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20 Abr 2015 19:15 - 20 Abr 2015 19:15 #224
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Respuesta de tt sobre el tema hello
For the Mercedes, let's add the car to the list!!
For the time, open the console: Press Shift+Ñ and enter "time 0000" to set the 00:00 time.
For the time, open the console: Press Shift+Ñ and enter "time 0000" to set the 00:00 time.
Última Edición: 20 Abr 2015 19:15 por tt.
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21 Abr 2015 21:29 #233
por tt
Please check if it's enabled: Find racer.ini file.
Enter it, search for "console", and re-check this lines:
console
{
enable=1
If it's on 0, please change it to 1.
Respuesta de tt sobre el tema hello
orges escribió: i found it but it doesn't wont to make it
Please check if it's enabled: Find racer.ini file.
Enter it, search for "console", and re-check this lines:
console
{
enable=1
If it's on 0, please change it to 1.
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23 Abr 2015 19:18 #235
por tt
Here you have a little tutorial to do it:
F8 in TrackEd, it's pretty straightforward actually.
Shift+click to place the cursor somewhere on the track.
Ctrl+a will put a waypoint that is 'forward' from the one currently selected.
Ctrl+s will let you select a waypoint (by number; they're all clearly displayed)
Other options have buttons, but those 2 are the main things you'd use.
Basically you set the cursor where you want the traffic to start, then click somewhere forward, ctrl+a, repeat until it gets back near the start. Then choose "set forward waypoint" and input the number of the first waypoint on the loop to complete it.
As far as I can tell, the waypoint speeds pretty much update the traffic's target velocity when they cross the waypoint. So if you want a car to slow down you need to set it up with enough distance to get to the target speed.
Adding leftward/rightward waypoints gives the traffic random choices when it hits those points, and TrackEd displays them with L/F/R when you have the wp selected.
One problem I've had is that the traffic tends to automatically acquire waypoints when it drives over them, so the paths need to be laid out to avoid hitting waypoints on other routes. It might be good to have some sort of 'detection radius' you could set on points so this could be more obvious and avoided.
Anyway, that's why I have 3 points per turn - more and they just overlap too much. It does make the AI steer a bit suddenly.
Most of the time they do avoid collisions, but they can only see what's in front of them, so when two come at each other from the side they don't always have time to stop.
If you need to remove waypoints, select the first one along the route you want removed, cause it automatically jumps to the 'forward' waypoint when you edit waypoints, and that way you can just repeatedly hit remove.
Respuesta de tt sobre el tema hello
orges escribió: but how can i add traffic on the streets of polish roads 2006 2a?
i don't want to activate the signals, but only to add traffic
Here you have a little tutorial to do it:
F8 in TrackEd, it's pretty straightforward actually.
Shift+click to place the cursor somewhere on the track.
Ctrl+a will put a waypoint that is 'forward' from the one currently selected.
Ctrl+s will let you select a waypoint (by number; they're all clearly displayed)
Other options have buttons, but those 2 are the main things you'd use.
Basically you set the cursor where you want the traffic to start, then click somewhere forward, ctrl+a, repeat until it gets back near the start. Then choose "set forward waypoint" and input the number of the first waypoint on the loop to complete it.
As far as I can tell, the waypoint speeds pretty much update the traffic's target velocity when they cross the waypoint. So if you want a car to slow down you need to set it up with enough distance to get to the target speed.
Adding leftward/rightward waypoints gives the traffic random choices when it hits those points, and TrackEd displays them with L/F/R when you have the wp selected.
One problem I've had is that the traffic tends to automatically acquire waypoints when it drives over them, so the paths need to be laid out to avoid hitting waypoints on other routes. It might be good to have some sort of 'detection radius' you could set on points so this could be more obvious and avoided.
Anyway, that's why I have 3 points per turn - more and they just overlap too much. It does make the AI steer a bit suddenly.
Most of the time they do avoid collisions, but they can only see what's in front of them, so when two come at each other from the side they don't always have time to stop.
If you need to remove waypoints, select the first one along the route you want removed, cause it automatically jumps to the 'forward' waypoint when you edit waypoints, and that way you can just repeatedly hit remove.
El siguiente usuario dijo gracias: Orges
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23 Abr 2015 22:28 - 24 Abr 2015 16:27 #236
por Orges
Respuesta de Orges sobre el tema hello
it is a little difficult, but the "tracked" wont to open on my pc,, i don't know why..i use an windows xp of 32bit,,a screen resolution from 1024x600 pixel and 1gb ram,,,
i don't know who is the problem,,,
is there an another way which i can add traffic? i understand that u send me and thank you, but if there is an program of which i can add traffic for this game, and if this program will install automaticly the traffic, i'll be very happy to make this game the most beautiful game is ever seems...
if u can make an program if there is only to add traffic for the version 0.6.5.5 of the game, please send me the link i can download this program,,
i don't know who is the problem,,,
is there an another way which i can add traffic? i understand that u send me and thank you, but if there is an program of which i can add traffic for this game, and if this program will install automaticly the traffic, i'll be very happy to make this game the most beautiful game is ever seems...
if u can make an program if there is only to add traffic for the version 0.6.5.5 of the game, please send me the link i can download this program,,
Última Edición: 24 Abr 2015 16:27 por Orges.
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