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Ingame Corner display

Discussion in 'Bob's Track Builder' started by KieferDJW, Nov 12, 2011.

  1. After hours of try and error... :)
    If you want to get the original SimBim display about the next corner when you're driving around on your track you've got to do:

    Make some simple walls on the part of the track where the corner-logo should be displayed.
    Renamed the exported gmt-files to:

    XCORNER....
    and add the specification of the corner, e.g.
    right second gear -> R2
    left-right fourth gear -> LR4

    --> XCORNERR2.gmt, XCORNERLR4.gmt etc.

    If you've got more than one corner with the same difficultness, just rename than to e.g. XCORNERR2b.gmt

    After that, you've got to add strings to the *.trk - file.
    If you've done well, they should look like this:
    // --------------------------------------------------------------------
    // X-Files Corner-Display
    // --------------------------------------------------------------------
    Instance=XCORNERL2
    {
    Render=False Change=False
    MeshFile=XCornerL2.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    Instance=XCORNERL3
    {
    Render=False Change=False
    MeshFile=XCornerL3.gmt CollTarget=True HATTarget=False
    MeshFile=XCornerL3b.gmt CollTarget=True HATTarget=False
    MeshFile=XCornerL3c.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    }
    Instance=XCORNERLR3
    {
    Render=False Change=False
    MeshFile=XCornerLR3.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    }
    Instance=XCORNERR2
    {
    Render=False Change=False
    MeshFile=XCORNERR2.gmt CollTarget=True HATTarget=False
    MeshFile=XCORNERR2b.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    }
    Instance=XCORNERR4
    {
    Render=False Change=False
    MeshFile=XCORNERR4.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    }
    Instance=XCORNERRL2
    {
    Render=False Change=False
    MeshFile=XCORNERRL2.gmt CollTarget=True HATTarget=False
    Response=VEHICLE,CORNER
    }


    Sorry, haven't found some better image to show...
    [​IMG]

    Enjoy!
     
  2. MAN! YOU ARE THE KING! I've been thinking this too and i was on the same tracks as you.. Definitely gonna use those and now, after a long wait i can start making asfalt rally stages for Race07.... Now, RBR guys, co-operation please so we can have some of the classic tarmac SS stages ported....please? This could be something great, combined with the new Hillclimb feature there's a chance now..
     
  3. Jep!
    I was missing this feature and during the fact that it seems that the guys from simbim are making their tracks also with BTB and 3DSimEd, it had to be possible to get working!!! :)
    Well, I've tried a lot and I was nearly to give up, but suddenly... Heureka!

    It opens a lot of new opportunities and I hope that it would be included in a lot of new tracks!
    Can't wait to see your stages on Race07, Kennett!!! :)
     
  4. I don't have 3Dsimed but it's doable with only BTB. I'll just use the existing xgates and rename them. It's gonna be a huge mess with dozen projects (BTB can export only 5 xgates in EVo at a time..).. I need to create some kind good system to keep everything together.. Or figure out how to make xgates my self. All the gates are single panel, two poly objects, right? So i can make my own, then rename them all and add entries to .TRK.. Either way, i'm gonna do it.

    Really would like to get one RBR tarmac stage source project to get at least one rally ss-stage from real life to this game. But i have couple of good stretches of roads near by but that would be possible next summer.. Can't wait that long and wouldn't like to do fantasy again.