Tuesday, 5 June 2007

It's been a while...

Sorry for the delays in updating this, i just don't get the time i should to put effort in to this project.

The major recent addition has been the tyre walls. Takes ages to edit stuff in max, then check and get it aligned correctly. Then i had issues with the AI driving thru walls, took a long time to figure out that the AIW file was causing it. Basically when making that file with ISI's AIW editor, it creates corridors - areas the AI are allowed to go when trying to negotiate other vehicles. I did that very early on before any walls were put in, so the AI had more room to move than they should. A quick trip back to that editor and re-do the corridors soon fixed that, and my eternal thanks go to Mr_GEE! and DutchDevil for helping figure that one out.

Cameras have been reworked too. I know they are not vital, but i feel a big part of a track is the views of racing you've enjoyed, and naff cameras mean you can't savour that special race with a video on you tube or wherever. It's hard to find good documentation on the CAM file, but a major breakthru came tonight with the gem that has been eluding me for months - shaking cams as cars pass by. To get them to work, 2 things must happen;
  1. Flags1=(4) must be in the cam instance
  2. The camera will only move when a PACK of cars passes by!
I knew the cam at Silverstone that shook, but could never recreate it until this evening. I was testing on my own at Silverstone and the cam wasn't moving, so i ran a race and it then suddenly worked. So i copied the parameters to my cam file and ran a race with Caterhams - bingo!

I have also added 2 camera groups so far. These allow the player to select a batch of cams for different views - a bit like a director of a live event would. Default is "group cycle" - it uses group 1 cams for the 1st lap, group 2 for the 2nd and so on, repeating when it runs out of groups. By pressing the TV camera button again, you can then cycle thru these groups individually. Group 1 is the main TV cams, Group 2 are 3 "blimp cams" - aerial cams to help show close action with a pack of cars. I think i have a plan for a 3rd group, but i'll keep that quiet for now :)

Next on my list is the marshal bunker at the hairpin, some buildings and start / pit lights. I can see them being a real PITA, but i'm sure someone will help me if i MSN them enough...!

Check out my recent videos via www.rfactorcentral.com or www.youtube.com

Sunday, 15 April 2007

Recovery Complete

After loosing a bunch of files, i've finally finished recovering what i lost. AIW and CAMs are now back and i've added the pitwall. It still looks very sparse but just adding the pitwall has made a good impression, so once more walls / armco / tyres get added it'll start to feel more like it should.

Sunday, 11 March 2007

rFactor: Anglesey Work in Progress

update on Anglesey Circuit for rfactor. Grass added to edges of track, AI file now fully working, pitlane added and basic trackside cameras complete.

Thursday, 8 March 2007

Grass Added


Some basic grass has now gone in, although i still need to do the bit between the pits and the main track.

Wednesday, 7 March 2007

More Pitwork

Editing in max is so much more hard work than in bobs track builder - its taken almost as long to re-edit and smooth the pit exit as it did to create the whole track! I no longer have a ski-jump for a pit exit tho, so it's been worth it. Pit lane is now good enough to move on, next step will be to add grass in all the holes and add some run off to make the testing less disorientating. Once done, the AIW will get updated to accommodate the pit lane and some basic track cams will go on to allow a better look at the track. I can then do another quick vid to show how it's progressing...

Wednesday, 28 February 2007

Pitlane Progressing

Had a mare at the weekend when i tried my 1st pit lane, took ages to do then something went nuts and the track materials got rotated and i couldn't find a way to put them back. Ended up getting pretty hacked off with 3ds Max and gave in. Tonight I've tried again and so far, so good. I have a pit lane and it's working OK in game, just have some ironing to do on the exit to fix some rather major lumps that i missed in max first time around.

Once that's done, I'll start to fill in the infield with some grass and give myself a bit of run off area round the rest of the track to make it feel less weird when I'm testing it.

Sunday, 25 February 2007

rFactor: Anglesey Work in Progress

more refinements to the layout