, 2017, 05:28:08 PM
Got the AI sectors and tweaking of race line done tonight.

First I did some tweaking of the Safe Border ( red line ) and the Raceline Border ( green line ) where the lines were to wide.
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/ai-sectors3.jpg)

Then used the in-game Adjust Race Line tool to tweak the race line for AI.
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/ai-sectors4.jpg)


This first time I have gotten to use the Adjust Race Line tool and it make tweaking so much easier and faster. Great getting to tweak race line on the fly and getting to watch how the AI react to the changes.  :D

Warning, do remember to push the T key to save changes before quitting track.  :(  And suggest do a few saves as you have progress around the track tweaking the race line. Don't wait to do a save until you tweak the whole track, encase you forget to do a save.  :o
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 14, 2017, 06:19:00 PM
Started new thread with download link for the Figure 8 Track Pack:

WIP download page for the Figure 8 track pack (http://community.bugbeargames.com/index.php/topic,9516.0.html)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 27, 2017, 11:07:07 PM
Was working on the checkpoints for the Fig8 Derby Mud track and ran into problem with using a loop checkpoint ( can go left or right with a loop checkpoint ).  I've had troubles in past custom tracks trying to get a loop checkpoint to work correctly, 100% of the time.

Here a pic my checkpoints:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Fig8-derby-mud-loop.jpg)

Checkpoint #3 is a loop checkpoint and using the in-game checkpoint viewer, I can see cp #3 trigger when I pass through from the left side but cp #4 would not trigger. But if I close Wreckfest and start game up fresh and start Fig8 Derby mud track, most of the time I could trigger cp #4 and lap would count. But when I go to restart track for a second time and when I pass through from the left side of cp #3, cp #4 would not trigger. :(

After trying some things with cp #4 to get it to work without sucess, I deleted cp #4 and then cp #3 loop work, even after restarting track. This told me WF did not like cp #4 being partially inside another AI sector ( the left side checkpoint coordinates).

So I added a new checkpoint rock and moved the cp #4 coordinates further out. This did the trick, loop cp #3 working 100% now. But you could cheat the track a bit, so I added a couple of rocks to make players think twice about cheating the big pile of rocks.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Fig8-derby-mud-loop2.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/Fig8-derby-mud-loop3.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on January 28, 2017, 03:11:35 AM
So CP3 and CP4 had problems with sharing the same sector. Can you make smaller sectors to help prevent this?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on January 28, 2017, 10:55:18 AM
So CP3 and CP4 had problems with sharing the same sector. Can you make smaller sectors to help prevent this?

CP3 and CP4 are not sharing the same AI sector. That would be bad.

But the CP4 left coordinates are inside two different AI sectors ( sector #10 and #16 ) that overlap because of the crossing. Wreckfest does not like this.

Moving the CP4 coordinates further away from the crossing, by added a new sector #17, now both left and right coordinates are in just one AI sector.

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on April 23, 2017, 11:59:23 AM
I saw this fix for Sam's Banger mod and thought I put it here and in my Solutions thread so I don't forget this fix if it come up again maybe trying load some mods I want host online:


Came across this fix for the bangers mod today over at Steam:


Problem:   can't play uk banger racing (http://steamcommunity.com/app/228380/discussions/0/1318835718940158329/)
Quote from: Tinheadbri
can someone please help.. i got all the right mods to play banger racing but keeps saying wrong client ....driving me mad.


Solution:
Quote from: Tinheadbri;1318835718940928398
got it working guys it was verifying the game file after appling the mods that fix it..thanks for your help eveyone i been trying to get this to work for ages
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 06, 2017, 02:54:20 PM
With the news the beta Branch Build going get release in a little over a week, I'm getting back to working on tracks. When new Build get release I will work on fixing the Gokart mod first. I want to add some extra stuff to the Gokart mod so when hosting, will have some other "custom" tracks to pick from. Like Mixed 1 with 5 car wide startpoints. :)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/mixed1-new-startpoints.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/mixed1-new-startpoints2.jpg)


I would like to see Bugbear finish the second track on Mixed 2. Bugbear made some improvements to this track, so would thing Bugbear going finish track by final release or who knows, maybe track in the new Build coming?

But if this track does not get finish, I think I will add it to the Gokart mod.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/mixed2-3.jpg)

I have some other tweaks in mind for some stock tracks. You guys have any ideas on tweaks to stock tracks you like to see?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 10, 2017, 04:16:27 AM
After seeing End's pic about his start of adding a railroad track to his new track and I posted this:

I see railroad tracks. Would you be thinking of have a a moving train that crosses the race track that players will have to avoid and maybe take shortcut with ramp to jump over the flatbed rail car?


And End posted this:

Not planned at the moment, also, I have no idea how to go about modelling a train :D Will try to model something, but most likely it will be a scenery thing. The track will feature both a derby course and a race course.


I got to daydreaming at work and got to thinking is there a way I could do this and I came up with this:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/alt-routes-spinners.jpg)


I'm thinking I could use spinners to open and close the alt routes. On alt route #1, I have two spinners standing tall to block the route and then would rotate out to open the route. Be careful trying use this route when the spinners start spin back to close the shortcut, your car may get squeeze!

Alt route #2, lead you to a jump ramp that let you jump over part of the track to take a shortcut. But if spinners are rotated in forming an X, your path will be block. Spinners will need to rotate out to form a field goal post for your car to jump through.

Here another idea for an alt route using a spinner to block the shortcut I would like use in a track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/alt-routes-spinners2.jpg)


And thanks to End's Wreckfest track tutorial 06 - alternative paths (http://community.bugbeargames.com/index.php/topic,9918.0.html) thread, I now have an idea how do alt routes, so I can do a track like this:   :D

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/suicide-alt-route.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Heddly on June 10, 2017, 04:46:18 AM
Would the spinner position be visible before you decide which alt route to take or would it be a surprise when you get there?
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on June 10, 2017, 08:02:21 AM
Would the spinner position be visible before you decide which alt route to take or would it be a surprise when you get there?

Who doesn't enjoy a surprise?  ;D

Pop-up bollards would be nice to block the shortcut too. Especially if they pop up suddenly and with force.  :o
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 10, 2017, 12:09:29 PM
Would the spinner position be visible before you decide which alt route to take or would it be a surprise when you get there?


Who doesn't enjoy a surprise?  ;D

Pop-up bollards would be nice to block the shortcut too. Especially if they pop up suddenly and with force.  :o



You will see the spinners up in the blocking position so u can see if should stick main track. But if sinner are off to the side, when will spiners move back to block the route in this pic ( 4 secs?:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/alt-routes-spinners.jpg)


I like Zeb idea of a billbroad sign for the spinner in this pic. This sign could spin underground and come back up unexpectedly, like the sinners in cops and robbers mod.


(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/alt-routes-spinners2.jpg)

The gauntlet:
(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/drawbrigde2.jpg)


I'm not going give players much time to get through spinner barriers ( 4 secs maybe ) , you see your opening, better get there quick!! I will use a random timer to trigger when a set of spinners move, so won't be able to time spinners much. Give them like a 15 sec window when to open: every 30s-45s
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 10, 2017, 06:10:00 PM
Only sinners take spinner routes! haha I love the idea, and really curious how high the mountain of dead cars will be around the sinner area... err spinner area! hopefully you can pull this project off after our next update  8)
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on June 10, 2017, 10:10:57 PM
Would the spinner position be visible before you decide which alt route to take or would it be a surprise when you get there?

Who doesn't enjoy a surprise?  ;D

Pop-up bollards would be nice to block the shortcut too. Especially if they pop up suddenly and with force.  :o


You will see the spinners up in the blocking position so u can see if should stick main track. But if sinner are off to the side, when will spiners move back to block the route in this pic ( 4 secs?:



I like Zeb idea of a billbroad sign for the spinner in this pic. This sign could spin underground and come back up unexpectedly, like the sinners in cops and robbers mod.



Not billboard, bollard. A traffic control device.

https://www.google.com/search?q=popup+bollard&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwios5jU8rPUAhXJ34MKHWh4B1wQsAQIXw&biw=1826&bih=857#tbm=isch&q=pop+up+bollard (https://www.google.com/search?q=popup+bollard&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwios5jU8rPUAhXJ34MKHWh4B1wQsAQIXw&biw=1826&bih=857#tbm=isch&q=pop+up+bollard)

Although a movable billboard would give that "Batman (66)" feel to the track in honor of Adam West, who passed away today.  :'(
Seems like there was a fold-down billboard that hid the road to the batcave, but I'm unable to find an image now.

Maybe it was just the small barricade fence that folded down to let the batmobile pass. picture attached.

Might have to do a Batman 66 skin in memory of Adam West. lol
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 10, 2017, 11:21:46 PM
Barricade evidentally  ;D                                                                                                                                                          _

http://www.youtube.com/watch?v=b5xt2z07ebk (http://www.youtube.com/watch?v=b5xt2z07ebk)
https://www.youtube.com/watch?v=b5xt2z07ebk (https://www.youtube.com/watch?v=b5xt2z07ebk)


And in all due respect: RIP Adam! you were one of my few idols as a kid!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 10, 2017, 11:48:29 PM
Only sinners take spinner routes! haha I love the idea, and really curious how high the mountain of dead cars will be around the sinner area... err spinner area! hopefully you can pull this project off after our next update  8)

AI will stick to main track route. Don't see using alt route for AI would do any good, like you say, the AI cars would pile up at the spinner wall.

I should be able to just use 2 checkpoints, one before you get to the 3 choices of route and one after the 3 routes, so no matter which route you take, lap will still count.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 10, 2017, 11:57:42 PM
Would the spinner position be visible before you decide which alt route to take or would it be a surprise when you get there?

Who doesn't enjoy a surprise?  ;D

Pop-up bollards would be nice to block the shortcut too. Especially if they pop up suddenly and with force.  :o


You will see the spinners up in the blocking position so u can see if should stick main track. But if sinner are off to the side, when will spiners move back to block the route in this pic ( 4 secs?:



I like Zeb idea of a billbroad sign for the spinner in this pic. This sign could spin underground and come back up unexpectedly, like the sinners in cops and robbers mod.



Not billboard, bollard. A traffic control device.

https://www.google.com/search?q=popup+bollard&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwios5jU8rPUAhXJ34MKHWh4B1wQsAQIXw&biw=1826&bih=857#tbm=isch&q=pop+up+bollard (https://www.google.com/search?q=popup+bollard&tbm=isch&tbo=u&source=univ&sa=X&ved=0ahUKEwios5jU8rPUAhXJ34MKHWh4B1wQsAQIXw&biw=1826&bih=857#tbm=isch&q=pop+up+bollard)

Although a movable billboard would give that "Batman (66)" feel to the track in honor of Adam West, who passed away today.  :'(
Seems like there was a fold-down billboard that hid the road to the batcave, but I'm unable to find an image now.

Maybe it was just the small barricade fence that folded down to let the batmobile pass. picture attached.

Might have to do a Batman 66 skin in memory of Adam West. lol


Ya I miss read that, but a spinner would act like the road sign like in video Daystar posted. To do a bollard, have learn how End move a solid object and if I can get it to return to start position and do action all over again.

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

I spent my 4th grade afternoons after school, watching Batman on TV.  :D  RIP Adam West.

A batman skin would be nice to have.  :)
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on June 12, 2017, 07:20:16 AM
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!

On the subject of old T.V., maybe one of Purple's tracks should have a shark tank to jump over, like the Fonz did on Happy Days.  ;D
... In memory of Erin Moran.  :'(



Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 12, 2017, 09:32:38 AM
If sign rotated towards you, then would stop your car if hit sign before it go below ground or as it come up.

If sign rotated away from car, sign become a ramp. And in Cops and Robbers I made the spinner speed up toward last bit of rotation that can toss your car. This give you a little more chance of timing the sign.
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 21, 2017, 09:16:53 AM
This link for Zeb:  http://www.mediafire.com/file/2fo1csk44ebcshx/valer_custom_tarmac3+-+Copy.7z (http://www.mediafire.com/file/2fo1csk44ebcshx/valer_custom_tarmac3+-+Copy.7z)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 21, 2017, 02:36:01 PM
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 (http://community.bugbeargames.com/index.php/topic,9918.0.html)

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:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/checkpoints/alt-route-end12.jpg)

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.

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

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

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/suicide-alt-route.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on June 27, 2017, 11:12:50 AM
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

http://www.youtube.com/watch?v=-tgGhgEoPqk (http://www.youtube.com/watch?v=-tgGhgEoPqk)
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 27, 2017, 03:46:54 PM
I wonder what they plan on doing with her?! lmdao!                                                 (https://68.media.tumblr.com/06c9a7c9f29a4565233e3dc1c01a8eda/tumblr_ohkkkreSYZ1ultu3qo1_400.gif)
Title: Re: Purple44 custom track WIP page.
Post by: Zebulon55 on June 27, 2017, 08:48:24 PM
I wonder what they plan on doing with her?! lmdao!                                                 (https://68.media.tumblr.com/06c9a7c9f29a4565233e3dc1c01a8eda/tumblr_ohkkkreSYZ1ultu3qo1_400.gif)

They need someone to clean the Batcave.  ;D

See, they had to spray the air freshener to wake her up.  :o
Title: Re: Purple44 custom track WIP page.
Post by: Daystar on June 27, 2017, 09:30:13 PM
I wonder what they plan on doing with her?! lmdao!                                                 (https://68.media.tumblr.com/06c9a7c9f29a4565233e3dc1c01a8eda/tumblr_ohkkkreSYZ1ultu3qo1_400.gif)

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!
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on July 12, 2017, 02:34:10 PM
This is note to myself that I started this new track modding tread:  GoKart Plus (http://community.bugbeargames.com/index.php/topic,10018.0.html)

Note: Gas bottle rocket lever:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/gasbottle-lever.jpg)


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

Mouse trap to trigger a gas bottle?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on August 12, 2017, 04:40:37 AM
Updating my thread with a link to Sand pile objects (http://community.bugbeargames.com/index.php/topic,10103.0.html)

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.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sand-pile-objects-map.jpg)
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on August 27, 2017, 01:57:58 PM
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:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/tarmac3-weeds.jpg)

I wonder if I can get rid of the grass objects, the old tarmac 3 gokart track might still be there?
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on September 06, 2017, 09:52:52 PM
Had a successful test of the GoKart Raceway Plus (http://community.bugbeargames.com/index.php/topic,10139.0.html)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 (http://community.bugbeargames.com/index.php/topic,9516.0.html). First track I want to work on is Tarmac 1 Figure 8 track:

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/tarmac1-fig8.jpg)

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! ([url]http://community.bugbeargames.com/index.php/topic,9952.0.html[/url]) thread, you know I was not happy with Bugbear removing some the hills from Sandpit 1 hairpin track.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-missing-hills.jpg[/url])

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

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit2-sand-piles.jpg[/url])


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. :)

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/models-objects.jpg[/url])


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.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/models-objects2.jpg[/url])


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.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sand-pile-objects-map.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/jump-rock.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/jump-rock2.jpg[/url])


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:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1.jpg[/url])


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.

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1-piles.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/stunrfest-sandpit1-piles2.jpg[/url])

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


Here what the sand piles look like in Wreckfest:

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-sand-piles.jpg[/url])

([url]http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/GoKart%20plus/sandpit1-sand-piles2.jpg[/url])


I can tell ya from my testing, all 3 objects will launch your car.  :D
Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 24, 2017, 08:53:14 PM
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.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/is-split-point.jpg)

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/Fir8%20pack/is-split-point2.jpg)

Title: Re: Purple44 custom track WIP page.
Post by: Purple44 on October 30, 2017, 07:06:20 PM
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.

(http://www.lay-zmattress.com/flatout2/purple44/Next%20Car%20Game%202016/track%20stuff/CnR-pics/CR-arena5G.jpg)

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.