v0.7.9.0 Beta testing

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Brendon Pywell

Bob's Track Builder
Hi Guys,

Beta testing of the next version will start very soon. If you wish to participate, please read on.

Preparation

BACKUP - You should be doing this anyway, but make sure you backup your project before using the new BETA version. I test this on my own projects first but it still pays to be safe.

If you wish to keep your current version of BTB running, make a copy (do not just rename the current one) of the folder and name it something obvious like BobsTrackBuilderv0_7_0_6.

Uninstall BTB v0.7.0.6.

Installation

Download here --> http://www.bobstrackbuilder.net/pro_users/beta_test.aspx

Download and install as usual. Copy your existing license to the folder.

Known Issues

- Opening Materials window causes error : still waitying for more feedback on this from people experiencing the problem.
- AIW paths are messed up in some circumstances : fix in progress.


Reporting Problems

Only report problems with the Beta here. This is not a thread for "what I want to see .." ideas.

Please check the manual (press F1) first before asking for help.

When sending me a project please zip the entire contents of your project (eg. The entire folder C:\Program Files\BobsTrackBuilder\My Projects\My Project). You could omit and XPack.zip files that are the standard ones downloaded from the BTB website.


Changes

Check out the videos in this thread to see the major changes ...
http://forum.racedepartment.com/bobs-track-builder/20052-progress-update-aiw-editing-video.html
http://forum.racedepartment.com/bobs-track-builder/18599-progress-report.html

Added/Changed
• Cross-sections
- Editing of cross-section for track and walls now performed through the 3d window, although 2d window can still be used.
- Added Cross-section template support to XPacker. Different shaped roads and walls can be defined in an XPack allowing the BTB user to quickly use a standard shape.
- In BTB Right-click to open the popup menu and select a new cross-section template when editing the track or walls. (Tip: in the 3d view the opening of the popup menu is delayed because the right mouse is used for looking around. To have it open immediately you can right-click-left-click).
- Copy/Paste of cross-section shape and materials.
- Sped up track cross-section editing with huge improvements for large tracks with lots of objects.
• XPacker - Added ability to categorise Materials so that some are not shown in some windows. Eg. Materials applicable to Objects are not show in Track’s Material selection.
• Material selection now performed through popup window instead of always being in the surface/wall window.
• Insertion of Track Nodes performed by holding the Control key when you click on the Track (instead of having a separate tool).
• Road edge transition now a straight line instead of the smoothed interpolation used for height shape transition.
• Objects, when in rotation edit mode, can be rotated by holding the Y key instead of clicking the circles. X and Z can also be used for other axis but Y will be most popular since it controls the Yaw.
• Old method of creating Driveline made with a lot of points is now replaced by new Curve method.
• AIW editing allows adding/editing of:
- Centreline path
- Pitlane path
- Fast path
- Corridors
- Grid / Teleport positions can be attached to Centerline or moved independently.
- Garage / Pit positions can be attached to the pitlane or moved independently.
• Drag Pacenotes around by clicking on them instead of grabbing them by their balls.
• Positioning of everything (Cambers, widths, cross-section surfaces) along the track made more accurate. This also applies to walls.
• Evo export lowered to make horizon start at a better position.

Fixed:
• SObjects not being named when created.
• Alpha textured objects were not receiving light in rF, and Evo games.
• Rotation/resizing whole track was not affecting the SObjects.
• Bug in terrain Fill (under some circumstances).
• Crash when Projects folder is deleted by user and then BTB started.

As stated in the video I do not intend to support every possible AI feature, oinly the basics needed to get working AI paths. If you wish to add/edit the AI futher I suggest you use one or more of the tools here ... http://forum.racedepartment.com/bob...-beginners-guide-making-rfactor-aiw-file.html
 
Known Issues

Sleep deprevation can be a side effect of editing to the wee small hours.

come on, this has been a problem for ages! when are you going to fix it? it really inhibits the usability of the program.

seriously though: this issue with lights and transparency, you say alpha. do you mean mats with alpha channels (rendered with chroma or alpha transparancy) or just mats using alpha rendering rather than chroma? eg, choma trees (using the alpha chan) will once again see the light?
 
after uninstalling and installing BTB beta I get the blue pop-up of death saying BTB has expired



edit* "Download and install as usual. Copy your existing license to the folder". ...umm maybe this is why
 
Where did add material buttons to side track gone?
 

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ok separated the garages to move them around.then i moved the pit path to follow my version.after the pass the pits the ai go all over the places.you seem to have mixed the main path with the pit path,because when i do it, the pitpath is correct and after pit exit, the main path is now called pitpath.
 
woah, my first post, so I should start by saying a MASSIVE thank you to Piddy for your excellent work on BTB, and everyone else here for all the information and xpacks that you are all sharing. I've actually been using BTB since v0.6, and love it.

OK, now,
in the Beta, I love all the extra stuff I have seen so far, and adding the drive lines is a much need addition and very easy to use. BUT:

When I try to add Grid/Garages/etc, I seem to be unable to increase the number of cars per team to 3, either by clicking the "up" arrow or typing 3 in the box - it always stays/reverts to 2 - am i missing something somewhere?

Alex
 
Ok, I can work out how to add a surface but how do I move the surface ?

Highlight it, tried moving the nodes but nothing..

Basically the problem I have is that I would like to line up my road surface skid marks / grid spot with that of BTB.. I'm not sure if this version will export the grid spot but even if it does I would like to line up the marks on the road..

Extra Pit path another thing that it doesn't seem to be able to have..

My track has the pit garages behind the pit straight so would like this extra feature in BTB to avoid using AIW editor to add this extra path..

The Garage spots I have half on one side, one on the other.. Extra funtion for 'Non Attached' to be able to rotate my garage spot.. Can only do this with 'Attached'.

Counldn't 'Flip the order' of the pits or the garages like you can the Drive line / Pit line...

Couldn't add an extra 'Aux' spot for the pace car behind the pits, again would be nice to have this with rotating option different to 1st 'Aux' spot which is at Start line grid.

Apart from that, all good so far..
 
Brendon, I've read the manual several times and I didn't see a way to create a pitlane extension. It seems like a lot of tracks need pit extensions to get the cars from the paddock area to the pitlane. Am I missing something simple in the manual... sorry if this is a stupid question
 
AIW Height problems

Piddy
After setting up the AI and exporting the track with the height set to none, and the start set to rolling, when the game launches the AI are sitting down halfway in the track surface and the game freezes. Also I tried making a 1st pit extension for my garages with the 1255 AIW Editor which seemed to work but the teleport would drop the cars out of the sky for the race.
 
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