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[QUESTION] How to add/open garages in a track?

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[QUESTION] How to add/open garages in a track? Empty [QUESTION] How to add/open garages in a track?

Post  Totenkopf 4/6/2013, 19:08

Now, this may seem a dumb question for the "track guys", but, as the title says, how can I add or make work existing garages in a track?

For example, the stock GTR2 Monza allows more than 60 cars on track, but in the pits during practice/quali, some of the cars appear "superimposed" on others, or right outside an already occupied garage. All the cars involved in this thing, can't do the quali.

The thing that bothers me, is that there are other free garages closed which, if available, can avoid this to happen, as they're enough to reach 60 places as you can see in the pics:

[QUESTION] How to add/open garages in a track? Grab_019
[QUESTION] How to add/open garages in a track? Grab_020

This happens on other tracks like Zhuhai, Barcelona ('03/'07 versions), Valencia etc....

Any help/advice would be much appreciated.

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  Guest 4/6/2013, 19:55

Well Fab, you can do it many ways:

1. Create a new AIW and put the cars in the garages tight together. In most garages you might be able to put 2 cars per lot.
2. Create a new Garage Building.
3. If a closed garage exists, you need to rework in 3dsimed to open it (like removing garage door, adding a floor, etc.), then place a car lot there in the AIW

For the work on the AIW like adding garage spots, you need to do it in rfactorAIWCamEditor - not that 4.05 but the official one from ISI, because each garage or pit position needs an own waypoint which is created by this editor. Doing it by hand I really don't know how it works, but it would be much more work.

In GTR2 Miscs I think you should be able to find my Topic "Modding Tools and Tutorials". There you find everything you need for this.

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Post  Totenkopf 4/6/2013, 20:04

I think I will take the nr. 3

Thanks mate thumbs

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  khan1670 4/6/2013, 20:13

Can't look at the track until later, but was the track set to 60 cars max originally or did you change it?

I honestly can't remember what the settings are for the track.

It could be as easy as adjusting the aiw, because the doors might be set to disappear if a car spawns there. If not then the door might need to deleted in 3dsimed as Uli said.

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Post  Guest 4/6/2013, 20:20

Of course you need to set the "Max Vehicles = XX" in the gdb to the amount of cars you want to get.

Kevin, it can cause issues with the AI if you add the spots by hand in the AIW file. I had it quite often that the AI wasn't able to drive to their pit spot or to find a pit spot. That's why I would never adjust an AIW by hand. You can solve tiny little issues in that way, but this I really recommend to do it proper. Better take some time and create a completely new one than trying over hours to add two spots to find out that they are not working. A proper AIW can be done relatively quick in rfactor.

@Fab: Forgot to say if you want to work with the rf editor that you need to convert the track to rf ofc.

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Post  Totenkopf 4/6/2013, 21:08

@Kev
The original GTR2 Monza has 48 cars in the .gdb file, but is able to have 64 cars in the pits; if I put 65, for example, the 65th car appears in the middle of the track or in the void, and can't pit during the race.
Same for the other original GTR2 tracks: they accept more cars than what is set by Simbin in the .gdb, with what I posted in the pics as the only issue. During the race, all the cars can pit without any problem.


@Uli

Then I can't do the nr.3.......

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  bentley speed 8 4/6/2013, 21:33

The original GTR2 Valencia has all the garages doors set right for 46 cars, but the AIW has waypoints set only for 36 cars

Also though GTR2 can support 3 cars per pit, the stock tracks have assigned only 2 cars per pit (the other coordinate is identical to one of the existing two). If you put more, the cars will spawn over each other.

And if you find cars appearing in the middle of the track, then it's because you have run out of garage spots

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Post  khan1670 4/6/2013, 21:38

@Uli - I know , I use rfactor AIW editor as well and have fixed many garages. Really, 99% of conversions require aiw editing often for the garage.

@Fab - aha. see the garage doesn't really support 64 cars otherwise they wouldn't spawn on each other. Very Happy

I suspect without looking that some of the garage spots are identical so if you use them all cars spawn on top of each other.

Anyway, it may be as simple as edit the garage spots, or may require removing the doors as well.

Tracks are often setup to have the doors disappear if the cars spawn behind them, but it has to be setup properly.


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Post  Totenkopf 4/6/2013, 21:48

@bentley speed 8 wrote:
And if you find cars appearing in the middle of the track, then it's because you have run out of garage spots

Yes, I know. I always do some tests to see how many garage spots there are in each track, because I usually have grids of 50-60 cars, but there's a big lack of addon tracks which can support so large grids.

Valencia and Barcelona support more than 60 cars (so, no cars in the track or floating in the void). But my knowledge about how this stuff works ends there.

@khan1670 wrote:
@Fab - aha. see the garage doesn't really support 64 cars otherwise they wouldn't spawn on each other. Very Happy

Anyway, it may be as simple as edit the garage spots, or may require removing the doors as well.

Tracks are often setup to have the doors disappear if the cars spawn behind them, but it has to be setup properly.


Just to understand, the lines of the garages are these in the aiw, right?

TeamIndex=23
PitPos=(567.602,-27.097,-359.898)
PitOri=(0.000,1.682,-0.002)
GarPos=(0,568.125,-27.098,-354.132)
GarOri=(0,-0.008,0.074,0.000)
GarPos=(1,571.672,-27.103,-354.397)
GarOri=(1,-0.008,0.075,-0.004)
GarPos=(2,571.672,-27.103,-354.397)
GarOri=(2,-0.008,0.075,-0.004)
ScrPos=(0,568.528,-25.712,-346.637)
ScrOri=(0,0.000,174.000,0.000)
ScrPos=(1,572.677,-25.712,-347.082)
ScrOri=(1,0.000,-6.000,0.000)
ScrPos=(2,572.677,-25.712,-347.082)
ScrOri=(2,0.000,-6.000,0.000)

If so, I have to add just a "TeamIndex=24" and so on, with the correct coordinates, right?
I saw that between a "TeamIndex" and the following one, the coordinates' values change following some constants in Monza, for example the "PitPos" values increase always of 8.01 / 0.013 / 0.8 and so on for the others.
If I add them manually, and delete the doors in 3dsimed it should work, or am I totally wrong?

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  khan1670 4/6/2013, 22:04

That is one pitspot with the 3 garage positions. You can see that that two of the garage positions are identical so this spot currently only supports 2 cars properly.

You can try what you said but back it up 1st Smile
If you want an object to not show up I suggest just finding it's name in 3dsimed and then just open the .trk, find the instance line and just put "//" in front. This will cause the object to not appear in game but it's still in the trk if you want to put it back.

That is assuming the doors are a separate object which I suspect they are. If the doors are actually part of the pit buliding then yes you'll have to delete the doors in 3dsimed.

Or you can wait for one of us to look at it. No harm in trying to figure things out yourself though. Just back the track up 1st. Wink

@Totenkopf wrote:
Just to understand, the lines of the garages are these in the aiw, right?

TeamIndex=23
PitPos=(567.602,-27.097,-359.898)
PitOri=(0.000,1.682,-0.002)
GarPos=(0,568.125,-27.098,-354.132)
GarOri=(0,-0.008,0.074,0.000)
GarPos=(1,571.672,-27.103,-354.397)
GarOri=(1,-0.008,0.075,-0.004)
GarPos=(2,571.672,-27.103,-354.397)
GarOri=(2,-0.008,0.075,-0.004)

ScrPos=(0,568.528,-25.712,-346.637)
ScrOri=(0,0.000,174.000,0.000)
ScrPos=(1,572.677,-25.712,-347.082)
ScrOri=(1,0.000,-6.000,0.000)
ScrPos=(2,572.677,-25.712,-347.082)
ScrOri=(2,0.000,-6.000,0.000)

If so, I have to add just a "TeamIndex=24" and so on, with the correct coordinates, right?
I saw that between a "TeamIndex" and the following one, the coordinates' values change following some constants in Monza, for example the "PitPos" values increase always of 8.01 / 0.013 / 0.8 and so on for the others.
If I add them manually, and delete the doors in 3dsimed it should work, or am I totally wrong?


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Post  Totenkopf 4/6/2013, 22:08

@khan1670 wrote:That is one pitspot with the 3 garage positions. You can see that that two of the garage positions are identical so this spot currently only supports 2 cars properly.

You can try what you said but back it up 1st Smile
If you want an object to not show up I suggest just finding it's name in 3dsimed and then just open the .trk, find the instance line and just put "//" in front. This will cause the object to not appear in game but it's still in the trk if you want to put it back.

That is assuming the doors are a separate object which I suspect they are. If the doors are actually part of the pit buliding then yes you'll have to delete the doors in 3dsimed.

Or you can wait for one of us to look at it. No harm in trying to figure things out yourself though. Just back the track up 1st. Wink

Ok thanks for the infos. While waiting for some of you "track wizards" to look at these tracks, I will play a bit with the values and the 3D stuff.

I have 13 installs of GTR2, so shouldn't be a problem to restore a file if I do something wrong Laughing

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  khan1670 4/6/2013, 22:13

Oh sorry, I didn't read 100% properly what you said, just adding a teamindex 24 isn't enough.

Each teamindex actually has a corresponding waypoint so a waypoint needs to be created too which is a bit more complicated.

What would happen is the cars would spawn fine in the pits, but when coming in from the track they would just drive through the pits.

Really it is apparent some pitpsots have identical garage spots, it's probably as simple as moving one of the duplicates to one of the unused garages.


Last edited by khan1670 on 4/6/2013, 22:30; edited 1 time in total

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Post  khan1670 4/6/2013, 22:15

We should really make a thread on the ins & outs of AIW and how it works with the track and gdb.

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Post  khan1670 5/6/2013, 07:19

Heh, well a simple solution would be to use BES_Monza which is already set up for 60 cars perfectly.

I thought it was based on GTR2 Monza, but now I see it's based off the rfactor Monza... lol!


....and actually looking at GTR2 Monza I only see 40 grid spots so really max vehicles should be 40 there, not sure why it's 48?? scratch

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Post  khan1670 5/6/2013, 09:20

60 car Monza Smile

http://www.mediafire.com/download/8a5o97i29v4ai60/4Monza.AIW

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[QUESTION] How to add/open garages in a track? Grab001m

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Post  bentley speed 8 5/6/2013, 14:51

@khan1670 wrote:We should really make a thread on the ins & outs of AIW and how it works with the track and gdb.

Agree on that. It was very painful and difficult at first learning what each thing does and where it is connected to.

Maybe we will see tracks with much better AIWs as it really improves the offline experience, especially with more than 40-50 cars

btw wanted to do an AIW for Valencia, but I'm feeling very bored these days and not motivated at all.

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Post  Totenkopf 5/6/2013, 15:14

@khan1670 wrote:60 car Monza Smile

http://www.mediafire.com/download/8a5o97i29v4ai60/4Monza.AIW

Many many thanks! cheers

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[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  So-Cal-Racing 5/6/2013, 17:39

Thanks Kevin

So in the 4Monza.gdb we should change the Max Vehicles = 48

to Max Vehicles = 60 ?

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Post  khan1670 5/6/2013, 17:53

Yes

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Post  khan1670 5/6/2013, 18:09

Btw, I didn't have time test this really so please do so, but the pits should be fine as I'm certain it's all connected properly.

One thing though is although I added 20 more grid spots, usually there's also a corresponding waypoint for the grid spots too.

However I wasn't able to get the editor to generate the actual waypoints even though the spots are defined in the grid index.

This is perhaps one of he oddities of aiw in that it doesn't seem to matter about grid waypoints.
The cars still line up just fine on the grid and start the race just fine.

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Post  Totenkopf 5/6/2013, 18:12

Works perfectly thumbs

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[QUESTION] How to add/open garages in a track? F458or10[QUESTION] How to add/open garages in a track? Simonc10
[QUESTION] How to add/open garages in a track? Senza_16
[QUESTION] How to add/open garages in a track? 1415646773_Trophy-silver2nd in LMP1 class WEC 2013-2014
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Post  rildoh 29/5/2017, 19:15

@khan1670 wrote:60 car Monza Smile

http://www.mediafire.com/download/8a5o97i29v4ai60/4Monza.AIW

[QUESTION] How to add/open garages in a track? Grab000h
[QUESTION] How to add/open garages in a track? Grab001m
Thank you very much, khan1670 espetacular work thumbs

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