Track building basic tutorial
#181
Posted Sep 16 2014 - 02:36 AM
Pretty sure they need to be rounded off, Trk23doz has a function to help in this regard, if you don't have this tool it is most likely on the thread you got Gpltrk from. If you load up the .gtk in that it should do alot of the work for you, might just be some minor tweaks required.
Craig
#182
Posted Sep 16 2014 - 03:16 AM
-is it best to zero the other sections now, or don't bother yet and first do the other tasks of track building? (walls, heights, 3DO's, textures)
-is it best to zero the longitudinal gap, or make it slightly negative or positive? (sometimes GPLtrk can't get it at exactly 0)
-I will end up with one lateral gap of about 20mm. Apart from the possible visual consequences, I understand this is no problem for the track?
Edited by Nicolas, Sep 16 2014 - 03:37 AM.
#183
Posted Sep 16 2014 - 06:20 AM
I'm by no means an expert on this, but I believe all mismatches need to be addressed to ensure the track is stable for online racing.
Have a look here https://srmz.racesimcentral.net/inde...topic=4047&st=0 Post 19 has some info relating to the management of gaps.
Do you have access to MS OneNote? I have pages from the old GPLEA site which had some good background info relating to building track
I'll see if I can dig up some more info for you.
Craig
#184
Posted Sep 16 2014 - 07:17 AM
Edited by Nicolas, Sep 16 2014 - 07:20 AM.
#185
Posted Sep 16 2014 - 07:46 PM
#186
Posted Sep 16 2014 - 11:24 PM
I usually zero the gaps when moving from GTKmaker to GPLtrk, or at least move all the gaps to the last curved section. Problem is once you start splitting sections you'll get gaps again, so you'd have to zero it all again anyway once you're done with that step. If you dont compile the track in between steps you can leave the gaps in until you're finished with the trk I think
#187
Posted Sep 17 2014 - 04:46 AM
#188
Posted Sep 20 2014 - 05:12 AM
Edited by Nicolas, Sep 20 2014 - 05:12 AM.
#189
Posted Sep 20 2014 - 07:48 AM
https://wiki.grandpri..._trk23dow_-_GTK
#190
Posted Sep 20 2014 - 12:46 PM
#191
Posted Sep 20 2014 - 02:11 PM
Edited by Michkov, Sep 20 2014 - 02:12 PM.
#192
Posted Sep 21 2014 - 05:01 AM
#193
Posted Sep 22 2014 - 01:13 AM
#194
Posted Sep 22 2014 - 07:39 AM
With altitudes, it is not only the track to think about, but also off track things like earth banks, curb stones, hills etc. You only get 16 traces to work with and these lines run parallel to the track centreline. If the track is always a constant width this is not so much of a problem, but it the track width changes then you might need to use traces for e.g. curbs for both the "wide" track parts and for the "narrow" track parts, and this quickly uses up the traces that you have available to use.
When placing the walls which make up all of the track surfaces and the scenery, you also need to be careful how these cross trace lines. Things can also go badly if you place the track wall change exactly on top of a trace line. The positioning of traces within track walls will also affect the mapping UNK4 numbers that you have to use as explained by Phil above.
As I said, you will end up using walls to make the track surface and also off track things like woods, curbs, maybe crowd lines, banks etc. etc., and my recommendation is to get a "rough draft" of this first, maybe even on a piece of paper e.g. using a print out from GPLTrk so that you can sketch in what you are going to want. This can help you to "block in" where things will go and will show you any compromises that you might have to make between reality and what you can do using a sensible number of walls in GPL and only 16 traces. With the walls in place, you can then see where the traces will have to go to make these walls work, to raise up curbs, earth banks etc. relative to the track surface. This "blocking in" process of placing the walls may also lead to you having to split track sections in order to make the walls do what you want and produce the shapes that you want in the 2D overhead map. When you split track sections after altitudes are placed it messes up the altitudes since all of the altitude change moves to the first section, with the second section becoming flat, so you then have to resplit the altitude changes for each trace for the two new sections.
Obviously this is an "ideal world" thing, and inevitably you'll end up fine tuning walls after you have done altitudes and vice versa, so there will be some of this work to do at some point, but hopefuilly only in one or two places rather than for every section around the whole track. We all try to avoid having to repeat jobs, like rezeroing all the gaps, splitting track sections, moving walls etc., but always something comes up and you have to do at least a bit of that.
My personal advice is still to get the "2D plan" looking right in terms of where walls etc. will be, including doing any section splitting that you need to achieve this before embarking on adjusting altitudes, since where the traces are placed gets driven by where the walls need to be. That said, if you want to have a go at altitudes early on, for the overall track elevation then just use two traces, outside of each of the track wall limits and make the whole track world go up and down to give you an initial impression before you start on the individual traces to make local hills, curb stones etc.
Rob
#195
Posted Sep 22 2014 - 08:35 AM
Quote
Edited by Nicolas, Sep 22 2014 - 08:36 AM.
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