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#1 |
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Uploader
Join Date: Feb 2007
Location: Columbus, GA, USA
Age: 34
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anyone interested in redoing the AIW for the sadian heights road course found here.
http://www.******************/include....689ce5d6c5a476 really great trackbut the AI are in the walls at ever corner. i would rework , but i have no expeirience as to how. |
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#2 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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I'm giving this a shot, but it's really tight in some spots.
I've never done this before, hopefully it turns out
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#3 |
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Join Date: Apr 2006
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What I do on tight city courses is adjust the way point corridors away from the walls in the turns so the AI believes the walls are closer to the racing line than they really are so they stay closer to the race line, but then I go back and adjust the tracks cut corridors back to the walls so the player car won't get track cut warnings. Of course sometimes the raceline needs to be reprogramed because it is just too far off.
( I make all these adjustments in rFactor AIW program) |
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#4 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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That's what i'm trying out, but I'm adjusting the fast path in this case.
Trying to move it further from the walls.... Edit: Well, fast path isn't enough inside and outside path need to be done too ![]() Edit: This is turning out to be pretty hard .. really having problems in a couple spotsCan't guarantee anything...
Last edited by Khan1670; 14 September 07 at 20:43. |
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#5 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Ok, here's a functioning AIW for Sardian Heights.
The cars are much better at not hitting the walls though they still may brush them in a couple spots, especially in the tight chicane type corner and maybe coming out of the tunnel. If you crowd them yourself they'll still hit the walls ![]() I recommend standing starts only for this track as the cars just will not make it two wide around and I'm not sure the skip formation lap works right here. Also the cars may be very slow thru the chicane corner on the 1st lap. |
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#6 |
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Uploader
Join Date: Feb 2007
Location: Columbus, GA, USA
Age: 34
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man you guys are amazing!! ill give it a try , im sure it is better than what was original.Cant thank you enough Khan.
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#7 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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#8 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Anyone try this success and think it's any good?
Just curious :p |
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#9 |
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Banned
Join Date: Dec 2006
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This might be off the topic, sort of, can someone please adjust the AIW file for Laguna Seca 2003, the AI are too slow and they dont pit during the race, if you can atleast make them pit for the race to put in fuel and such then I can just increase the track grip and increase the AI skill ingame to make them faster.
It really makes my B@lls itch as the first race I did a few weeks ago was a 2hour endurance and the all the AI ran out of fuel!!! Thanks!!! |
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#10 |
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Uploader
Join Date: Feb 2007
Location: Columbus, GA, USA
Age: 34
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awsome job man!! track is definately raceable now. had only 1 dnf , because i ran him into the wall....lol.. great work. thanks man!
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#11 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
In the screenshot the red lines need to be connected and the green lines need to be connected. I'm not sure how to fix that yet, but i'll try
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#12 |
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Banned
Join Date: Dec 2006
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Hi, I was talking about the Laguna Seca 2003 for gtr2??? It's v0.5 but I think it's been abandoned by the creator(s)!!!
The track is under gtr2 download here on nogrip. It the best looking and most realistic laguna I've seen so a fix would be really awesome!!! |
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#13 |
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Banned
Join Date: Dec 2006
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Wait, did you convert it to rFactor cause I cant recognise it in that screenshot?
If you can try fix it and even improve the AI performance I would very gratefull!!! ![]() :wave: |
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#14 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
Oops you're right it is the wrong version. However if it has a corresponding rFactor track then I can look at the AIW with the AIWeditor which is where the screenies are from. Not sure the other one has an rFactor version so I might not be able to fix it. |
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#15 |
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Banned
Join Date: Dec 2006
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The version I want fixed is only for gtr2 I think, please try tho, the track is here on nogrip under Laguna Seca 2003!!!
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#16 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
Probably will need an expert for that
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#17 |
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Banned
Join Date: Dec 2006
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But are rF and gtr2 AIW's not editable in the rF AIW program cause rF AIW work in gtr2 when converting tracks, it's mostly the safety car that causes a prob but can easily be fixed!
I think I'm gonna cry:cry: |
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#18 | |
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Join Date: Apr 2006
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Quote:
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#19 |
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Banned
Join Date: Dec 2006
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Thanks, I'll try, I have the program but have not used it yet, plus I cant play games right now as my PC is broke!!!
I'll just see how the program works for now. I hope that Laguna 2003 has the same prob as the track in the picture. |
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#20 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
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#21 |
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Banned
Join Date: Dec 2006
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But the AIW file format is the same!
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#22 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Yes, but you can't edit the AIW easily without the AIWeditor for rFactor which means you need an rFactor version of the track.
Ex: I fixed Sardian Heights by editing the rFactor Sardian Heights AIW with the AIWeditor, then just added the stuff needed for GTR2 (pacecar). The AIWeditor won't load that Laguna's AIW because the track format isn't correct. It'll need to be converted to rFactor 1st which I can try, but have never done successfully either. ![]() The screenshot is right out of the AIWeditor, it loads the whole track not just an AIW
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#23 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
The waypoints themselves appear to be joined though... |
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#24 |
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Join Date: Apr 2006
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Gives a error? maybe the waypoints are already connected as a branch. Check the tracks AIW file and look for track lap length, multiply that number by 14 and see if that number matches the fuel usages number listed. The tracks fuel usage may need to be adjusted possibly. Or it could be a number of other things keeping the AI from pitting properly.
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#25 |
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Banned
Join Date: Dec 2006
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You are like my last hope, one of the first tracks I would use in the upcoming ALMS 2006 mod is Laguna Seca but that AIW just ruins it, I have always loved that track, from watching it on TV and playing it in WSBK2001 and Dutch Devil's version for gtr2 never really impressed me
.:cry::cry::cry: |
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#26 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
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#27 |
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Banned
Join Date: Dec 2006
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OK, yay yay yay, I feel like a 4year old at Christmas
.:roflmao::roflmao::roflmao:, too bad I wont be able to drive it for atleast a week:cry:!!! |
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#28 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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LOL, how does this track even load?
The trk references Gamedata\teams instead of the actual track directory!! |
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#29 |
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Banned
Join Date: Dec 2006
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I know, I had to fix it if I remember, besides I check all track GDB and trk files cause I edit them and delete the shadowcasters from all tracks for improved FPS!!!
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#30 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Ok, need help. Tried converting the track to rFactor but it crashes immediately
Here's the error from the trace: vidman.cpp 1520: CUBE error loading scene file GAMEDATA\LOCATIONS\Laguna\Laguna\Laguna.SCN: Error initializing scene file GAMEDATA\LOCATIONS\Laguna\Laguna\Laguna.SCN Any ideas? It loads fine in 3dSimed |
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#31 |
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Join Date: Apr 2006
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For some reason rFactor can'r read the .scn file obviously. Open the .scn and check the location path's, make sure they are correct.
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#32 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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The .scn looks fine and 3Dsimed loads it up fine complete with textures.
This is the pathing in the .scn and it's correct :confused: SearchPath=. SearchPath=Laguna SearchPath=Laguna\Laguna //------------------------------------------------------- MASFile=COMMONMAPS.MAS MASFile=Laguna.MAS MASFile=Lagunamap.MAS There was another error coming up before about a material but I fixed that, now it just CTD's immediately.
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#33 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Oddly enough I just had a long race going at Brianza Jr and while the cars went through the pits they just drove straight through and exited without fuel.
Of course they ran out of fuel but not before a couple went around and repeated the pit drive through. Also I looked at quite a few other rFactor tracks and their inside/outside and fast paths also aren't joined at the pit entrance so that's probably not the issue anyway. The paths just start out on the track but do merge at pit exit :sherlock: |
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#34 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
i'm kinda thinking it's not the pathing now anyway, why 14? I checked a few stock tracks and their AIW's aren't like that... ![]() Edit: Well I found it's actually 12 and Laguna 2003 is only about 9 so I changed that. However in practice the cars go thru the pits and don't pit either, just like the other race I just ran at Brianza Last edited by Khan1670; 16 September 07 at 01:32. |
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#35 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Well I may have found the problem, but I'm not sure.
Brianza Jr & Laguna 2003 don't appear to have any waypoints that point to a pitbox. Basically every waypoint in their AIW's points to a main track waypoint or a pitlane waypoint. I'm assuming this is why cars just drive through the pits. The odd thing is if I look at Brianza Jr in the rFAIWeditor, the pitlane appears to have connections between the pitlane and pit spots, but they don't exist if I manually look in the AIW with a text editor. See the following screenshot , the red lines are supposedly connecting the pitspots and pitlane but according to the AIW there aren't really any connections that I can see. Also watching a race in rFactor the AI does go into their pitspot but not directly they kind of jump there when they get close. |
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#36 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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To sum it up could be awhile before a fixed Laguna AIW shows up
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#37 |
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Join Date: Apr 2006
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After you create a pit row, you assign pit spots. The next step is to run the "Find corridors" in rFactor AIW program and this will connect the pit stalls to the waypoints in pit row. Alot of times if you don't run the find corridors right after, I usually have to reprogram the pit row and then reassign pitstalls to rerun the corridors option toi make it work correctly.
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#38 |
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Banned
Join Date: Dec 2006
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Good luck with getting this to work guys!!!
I see now how the rF aiw program works, I thought it was just a normal program thats why I could not understand why you had to do a rF conversion!!! Stupid me. |
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#39 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Well here's a fixed Brianza Jr AIW. I didn't do a ton of testing on it other than observing if the AI went into their pit boxes which they did.
This was done by doing a "Find corridors" with the AIWeditor on the Rfactor version. Still not sure how or if I can fix Laguna as I haven't been able to get the track into rFactor
Last edited by Khan1670; 17 September 07 at 04:22. |
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#40 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Good news! Got Laguna into rFactor :woohoo:
Bad news... this AIW is a mess!! ![]() May just rebuild it from scratch.... if I can. |
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#41 | |
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Join Date: Apr 2006
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Quote:
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#42 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
Oddly they will stop in the rFactor version despite using the same AIW, but not smoothly, they kind of jump from the pitlane to the pitspot. I'm pretty sure there are no waypoints referencing the pitspots in the JR AIW. |
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#43 | |
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Join Date: Apr 2006
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Quote:
Theirs really alot of little things that goes into amking a decent AIW file. When I do a Track now, I just redo the entire AIW file so I know what I have and not have to hope the original is OK. Hopefully a few more people will get interested in doing correct AIW files for tracks. When I do a conversion I am more concerned with the AIW than graphics. I easily spen much more time on AIW that I do the rest of the conversion. I prefer a good competive offline race than sightseeing.
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#44 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Tried out the others. Looks like it was only the Jr layout
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#45 |
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Banned
Join Date: Dec 2006
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Hope you get the Laguna to work, cause if you do then I'll give you anything (not):wave:!!! Glad to see the conversion worked
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#46 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
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#47 |
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Banned
Join Date: Dec 2006
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I know that when converting from rF to GTR2 I have similar probs but it's always like one little thing that prevents it from working!!!
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#48 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Good news! Very close to having it done, just needs some tweaking I think
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#49 |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Ok, try this for Laguna 2003. This is pretty much a rebuilt AIW except for the garage and pitspots.
I'm not the greatest driver so I hope the AI is fast enough ![]() Definitely they are better than before and they do pit. I still see the odd car not make it on fuel over a long race, but usually only one. This AIW is for Laguna Seca 2003 by Parnassus, it's not for dutchdevil's version. Let me know if you see any other issues
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#50 | |
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Uploader
Join Date: Jan 2007
Location: Toronto, ON, Canada
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Quote:
Well further testing reveals that this AIW is still bugged a bit. While the AI does pit in a race they drive to one stall and then jump to another one somewhere else on the pitlane
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