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Old 13 September 07, 23:52   #1
AntMAn12
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Default AIW help

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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Old 14 September 07, 19:17   #2
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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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Old 14 September 07, 19:24   #3
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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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Old 14 September 07, 19:29   #4
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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 spots
Can't guarantee anything...

Last edited by Khan1670; 14 September 07 at 20:43.
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Old 14 September 07, 22:57   #5
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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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File Type: rar SardianHeights.rar (50.1 KB, 51 views)
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Old 14 September 07, 23:05   #6
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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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Old 14 September 07, 23:09   #7
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Originally Posted by AntMAn12 View Post
man you guys are amazing!! ill give it a try , im sure it is better than what was original.Cant thank you enough Khan.

No problem, please let me know how it works for you.

Honestly I don't use that track very much myself.....probably for the reasons you gave
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Old 15 September 07, 16:42   #8
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Anyone try this success and think it's any good?

Just curious :p
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Old 15 September 07, 16:50   #9
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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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Old 15 September 07, 17:05   #10
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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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Old 15 September 07, 17:24   #11
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Quote:
Originally Posted by Fool_1njection View Post
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!!!
Well from looking at it it appears two of the paths are not connected by the entrance to the pit lane which is probably why the cars don't pit.

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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File Type: jpg rFactorAIWEditor1150 2007-09-15 13-21-02-50.jpg (46.7 KB, 96 views)
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Old 15 September 07, 17:34   #12
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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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Old 15 September 07, 17:37   #13
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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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Old 15 September 07, 17:43   #14
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Originally Posted by Fool_1njection View Post
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:
I'm kinda new at this so some things I don't know how to do.

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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Old 15 September 07, 17:50   #15
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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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Old 15 September 07, 17:56   #16
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Originally Posted by Fool_1njection View Post
The version I want fixed is only for gtr2 I think, please try tho, the track is here on nogrip under Laguna Seca 2003!!!
Yes I see that but it doesn't have a matching rFactor version which means it's harder to fix the AIW which is probably where the problem is.

Probably will need an expert for that
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Old 15 September 07, 18:01   #17
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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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Old 15 September 07, 18:09   #18
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Quote:
Originally Posted by Khan1670 View Post
Well from looking at it it appears two of the paths are not connected by the entrance to the pit lane which is probably why the cars don't pit.

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
You need to join each end of pit row line to the racing line waypoints by connecting as a branch. You hightlight the last waypoint of pit row exit and the next waypoint in line of the raceline and then simply click onto teh option of join as a branch. You will also have to do this for pit in.
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Old 15 September 07, 18:12   #19
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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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Old 15 September 07, 18:17   #20
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Quote:
Originally Posted by Fool_1njection View Post
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:
Yes but you need the rFactor version of the track, which means the track has to be converted to rFactor 1st because the AIWeditor loads the entire track
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Old 15 September 07, 18:20   #21
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But the AIW file format is the same!
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Old 15 September 07, 18:34   #22
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Quote:
Originally Posted by Fool_1njection View Post
But the AIW file format is the same!
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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Old 15 September 07, 18:36   #23
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Quote:
Originally Posted by N2LO View Post
You need to join each end of pit row line to the racing line waypoints by connecting as a branch. You hightlight the last waypoint of pit row exit and the next waypoint in line of the raceline and then simply click onto teh option of join as a branch. You will also have to do this for pit in.
Tried that but it gives an error. It's the wrong track anyway, which is curious :confused:

The waypoints themselves appear to be joined though...
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Old 15 September 07, 18:40   #24
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Originally Posted by Khan1670 View Post
Tried that but it gives an error. It's the wrong track anyway, which is curious :confused:

The waypoints themselves appear to be joined though...
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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Old 15 September 07, 18:43   #25
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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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Old 15 September 07, 18:58   #26
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Quote:
Originally Posted by Fool_1njection View Post
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:
Patience grasshopper, this one may require some time
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Old 15 September 07, 19:06   #27
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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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Old 15 September 07, 19:26   #28
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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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Old 15 September 07, 19:32   #29
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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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Old 15 September 07, 23:02   #30
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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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Old 15 September 07, 23:19   #31
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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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Old 16 September 07, 00:23   #32
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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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Old 16 September 07, 00:51   #33
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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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Old 16 September 07, 01:00   #34
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Quote:
Originally Posted by N2LO View Post
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.

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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Old 16 September 07, 05:02   #35
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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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File Type: jpg rFactorAIWEditor1150 2007-09-16 00-45-17-82.jpg (67.7 KB, 72 views)
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Old 16 September 07, 05:03   #36
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To sum it up could be awhile before a fixed Laguna AIW shows up
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Old 16 September 07, 19:10   #37
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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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Old 16 September 07, 19:37   #38
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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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Old 17 September 07, 04:15   #39
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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
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File Type: rar Brianza_JR.rar (59.7 KB, 20 views)

Last edited by Khan1670; 17 September 07 at 04:22.
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Old 17 September 07, 15:11   #40
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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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Old 17 September 07, 15:20   #41
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Originally Posted by Khan1670 View Post
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:
Do you mean Brianza Jr for GTR2 or rFactor? Back when I converted that track it was one of my first conversions and I just used the AIW from rFactor with added pacecar settings but I don't remember pitting problems on this track in GTR2.
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Old 17 September 07, 15:31   #42
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Do you mean Brianza Jr for GTR2 or rFactor? Back when I converted that track it was one of my first conversions and I just used the AIW from rFactor with added pacecar settings but I don't remember pitting problems on this track in GTR2.
I mean GTR2. The cars will go through the pits but won't actually stop.

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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Old 17 September 07, 15:46   #43
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I mean GTR2. The cars will go through the pits but won't actually stop.

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.
I'm not at home to check Brinaza's other layouts but I wonder if they too may have issues. When I first started converting, I figured their was pitstalls, their was a pit lane, so what can the problem be? I was more worried about a decent race line and not hitting walls while racing.
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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Old 17 September 07, 16:08   #44
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Tried out the others. Looks like it was only the Jr layout
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Old 17 September 07, 16:30   #45
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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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Old 17 September 07, 17:01   #46
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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.
Well it didn't work 100%. I just removed a whole bunch of objects from the .scn and eventually it loaded up with just the main track elements which is what's needed for editing the AIW anyway
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Old 17 September 07, 17:04   #47
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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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Old 17 September 07, 23:49   #48
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Good news! Very close to having it done, just needs some tweaking I think
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Old 18 September 07, 04:58   #49
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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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Old 18 September 07, 15:29   #50
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Quote:
Originally Posted by Khan1670 View Post
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

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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