Converting rfactor tracks to AMS

Discussion in 'Automobilista' started by briengx012, Mar 30, 2018.

  1. briengx012

    briengx012

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    Hey guys i'm able to convert numerous tracks to AMS from rfactor but there are few that don't work. It says automobilista stopped workking after converting them. They are Irohazaka, Usui touge, Akina, and ebisu west. need help asap b/c i'm creating a movie
     
  2. pennywiseguy

    pennywiseguy

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    Check they have all the required files. Missing or misspelt filenames cause that error. I had it with a misspelt. aiw.
     
  3. Dann Murillo

    Dann Murillo

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    Sorry for letting you down, mate. This is the first set of RF1 tracks that I cannot seem to get to work in AMS. They just keep freezing up on me as well.
     
  4. briengx012

    briengx012

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    No worries man it's good to know that you made an effort. Thank you i appreciate it
     
  5. Gringo

    Gringo
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    Pass on the links by PM and I will have a look at getting them in game.
     
  6. Dann Murillo

    Dann Murillo

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    Thanks Gringo. Curious if you figure out the issue.
     
  7. Gringo

    Gringo
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    A few issues, the point to point timing and something in the AIW looks to be incompatible with AMS, the missing xpitin / xpitout lines in the SCN are required in AMS, TDF missing textures for particle effects and maybe some terrain materials were not set.

    Something was causing AMS to crash.

    I have Akina working with proper timing now and will get the others fixed up shortly.

    The AI work but not very well. These p2p tracks are for humans only to be sure. I can see some potential with this track for a few cars together on track to have some fun with the new AMS drift physics.
     
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  8. Pudu

    Pudu

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    I've got quite a few tracks - mostly North American - for which the AIW has the pit positions arranged with the cars sitting nose-to-tail so close together that they can't exit the pit box without bashing into the car in front.

    Looking at the AIW:

    [PITS]
    TeamIndex=0
    PitPos=(393.123,670.782,706.516)
    PitOri=(-0.001,3.138,0.004)
    GarPos=(0,393.041,670.783,706.664)
    GarOri=(0,-0.001,3.120,0.004)
    GarPos=(1,0.000,0.000,0.000)
    GarOri=(1,0.000,0.000,0.000)
    GarPos=(2,0.000,0.000,0.000)
    GarOri=(2,0.000,0.000,0.000)

    does anyone know offhand which number corresponds to the yaw of the cars' starting orientation? I'm assuming it will be in PitOri=(-0.001,3.138,0.004) somewhere.

    If the track is flat enough, can I just tweak that number to have the cars angled out towards the track a bit more so they can leave the pit box intact?

    cheers
     
  9. Gringo

    Gringo
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    Pitch, Yaw, Roll

    You want to edit the Yaw value. The units are radians and the value can be + or - ... I am not sure where 0.000 points and I think + is clockwise rotation. Best way would be to set one car to 0 then have a look in game and take a bearing.

    Also the pivot point is about the front edge of the car not the center. (I am pretty sure) :geek:

    Cheers
     
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  10. Pudu

    Pudu

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    Awesome.

    As ever sir, you deliver quickly and brilliantly.

    Thanks much!

    [​IMG]
     
    Last edited: May 10, 2018
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