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
 
Thanks for the feedback guys, but can you please make sure you read the manual first before suggesting things. ;)

Oh the manual.. I'm one of those people who get my hands dirty 1st.. break it before reading what your meant to do lol

I found the 2nd AUX spot mixed in with trees, no wonder I couldn't find it..

Still yet to figure out Pit Lane extension but will read some more.. :glasses-nerdy:
 
Is this the bug mentioned above?

Something seems to be bad when add terrain BTB 0.7.9 in 2D window
the click and drag method does not work. Even in a new test track. Only work "whole terrain" method

Antway, the click and drag works in 3D view
Happens to someone else?
 
Cross Section Error:

I build a new Cross-Section

<?xml version="1.0"?>
<CrossSection Name="" Path="Cross_Sections\CrossSections\SidewalkWCurbs" ForRoad="False">
<SurfaceShape Points="7">
<Point Selected="True">
<Position x="-0.5" y="-0.01022305" z="0" />
</Point>
<Point Selected="False">
<Position x="-0.416078" y="0.007513948" z="0" />
</Point>
<Point Selected="False">
<Position x="-0.2729554" y="0.03818309" z="0" />
</Point>
<Point Selected="False">
<Position x="-0.1681691" y="0.06374072" z="0" />
</Point>
<Point Selected="False">
<Position x="-0.04293678" y="0.07651953" z="0" />
</Point>
<Point Selected="False">
<Position x="0.1666357" y="0.07396376" z="0" />
</Point>
<Point Selected="False">
<Position x="0.167751" y="-0.01277881" z="0" />
</Point>
</SurfaceShape>
<SurfaceMaterials>
<SurfaceMaterial MaterialPath="ripple025" Selected="False">
<StartPoint>0</StartPoint>
<EndPoint>4</EndPoint>
<MaterialApplicationType>PerMeter</MaterialApplicationType>
<PerMeterCoverage>12</PerMeterCoverage>
<FitNeatly>True</FitNeatly>
<texture_coordinate>
<FlippedHorizontal>1</FlippedHorizontal>
<FlippedVertical>1</FlippedVertical>
<Angle>0</Angle>
<scale x="1" y="1" />
<offset x="0" y="0" />
</texture_coordinate>
</SurfaceMaterial>
<SurfaceMaterial MaterialPath="buerger2" Selected="False">
<StartPoint>4</StartPoint>
<EndPoint>6</EndPoint>
<MaterialApplicationType>PerMeter</MaterialApplicationType>
<PerMeterCoverage>12</PerMeterCoverage>
<FitNeatly>True</FitNeatly>
<texture_coordinate>
<FlippedHorizontal>1</FlippedHorizontal>
<FlippedVertical>1</FlippedVertical>
<Angle>0</Angle>
<scale x="1" y="1" />
<offset x="0" y="0" />
</texture_coordinate>
</SurfaceMaterial>
</SurfaceMaterials>
</CrossSection>

I can not show you a picture, because Xpacker and BTB always crashes, when I want to load that new XPack with this cross-section.

The Error is:

************** Exception Text **************
System.Exception: Error loading Cross_Sections\CrossSections\SidewalkWCurbs
Length cannot be less than zero.
Parameter name: length
at BobsBits.XPack.LoadComponents(String XPacksFolder, String Folder)
at BobsBits.XPack.LoadComponents(String XPacksFolder, String Folder)
at BobsBits.XPack.LoadFromFolder(String XPackFolder, String XPackname)
at BTBXPacker.frmXPacker.mnuFileOpen_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 
'material replace on WALLS:

added a wall with standard texture, the click replace materials ,causes a crashes. repeat twice so far both attempts crashed.'

Had same problem, with track surface materials....

created a small track in an existing project, replaced material, btb crashed when material was selected, clicked continue, material changed all was good.
tried a few more times and same thing. I created a second small track deleted the existing material and then assigned a new one, btb crashed. but was able to continue in all cases and the material changed.

I then opened another track ( restart of btb) changed materials on a pre-existing track and no error.


3d road surface editing is a beautiful thing..... Thankyou
The ai works flawlessly here, both attached and non attached pit spots and garages. I've played with heaps of different grid spacings and alignments.
So cool...

Thanks Brendon
 
I keep getting the error which can be seen in the attached attachment.

What the error says...

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BobsTrackBuilder.cntlMaterials.lvwItems_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListView.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListView.WmReflectNotify(Message& m)
at System.Windows.Forms.ListView.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

* this section removed - not required *

I seems to be doing alot more in the beta than it did in the last version. Espcially when attempting to replace a material.

I have Windows Vista 64bit.
 

Attachments

  • btb error.jpg
    btb error.jpg
    124.8 KB · Views: 212
  • Spencer Battersby

I'm getting an error when I click a SObject after going to the next SObject

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BobsBits.SObjectInstances.FindNearestSObject3d(Single PositionX, Single PositionY, Matrix matrixView, Matrix matrixProjection, SObjectInstance& SelectedSObject, Vector3& HitPosition)
at BobsTrackBuilder.frmSObjects.GetClosestGrabableSObject(View v, Int32 MouseX, Int32 MouseY)
at BobsTrackBuilder.frmMain.pnl3d_MouseDown(Object sender, MouseEventArgs e)
at System.Windows.Forms.Control.OnMouseDown(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseDown(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


* not required *
 
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.

Can you please zip/upload your track (or a cut/down version of it, remember you can exclude the standard XPacks from the zip file.) and I'll take a look.
 
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..

Read the manual regarding Surfaces ... a lot has changed.

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 ... [URL="http://forum.racedepartment.com/bobs-track-builder/16976-beginners-guide-making-rfactor-aiw-file.html"]http://forum.racedepartment.com/bobs-track-builder/16976-beginners-guide-making-rfactor-aiw-file.html[/URL]

"Flip Direction" flips everything.

Hold Y and click-drag to rotate any non-attached position.
 
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