Thanks to the help from people on SuperUser, I now have a way to edit the CollTargets of multiple objects at once using notepad++
".*" is a wildcard, so accepts anything between brosm and .gmt
Everything in the brackets is saved into \1
So for replace is everything upto CollTarget= and then True is replaced with False
View attachment 687754
I used this to turn of collision on all trees, flag men and brake marker boards wich fixes the issues i had with trees overhanging onto the track, unfortunately the track was still heavy. I went and turned down the track graphics to lowest I can, It runs better but looks ugly, I still notice when driving around where there are lots of trees the frame rate drops significantly. Im going to try compress the tree textures to see if it helps.
Hi, Gulag!
Glad you were able to find a tutorial on changing names in Notepad; There are things we know how to do, but it's hard to explain and, since I know there are tutorials about it on the internet, I thought it best that you do the research yourself. It is no longer the case of conversion, where there are even many tutorials and the thing is much more comprehensive; Several details are left out in these tutorials, so I still focus more on this subject to try to help those who are starting out in the task.
Well, until I managed to get to the solution of the problem of lags (extremes!) in some curves, I made some modifications to the GDB and SCN files in order to try to solve the problem, but basically, even with several changes in these files, I only ended up concluding that the same problem was trees that have very heavy textures ... I chose to remove from the SCN all the trees called "palme" (only with the removal of these, the lags practically disappeared) and "fores" (eliminating any lag once and for all); However, if you find the presence of these trees essential, try to reduce the weights of the corresponding textures to a value that pleases you... it may be that reducing half of the 1Mb they carry at the moment can solve ... If it doesn't solve it, reduce it again until you feel satisfied. I was happy to put "woods" below...
I'm sending you the clue as I worked because I made some changes that I thought necessary and I have no way to describe one by one, but, I ask that you try to look closely at the clue and make the comparisons of how it was then and how it is now... you can, by yourself, observe what was done on the track, through SCN, mainly, but also in GDB (it is important to know that TDF has its command line configured in this file) and in CAM (which deserves a better treatment of some cameras; in certain stretches it seems that the camera was not configured for this circuit and you can try to edit this better in the Guitamaen 422 Editor that you already know; note the LODMultiplayer values, now with more graphic quality).
Yes, the changes I made that had no relation to the lag problem, were more in the realm of personal taste: I put shadows all over the asphalt and on the sides of the track (but not in the most distant areas), through the object road_shadow which I assembled and am sending you in the open folder; I applied ShadowCaster (config. SCN) on objects (bridges and garages) that were supposed to cast shadows over cars and were not configured to do so; I changed the whole sky, because the textures of the original sky had graphic assembly flaws (I'm also sending this file (MAS) and it's already in the SCN configuration); I removed the pitlightin and out, as well as the startlight, because they are mounted with figures and were not functional ... I thought they might be causing the problems initially and ended up not returning them, because they were not even functional and I did not want to break my head to solve this but to solve the problem of lags ... Still on this group of objects, right at the SCN entry, they are configured for F1C (stlit, ptlit01 and ptlit02 are commands of this game), you should always replace these commands with startlight, pitlightout and pitlgihtin corresponding to the previous ones and that are command for the RF...
Anyway, the track is functional and you can run on it or use it only for your study compared to the original work you put together and improve yours in your own way, okay?!
I just want to point out that I modified the names of all the files, because I do not like dates involved in my game, I always prefer to look for my clues by their name and the dates end up confusing me; if you want to take advantage of my clue and not go back to yours and have an interest in the date, you know how to do it; right?!
Finally, I want to say once again that I don't feel bothered at all about you coming to me to seek some solution. I have already said and I repeat, I like to help when I can help! If I know how to help, I will always try to help; If I don't know I'll try to learn because I always gain something more from these challenges and just for the record: this was a good challenge for me! Just to give you an idea, I don't like circuits like this, too long, too straight... and if I had no challenges to face, I would never race on this circuit, but the challenge of trying to solve the problems that had made me even like it; I won, didn't I?! Thank you for entrusting me with this work too!
mega.nz
Hugs