Home
Forum
Flatout 2
Track Editing
Track Editor feedback
Home
Contact Us
News
Links
Like FOJ? Please donate to help FOJ stay online & continue to improve!
Donations are greatly appreciated, and help with the costs of providing you with your FO Fix!
PM Notifier
You are not logged in.
FOJ Translation
FOJ Login
Welcome Guest.
Username:
Password:
Remember me
Lost Password?
No account yet?
Register
PM Mailbox
You are not logged in.
Main Menu
Home
Forum
Contact Us
Search
Links
Tutorials
Time Zone
Downloads
All Downloads
Latest 100
Top 100
Flatout 3
FlatOut: U. Carnage
FlatOut 2
FlatOut 1
Crashday
Submit File
FOJ Recent Topics
GRID 2 discussion .
(58) by
Purple44
This is why GRID 1 d...
(0) by
Purple44
HELP! FlatOut 2 Mods...
(4) by
jman2000
Chat box for now.
(105) by
Purple44
KC's FlatOut mods?
(5) by
Purple44
No DEMO for GRID 2 b...
(1) by
GulBroz
Anyone want to race ...
(105) by
jman2000
My method of convert...
(4) by
Heddly
Flatout 4 (or 6 depe...
(4) by
Ram8113
BUGBEAR back from th...
(29) by
Purple44
Crashday creators su...
(13) by
Purple44
Motters Custom Car ...
(11) by
Heddly
New Tomb Raider, wor...
(13) by
Purple44
rFactor 2 in beta te...
(10) by
Purple44
Going to be away fro...
(3) by
ExxionNexxion
Brain storming #1 : ...
(8) by
Purple44
first skin in game
(6) by
ExxionNexxion
Newest Downloads
Apr.04
**spam**
>> << (94)
Apr.03
**spam**
>> << (65)
Apr.03
**spam**
>> << (37)
Apr.03
**spam**
>> << (77)
Apr.03
**spam**
>> FlatOut 2 << (90)
Most Downloaded
Dec.25
BFS2Unpacker
47618
Dec.10
Complete FOJ Mod in one .exe file
47414
Nov.15
bfsunpack for Flatout 1
37243
Dec.16
FO2 - Euro v1.2 Official Patch
32472
Feb.06
Formula 1 for FlatOut2 with CustomCarMod_v1_2
22997
News
FOJ Forums
|
Flatout 2
|
Track Editing
| Topic:
Track Editor feedback
0 Members and 1 Guest are viewing this topic.
« previous
next »
Pages:
1
...
10
11
[
12
]
13
14
Author
Topic: Track Editor feedback (Read 65047 times)
Shadow
Administrator
Top Ace
Offline
Posts: 2174
Re: Track Editor feedback
«
Reply #165 on:
April 27, 2008, 06:11:21 PM »
LOL, purple, buddy , time for some sleep. 13 dd physics in one column and the other 7 in the next. All physics show up
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #166 on:
April 27, 2008, 06:26:19 PM »
Quote from: Purple44 on April 27, 2008, 04:43:59 PM
Will have to type by hand if not in the list.
That won't work... You can type only what's in the list ('cause there's a "Physic" object linked behind the name in the box, so it must exists and it's name must be in the list).
You can try: type something that does not exist as physic, the box will be empty because Blender cannot find physic with that name...
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #167 on:
April 28, 2008, 06:37:11 PM »
Some update on what I was doing the last 2 weeks with track editor (except from fixing bugs...). I was trying to reach the next level - thats is exporting all track meshes from Blender to Flatout track file (and yes, that means being able to import dynamic objects from track to track, and even creating new ones from scratch
).
Tonight I managed to export arena3a from Blender (I mean, exporting all meshes), and import it back allright.
Note: I did not yet try it in game, will do it tomorrow...
There's still a lot to test (arena3a is a simple track), and there is a big problem to solve when changing/creating UVmaping of objects in Blender (to make it short, Blender and FlatOut do not handle the UV maping the same way, and I did not find yet how to solve this in Blender).
Edit: Just give the exported track a try in game...
Objects and track geometry seem good. Problem is with textures (mainly for terrain and static objects), there's some kind of "lava effect" around my car, and terrain/walls become transparent sometimes. Finally game crashes each time I reach 2nd bowl in track.
«
Last Edit: April 28, 2008, 06:49:39 PM by GulBroz
»
Logged
Shadow
Administrator
Top Ace
Offline
Posts: 2174
Re: Track Editor feedback
«
Reply #168 on:
April 28, 2008, 09:19:07 PM »
Thats great news of import/exporting meshes, sad news on uvmapping. Weird how you crash game in same spot. We assume the cbd2.gen file is the collision info of track/static objects , so what kind of info is coming from the geometry file at that part of track.
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #169 on:
April 29, 2008, 03:42:55 AM »
Quote from: Shadow on April 28, 2008, 09:19:07 PM
so what kind of info is coming from the geometry file at that part of track.
I think it's mainly related to textures (there must be a parameter in surface geometry that acts on how textures are handled, because it looks similar to the
"psychedelic" track
I got when playing with material/textures for the 1st time. I also had that transparent thing at that time, depending on parameters).
There are some data I zeroed while exporting (because I don't know what they're for), so solution must be there. Lucky me, there are not a lot of them, so I'll try to zero them one at a time on stock track to find out their influence.
Also there is something that like "distance of sight", because when walls disappear (become transparent), just moving your car a bit make them show up again (something like car wheels disapearing/showing up when cars are far from you).
Logged
Purple44
Administrator
Top Ace
Offline
Posts: 3658
Re: Track Editor feedback
«
Reply #170 on:
April 29, 2008, 04:07:15 AM »
Wishing you luck GulBroz, be nice to import the new ramps Shadow use on updating Suicide Canal tracks to other tracks.
Logged
Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
Pavcules
Top Ace
Offline
Posts: 544
Re: Track Editor feedback
«
Reply #171 on:
April 29, 2008, 07:31:41 AM »
Gul, does not mean in the future it will be possible to create brand new track objects up to any size? If so, would it be possible to create the concept of big ramps / bridges, so that you could be racing up and over?
Would it be possible to create, say a 100 foot tall platform and play DD games on it. So if you fall off, then your car is doomed!
Plus, can this dynamic objects be fixed?
Logged
- Pav (FOJ Co-website Owner / #2 Administrator)
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #172 on:
April 29, 2008, 10:03:44 AM »
Quote from: Pavcules on April 29, 2008, 07:31:41 AM
Gul, does not mean in the future it will be possible to create brand new track objects up to any size? If so, would it be possible to create the concept of big ramps / bridges, so that you could be racing up and over?
Would it be possible to create, say a 100 foot tall platform and play DD games on it. So if you fall off, then your car is doomed!
In theory, yes it's possible (unless there's a limit on dynamic object size in game).
But problem (yes, another one
) is that cars are sinking into dynamic objects, and get stuck if they have not enough speed. So the platform cannot be usable for now (and I need to fix the UV mapping problem first).
(<dream mode>maybe not everything is coded in track_cdb2.gen file, and there is something to change in surface properties to make them solid, but this needs a lot of test and try</dream mode>. How I'd like that one to be true
)
Quote
Plus, can this dynamic objects be fixed?
That's possible with workaround: you must change dynamic object physic to something very heavy (defined in dynamic_object.bed file).
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #173 on:
April 29, 2008, 04:56:44 PM »
Need some help, guys...
If someone can figure out what's wrong...
The yellow thing is like the one you have when you fall in a hole and go under track, but here I'm not falling... The tires and concrete blocks on the right seem too high, but that's because terrain under them is transparent... what puzzle me then is where does the terrain under them come from?
Edit: I think I have something... Given that materials and objects geometry is ok, I started looking at the unknow structures in the file and managed to decode a new one, that is related to surfaces... And things become clearer (at least for me
): the main thing that is changed (compared to how I exported track before) is that most of the surfaces have different position in file now, so if there is data (from the unknown structure) still referencing old surfaces, it will mess all things...
«
Last Edit: April 29, 2008, 05:46:03 PM by GulBroz
»
Logged
Purple44
Administrator
Top Ace
Offline
Posts: 3658
Re: Track Editor feedback
«
Reply #174 on:
April 29, 2008, 07:25:05 PM »
GulBroz, when you export are you just export a new track_geom.w32 or are you exporting track_geom.w32 and track_cdb2.gen files?
The track_geom.w32 and track_cdb2.gen files are tie together. If i just move track_geom.w32 from track " c" to track " a" then you can get lava effect.
Is Blender losing the important information these two files share when it export meshes? Just a guess.
Logged
Here a link to thread of my first track for Flatout:
Obstacle course track for FOv3 - page 2
Take many helping hands to make your first track.
Pavcules
Top Ace
Offline
Posts: 544
Re: Track Editor feedback
«
Reply #175 on:
April 30, 2008, 02:29:14 AM »
Gul, just curious are you know being able to determine things about the track surface of the game. Would any figures in the W32 file match the GEN file?
Maybe you are slowly discovering how these things are linked together.
Logged
- Pav (FOJ Co-website Owner / #2 Administrator)
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #176 on:
April 30, 2008, 02:45:26 AM »
Quote from: Purple44 on April 29, 2008, 07:25:05 PM
GulBroz, when you export are you just export a new track_geom.w32 or are you exporting track_geom.w32 and track_cdb2.gen files?
Doing nothing with track_cdb2.gen file, this is still complete mistery file...
Quote
Is Blender losing the important information these two files share when it export meshes? Just a guess.
Nope (that's why I must export over an existing track file; because I read the unknown data from it before exporting). But there is only 4 - maybe 3 (I had an idea for another one, have to check) - unknown structures left in track file (see previous and next posts)
«
Last Edit: April 30, 2008, 02:59:13 AM by GulBroz
»
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #177 on:
April 30, 2008, 02:58:30 AM »
Quote from: Pavcules on April 30, 2008, 02:29:14 AM
Gul, just curious are you know being able to determine things about the track surface of the game. Would any figures in the W32 file match the GEN file?
Maybe... I have to check what the structure I decoded last night is used for in the game (I do not export it yet, will do it tonight), but basically it contains the position of the center of surface bounding box (both in object and world space coordinates).
Quote
Maybe you are slowly discovering how these things are linked together.
Yes, I am...
The 2nd one I (maybe) decoded yesterday contains only a 4x4 rotation + translation matrix, with null translation vector. Maybe something related to sun direction in track...(again, I have to try & check)
Then there is all the stuff about Flatout "Objects" (mainly used for lights, and flashing arrow road signs) that I left for now, but will have to deal with (I'm not sure how to handle them in Blender).
«
Last Edit: April 30, 2008, 03:15:03 AM by GulBroz
»
Logged
Shadow
Administrator
Top Ace
Offline
Posts: 2174
Re: Track Editor feedback
«
Reply #178 on:
April 30, 2008, 04:50:52 AM »
In the database weather file, I added a line from one of forest tracks to turn on the water plane for canal track. I was hoping to find a nice amount of water in canal but you only see water when you fall off edge of track. That must be in geomtry file somewhere as well as one solid sheet or a dummy object.
«
Last Edit: April 30, 2008, 04:52:28 AM by Shadow
»
Logged
GulBroz
Administrator
Top Ace
Offline
Posts: 644
Re: Track Editor feedback
«
Reply #179 on:
May 02, 2008, 10:43:57 AM »
After fire, next step of evolution is electricity...
But I haven't find yet how to put electric wires (I think I know how it's done but cannot reproduce it on another track).
Logged
Pages:
1
...
10
11
[
12
]
13
14
FOJ Forums
|
Flatout 2
|
Track Editing
| Topic:
Track Editor feedback
« previous
next »
Jump to:
Please select a destination:
-----------------------------
General Category
-----------------------------
=> How to register.
=> Anouncements
=> General Discussion
=> Downloads by Authors Index
=> Contests
=> Lobby Discussion
=> Other Games
=> Off Topic
=> Punch Up Ring!
=> Race Times & Events
=> Website Discussions
-----------------------------
Flatout 3 - Chaos & Destruction
-----------------------------
=> General Discussion
=> Custom Cars
=> Skinning
=> Mods
=> Track Editing
=> Top Times & Race Results
-----------------------------
FlatOut: Ultimate Carnage
-----------------------------
=> General Discussion
=> Custom Cars
=> Skinning
=> Mods
=> Track Editing
=> Top Times & Race Results
-----------------------------
Flatout 2
-----------------------------
=> General Discussion
=> Custom Cars
=> Skinning
=> Mods
=> Track Editing
=> Flatout Joint's V2 mod.
=> Top Times & Race Results
-----------------------------
Flatout 1
-----------------------------
=> General Discussion
=> Custom Cars
=> Skinning
=> Mods
=> FOV3 / FOV2
-----------------------------
GTA4
-----------------------------
=> General Discussion
-----------------------------
Fuel
-----------------------------
=> General Discussion
-----------------------------
Burnout Paradise
-----------------------------
=> General Discussion
-----------------------------
Crashday
-----------------------------
=> General Discussion
=> Tracks / Maps
=> Cars
=> Skins
=> Track Pieces
=> Mods
=> Miscellaneous
© 2013 Flatout Joint
Joomla!
is Free Software released under the GNU/GPL License.