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Loading bar stops at end

Discussion in 'Bob's Track Builder' started by Kyle Puttifer, Sep 4, 2011.

  1. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    I've got a Shift conversion of London Royal Mile.
    Everything is working, all of the references are right. The only problem is, when the loading bar gets to the end, it stops and I have to kill the rFactor AIW Editor process to get back to the desktop, which means I can't do the AIW (currently using a temporary BTB one). It does the same thing in rFactor itself as well. There are no error messages, it just stops.
    Here is the track:
    What is the problem?
  2. Just Ran The Track On my Machine and it goes into the game, but your stuck in the pits and unable to move
    and the area around you is missing textures, which i think is caused by you removing something you shouldn't have.
    since you were trying to remove the high poly crowds I would start there :redface:
  3. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    Just copied over the instance code from the original scn, it still hangs at the end.
    As for not being able to get out of the pits, well the AIW is temporary and was made in BTB so I had no idea where anything was. If I can't load the track then I can't fix this AIW problem.
    New version, with crowd instances and GMTs:
  4. After a very cursory look at your project I was unable to find an Instance (or GMT objects) for "XPITIN" or "XPITOUT". Maybe I simply overlooked them...

    Good luck!

    btw: 3DSimED found no missing Textures or Objects.
  5. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    I've had tracks working without these instances before, so that's not the problem. They will be added later. That doesn't explain why it hangs at the end.
    That's why I don't understand this problem, there are no error messages.
  6. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    I now get runtime errors after making roads collidable and using ehrlec's AIW.
    New scene: http://www.megaupload.com/?d=7I9201ID
    Can someone confirm if this works? I may need to remove some more NFS junk but I need to know if it works first.
  7. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    Your AIW starts me way away from the track, and if I move the car either by driving or the arrow key combo, the game crashes. All I need is a single garage position, that will put me, all four wheels on the ground, on one of the road gmts. I've got them all to be collidable, you said you did road17 so let's use that one.
  8. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    I got coordinates from SimEd but it's the height coordinates that are a problem. If it's too high then the car floats in the air and doesn't respond to gravity. If it's too low then the car has the road cutting through it. I don't know any way of getting the EXACT height coordinates for any given point on the track, which is why I'm having problems. I can get the lat/long coords but I cannot get the height, and I need to get that exactly right in order for all four wheels to be on the black stuff.
  9. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    No, I mean if it's too high it floats in the air. If I change up from neutral to 1st it goes straight back to neutral, and this is on a sequential car so no gear changing issues. :)
    The materials start with road, so nothing wrong there. I can't see why the car wouldn't just drop from the starting height.
    Here is the screenshot: http://i52.tinypic.com/23mixs.png
  10. Kyle Puttifer

    Kyle Puttifer
    @ Simberia @Simberia

    I've corrected those instances since adding my post, every instance containing the word "road".
    Those coordinates work though ehrlec, thanks a lot! Although my Renault R31 fell through the road a few times, poor Bruno. :tongue:
    Looks like I forgot some instances, and I had my car floating above one of them. Also some of the red areas are known as "island".
  11. Yup that was the problem - I went though the scn file and changed all the road surfaces to CollTarget=true HATTarget=true

    I also changed the first few garage spots to this: (rfactor usually puts you in one of the first four or five spots)


    but you could copy that down through as many garage spots as you want.

    Anyway, making those changes I was able to drive almost all the way around the track (I missed a section of road and so the car dropped off the edge).

    The track does cause my rFactor to crash though every time I leave the track... ???