Building a track. Building a new track. Racer is designed to allow you to create new tracks relatively. Still, a track is not too trivial to make. Normally, I'd use 3. D Studio. Max to generate the objects and convert the lot to Racer's DOF format using. ASE export format. Tracked (the tool to batch convert model files, add grid. D Studio Max workflow. As for generic development of any content, a special. Search torrents on dozens of torrent sites and torrent trackers. Unblock torrent sites by proxy. PirateBay proxies, RARBG unblocked and more torrent proxies. Do you want to create your own DIY DOOR TRACK HARDWARE?! I can show you how to make sliding door hardware!! HERE IS THE. Job Interview Practice Test Why Do You Want This Job? Answer this job interview question to determine if you are prepared for a successful job interview. Race Track Builder. Purchase Now on Steam. Create Race Tracks the easy way with the most powerful track editing tool on the planet. Learn more ». The ad for today’s Nice Price or Crack Pipe BMW 530iT notes that its paint is in fact a red vinyl wrap. Audiophiles may like vinyl, but will you auto-philes like. Creating a new track. Racer is designed to allow you to create new tracks relatively easy. Still, a track is not too trivial to make. Normally, I'd use 3D Studio Max.![]() It helps to read that first, so that you know which tools are available in helping you find problems. Since april 2. 00. Bob's. Track Builder has been expanded to include Racer export support. BTB (short for Bob's Track Builder) is a great tool to get tracks quickly up & running. It has a trial version, and for general track creation is isn't that expensive if you're into track building. Thanks go to Brendon Pywell for including Racer support into this growing & fabulously specialistic tool. Check out the BTB Pro page for more information. With Racer comes Track. Ed, which. can help to import and modify the track objects. See the Track. Ed manual. A 3. D modeler (although Bob's Track Builder doesn't really require this). If you use 3. D Studio Max, make sure to read. Do NOT use spaces in your track directory name. Actually. the Windows version of Racer automatically detects and removes spaces (converts. Capitals give problems on case- sensitive. Linux, and spaces give problems when identifying. Preferably use the ASE format to export your objects; VRML. ASE loader has been given much more attention (and was. Put your grid and pit positions on relatively flat terrain. For tracks, I'd recommend using 3. D Studio Max. and export using ASE. Racer is geared for Max's workflow where you use multisub. ASE's that get split. Track. Ed. For an export- split- import cycle you then need a couple of minutes. A detailed talk about 3. D modeling packages for Racer is here. The basics of track creation is certainly lofting. To help you. loft, here's some links that explain lofting for 3. D Studio. Max: If you (want to) use Blender, there were export filters in the. Stephen Doughty, but I haven't seen those since April 2. When doing 3. D tracks, it is important to learn relatively low- poly modeling for performance. Some tips: For far- away trees or trees large in number, you can use X- trees instead of real 3. D modeled trees. See the X- tree tutorial. Adding splines is necessary to create a smooth road surface, as well as creating a datastructure for the AI and other subsystems to work with. Without splines, the road will feel bumpy as you drive from polygon. Lidar/laserscan data, see this page for more information on that). Also, the splined surface is used for things like the minimap, lap. AI lines. Even though the spline is important for a number of things, you can choose to drive on polygons nevertheless. When tesselating to a maximum triangle size of around 0. This may be useful; to use that, in spline. Note that when using Lidar data, the height from that data always determines the height, regardless of the rendered mesh and the spline. The timelines are used to track the driver's laptime at specific points. The most important timeline is that at the start (which is often also the finish line). For technical reasons the first timeline is always defined as the first spline line (!). This ensures that distance calculation for example starts at the exact same spot as the start timeline. To create timelines in Track. Ed, just draw a line, from the left side of the road (as seen from. Declare timeline'. Note that Racer supports named timelines; you. Set. timeline. line< n>. Senna curve'). If set to 1, the track is a so- called AB track, which means that the start and finish lines are not the same. This is useful for rally tracks for example, where you drive from one point to another, and never return to the start. Differences between grass, road, kerbs etc. The surfaces are. Detailed information. Each track can have its own default environment map, which is. This map can be updated live (quite costly on the GPU). If set to 0, the 6 files data/tracks/< yourtrack> /track. It will display a message stating it is going to save. You add the light models in geometry. Racer will selectively turn them on or off. In special. ini. you indicate the 3 objects by their name in gfx. Then start. Racer (with race. The sequence is: all. AI files are used to make cars drive on their own. The files. live in the track's 'ai' directory. Normally it is good to have specific AI. AI file can also be created, which will. AI files created for them (yet). The. default AI file is data/tracks/< trackname> /ai/default. Note that AI requires a spline being present. If no spline is defined, the AI car will stand still. The AI works by recording the car's velocity and lateral position at every spline line. When a car's AI is enabled, the car will try to match that velocity by accelerating, braking and turning. An AI car will always use an automatic gearbox, so make sure you car supports that. To define an AI line: select a car and track for which you want to make an AI line. Start a race and press Ctrl- F6. After you cross. start/finish again (hopefully with about the same speed and lateral position as you. AI laps), press Ctrl- F7 to save. AI line in the track's ai/ directory. The saved AI line will be in the ai directory of the track. The AI can driver its own lap and improve its time! This makes it possible to use one nice default. AI cars specifically for this racing line. The workflow then becomes: Record a default. AI line (see above; record an average driveline, save it and rename the file to default. Start a race with the car you want to train. Press Ctrl- F6 to start recording a lap, then press Shift- A to turn on AI. Racer now sees that you're running the AI and will adjust target velocites at each spline line, trying to figure out where the car could go faster, and where it needs to slow down. Run a bunch of laps, then enter the console command 'ai learn save'. And press Ctrl- F6 to turn off training mode. Test the AI by turning AI on using Shift- A (which toggles AI for the current car, or use the console commands 'ai on' and 'ai off'). If the car spins off, you might need to tweak things a bit: Reduce the recorded velocities by opening the data/tracks/< yourtrack> /ai/< car>. This way you can give the AI slightly better grip, to help it achieve the recorded speeds. This is a form of cheating and care should be taken not to use large values, since the car's behavior can visually change with more grip (like flipping over at high- speed turns). A maximum of around 1. To help against flipping the car over, v. This helps in the stability, so you can increase AI performance and still keep the car on the road. Try not to overdo things though. To help the car, v. A value around 1- 1. The force itself is dependent on the car's mass and its deviance from the driving line. In a similar fashion, ai. A value of around 0. To explain how Racer uses the default AI line: if no car- specific. AI line is found, the ai/default. After that, all velocities. So if ai. max. You will need splines. Here's how: Start Racer with the track you want to make pacenotes for. Open the console (Shift+~) and type: pacenotes edit (and. ENTER)Drive to where you want the first pacenote to be displayed. Press Shift- S to define the start point of the pacenote. Press L or R to define the direction of the upcoming corner. Alternatively, press S for a Start pacenote. F for a Finish pacenote. Make sure the car doesn't roll back, or you won't. In that case, drive a little forward until you crossed. Drive to the point where you want the pacenote to end. Press Shift- E to define the end point of the pacenote. Continue, repeating the S/E steps until you get all the way. When you're all done, press Ctrl- S to save the pacenotes. You can save anytime. Once that's done, press ESC to leave pacenote edit mode. While editing, you can also use the following: Shift- DEL to delete the current pacenote. SPACE to displays details about the current pacenote. Shift- M to modify the pacenote you're currently driving in. However, you can define. Racer requires at least 1 pit location to be defined. If not, Racer. will refuse to load the track. In Track. Ed, press F1 and define pit positions. In your track's special. You can test out the pits routine by entering the 'flag disqualify'. The car should drive on the left or right until the pitentry. While developing, regularly check the QLOG file (see the documentation. See the specific page. Snow can be added statically to a track. See the specific page. Often, tracks have flags on some parts of the track. Default is 2. 00. The month, used in defining the sun path. Default is 7. gfx. The day, used in defining the sun path. Default is 1. gfx. The latitude on Earth, used in defining the sun path. Default is 5. 2. gfx. The longitude on Earth, used in defining the sun path. Default is 5. gfx. The timezone. Default is 1. Use the console command 'sun azimuth < x> ' to change it live while in- game. The values is specified in degrees, so valid values are between 0 and 3. Check out time of day editing in the TOD tutorial. Skies are much more involved since v. Previously you used. Cg shaders. to make a much nicer sky. See the specific page on. An endless track is a track which never ends. They are often used in tire manufacturer testing, for example a never- ending highway. Full details are explained on this page. Before releasing, it is good to check some things which are perhaps harder to notice. Here is a small checklist. Make sure no QLOG errors are generated while loading. An easy way to check this is through the terminal; load your track, then turn on the terminal using the 'terminal' console command. Then enter 'reload track' and look for any warnings or errors in the terminal output. If you used movable objects in your track, verify they are not constantly colliding. In racer. ini, set collision. Any collision should now be displayed in the console.
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