Race On - Help with start lights!

Hi all,

I'm currently building a fantasy track and seem to be well into the later stages of creating the track (adding objects etc etc) however during my testing sessions, after adding start lights I've noticed that they dont actually "Start" the race.....the lights go green and there is a slight delay (maybe 2-3 seconds) before the opposition cars start moving......

Quite frustrating, using the lights to start (like you should) you will end up rear-ending the car in front as they sit there......wait for them to move and youll be left behind or even shunted from behind.....

Any advice on how to rectify this issue?

Cheers,
Kiwidemon
 
I didn't write this, I'm not sure who did but this fixed my lights in GTR2.
Not sure if it will work in Race/Evo but worth a try.

-------------------------------------------
Copy all 6 of the start and pit light files and there textures to a temp folder.
copy all the new textures to the same folder.
-------------------------------------------

rename .gmt's to GTL format as follows

rFactor - GTL/GTR2
===========================================
STARTLIGHT.GMT - OBJ_STARTLIGHT.GMT
STARTGLOW.GMT - STLITE.GMT
PITLIGHTOUT.GMT - OBJ_PITLANELIGHTS01.GMT
PITGLOWOUT.GMT - PTLIT01.GMT
PITLIGHTIN.GMT - OBJ_PITLANELIGHTS02.GMT
PITGLOWIN.GMT - PTLIT02.GMT

-------------------------------------------

Change material settings as follows

-------------------------------------------

OBJ_STARTLIGHT.GMT

Material names grlta, rdlta, rdltb, rdltc & rdltd
In "Cube Map" box untick "Enabled" (Unless you have a cube map in the ~Maps.GTL/GTR)
In "Animation" box Delete numbers in "Sequence" & change "Event" to "None

-------------------------------------------

OBJ_PITLANELIGHTS01.GMT

Material names grpitlta & rdpitlta
In "Cube Map" box untick "Enabled" (Unless you have a cube map in the ~Maps.GTL/GTR)
In "Animation" box Delete numbers in "Sequence" & change "Event" to "None

Material name ylpitlta
Change Material name to blpitlta (not really needed but looks neater)
In "Cube Map" box untick "Enabled" (Unless you have a cube map in the ~Maps.GTL/GTR)
In "Animation" box Delete numbers in "Sequence" & change "Event" to "None
In "Texture" box click ylolt.dds and choose blolt.dds

--------------------------------------------

OBJ_PITLANELIGHTS02.GMT

Material names grpitlta & rdpitlta
In "Cube Map" box untick "Enabled" (Unless you have a cube map in the ~Maps.GTL/GTR)
In "Animation" box Delete numbers in "Sequence" & change "Event" to "None

---------------------------------------------

STLITE.GMT

Material names rdltglowa change to stlita
In "Animation" box change "Sequence" to 0011110

Material names rdltglowb change to stlitb
In "Animation" box change "Sequence" to 0001110

Material names rdltglowc change to stlitc
In "Animation" box change "Sequence" to 0000110

Material names rdltglowd change to stlitd
In "Animation" box change "Sequence" to 0000010

Material names grltglowd change to stlite
In "Animation" box change "Sequence" to 0000001

----------------------------------------------

PTLIT01.GMT

Material names gpitglowa change to ptglit
In "Animation" box change "Sequence" to 01234
In "Texture" box click grnglow.dds and choose ptglit.dds

Material names rdpitglowa change to ptrlit
In "Animation" box change "Sequence" to 43210
In "Texture" box click rdglow.dds and choose ptrlit.dds

Material names ylopitglowa change to ptblit
In "Animation" box change "Sequence" to 43210
In "Texture" box click yloglow.dds and choose ptblit.dds

-------------------------------------------------

PTLIT02.GMT

Material names gpitglowa change to ptglit
In "Animation" box change "Sequence" to 01234
In "Texture" box click grnglow.dds and choose ptglit.dds

Material names rdpitglowa change to ptrlit
In "Animation" box change "Sequence" to 43210
In "Texture" box click rdglow.dds and choose ptrlit.dds

-------------------------------------------------

In the .TRK delete all the entries for the original start/pit lights and there glows and replace with


Instance=obj_startlight
{
VisGroups=(32)
MeshFile=obj_startlight.gmt CollTarget=False HATTarget=False
}
Instance=stlite
{
VisGroups=(32)
MeshFile=stlite.gmt CollTarget=False HATTarget=False
}
Instance=OBJ_PITLANELIGHTS01
{
VisGroups=(32)
MeshFile=OBJ_PITLANELIGHTS01.GMT CollTarget=False HATTarget=False
}
Instance=ptlit01
{
VisGroups=(32)
MeshFile=ptlit01.gmt CollTarget=False HATTarget=False
}
Instance=OBJ_PITLANELIGHTS02
{
VisGroups=(32)
MeshFile=OBJ_PITLANELIGHTS02.GMT CollTarget=False HATTarget=False
}
Instance=ptlit02
{
VisGroups=(32)
MeshFile=ptlit02.gmt CollTarget=False HATTarget=False
}

---------------------------------------------------
 
I didn't write this, I'm not sure who did but this fixed my lights in GTR2.
Not sure if it will work in Race/Evo but worth a try.

-------------------------------------------
Copy all 6 of the start and pit light files and there textures to a temp folder.
copy all the new textures to the same folder.
-------------------------------------------

rename .gmt's to GTL format as follows

---------------------------------------------------

Hi Eric,

mmh, maybe I'm stupid, but how can I modify a gmt-file?
 
To just fix the BTB default start light:
After exporting track to GTR2, open trk file in 3dsimed, open material editor and add an extra 0 to the beginning of the red lights a,b,c,d and red light glow a,b,c,d and green light and green light glow sequences. then save to mas folder and replace "trackname".gtr file
 
I'm using BTB Evo and the lights don't export correctly - I was having the same issue where the green lights would turn on too soon.

I have been able, however, to get all of them working correctly except the yellow flashing PIT out lights. All I had to do was, in BTB, open up the "Edit Materials" and change the "Frame Rate" from "1" to ".02" on all the GLOW properties. Works perfect now. I'll post again when I get the Pit Out yellow light to flash.
 
There is an Xpack for BTB Evo, the sequencing for the lights are different to the Pro (rFactor) & so Evo Default Xpack has had them fixed by Kennett...
Try deleting current lights & add new ones from Evo Default Xpack;)
 

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