Track Files Explained

rafagas
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Re: Track Files Explained

Postby rafagas » Mon Feb 06, 2012 11:37 pm

MR.M wrote:How do you name the tracks with space with working decals?


The folder has to be without spaces. Then, create (inside your track folder) a new file called "desc" and write the real name of the track inside this file.
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MR.M
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Re: Track Files Explained

Postby MR.M » Tue Feb 07, 2012 10:31 am

what do i need to put? Just the Name of the track?

rafagas
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Re: Track Files Explained

Postby rafagas » Wed Feb 08, 2012 12:24 pm

Exactly
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MR.M
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Re: Track Files Explained

Postby MR.M » Thu Feb 16, 2012 2:33 pm

How do i make the track smaller? Like i wanted only the stadium to be seen when i zoom out..

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yzmxer608
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Re: Track Files Explained

Postby yzmxer608 » Fri Feb 17, 2012 12:26 am

Lower the scale, your jump sizes will be smaller too though. If you want the stadium to be very close to the same size as the whole track area (like jlv's sx) you have to make the displacement take up most of the terrain.png.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.

K-Xtreme
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Re: Track Files Explained

Postby K-Xtreme » Wed Feb 22, 2012 11:01 pm

where can i have the stadium in editor ??

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wheels1758
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Re: Track Files Explained

Postby wheels1758 » Wed Feb 29, 2012 6:15 pm

DJ mate, append this to the end for reference. I always forget where to find it.

jlv wrote:Here's what bale.shp looks like:

Code: Select all

4
0 0.5 -1.5 1 1 500 25
0 0.5 -0.5 1 1 500 25
0 0.5  0.5 1 1 500 25
0 0.5  1.5 1 1 500 25


The first line is the number of spheres. Each line after that defines a sphere.

The fields are: x y z radius friction spring damping

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wheels1758
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Re: Track Files Explained

Postby wheels1758 » Wed Feb 29, 2012 6:17 pm

This one too please!

JLV wrote:Here's an example .seq file and what everything means:

ANIM1 6 4 8 1
0 1 2 3 2 1
PNG @frame0.png
PNG @frame1.png
PNG @frame2.png
PNG @frame3.png

In the first line, 6 is the length of the animation sequence. 4 is the number of images. 8 is the time per frame in 1/128 second steps. The 1 makes the animation loop.
The second line is the sequence the frames will appear in. In this example it will run through the frames forward then backward.
The rest of the lines tell it where to load the images from. The images must have the same width, height and depth.


Worth noting that if ANY of the images has alpha (transparency), ALL of the images need AT LEAST 1 pixel that is alpha'd

jlee804
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Re: Track Files Explained

Postby jlee804 » Sat Feb 09, 2013 9:14 pm

Im new to the forum but not new to the game and ive been making tracks for a while and i reallly reallllly want to add sand and mud to my new compund for my upcoming team but i cant figure it out even if my life depended on it can anyone please help me:(

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yzmxer608
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Re: Track Files Explained

Postby yzmxer608 » Sun Feb 10, 2013 8:15 am

You have to use a tileinfo file: viewtopic.php?f=11&t=3166
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.

jlee804
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Re: Track Files Explained

Postby jlee804 » Sun Feb 10, 2013 3:25 pm

hey, im pretty new to all this but im decent at making tracks. but i really want to know how to add sand or different dirt and it seems really complicated and i cant figure it out for the life of me so if anyone can please help that would be awesome! :mrgreen:

jlee804
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Re: Track Files Explained

Postby jlee804 » Sun Feb 10, 2013 3:27 pm

sorry i posted that twice it said my other reply contained illegal content so sorry for the repost i just saw that :(

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cheesierlizard1
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Re: Track Files Explained

Postby cheesierlizard1 » Mon Apr 22, 2013 12:02 am

i did exactly what he said but the decals wont show up in the game someone help me please
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yzmxer608
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Re: Track Files Explained

Postby yzmxer608 » Mon Apr 22, 2013 12:12 am

Can you post what you have for your decals file, and the name of your track folder?
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Jay
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Re: Track Files Explained

Postby Jay » Thu Jul 10, 2014 2:01 am

Just found this out (Didnt know were to put it...)
If you have an OBJ in sim that is not 100% Opacity for example a window and when you place it in game it makes all obj behind it disappear... well the fix for this is move the clear OBJ (window) to the bottom of the statues file in notepad++ and all you OBJ will be visible whilst looking through the glass... not sure why this happens but I just had to do this for SXON
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