Released Roggel

Can't load track...:(

Code:
OS-Version: 5.1.2600 (Service Pack 3) 0x100-0x1
 
0x0217A021 [atioglxx]: (filename not available): (function-name not available)
0x01B4E301 [atioglxx]: (filename not available): (function-name not available)

Strange, because the same track would load in Tracked, lol all kind of occult things happening there...is this logical ?
For sure, I always delete the collision bin prior of loading tracks...
 
I think I'm gonna try to puzzle out some track cams for this (since the default one's behind trees and buildings a lot of the time).
So I found out the track cam documentation is fairly lacking... particularly it doesn't name the positions correctly (documentation says 'pos' and 'dpos', while special.ini contains 'pos', 'pos2', and 'posdolly').

Is there a better description than on racer.nl or would it be helpful if I try to make a note of what everything does?

How the 'cube' section works would be useful info too, the names match up with zoom levels but I'm not sure what the 3 coordinates mean.
 
These are plain cameras, but better than nothing.

Just replace special.ini from tcam{ down to the end.
Code:
cam_default
{
      zoom_far=16.000000
      flags=0
      src
      {
        k=0.000000
        mass=1.000000
      }
      dst
      {
        k=50.000000
        mass=1.000000
      }
}
tcam
{
  count=10
  cam0
  {
    pos
    {
      x=0.000000
      y=300.000000
      z=0.000000
    }
    pos2
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    posdolly
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    rot
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    rot2
    {
      x=0.000000
      y=0.000000
      z=0.000000
    }
    radius=50.000000
    group=0.000000
    zoom_edge=2.000000
    zoom_close=2.000000
    zoom_far=2.000000
    flags=0
    src
    {
      k=0.000000
      mass=1.000000
    }
    dst
    {
      k=0.000000
      mass=1.000000
    }
    cube
    {
      edge=0.000000 0.000000 0.000000
      close=0.000000 0.000000 0.000000
      far=0.000000 0.000000 0.000000
    }
    keyframes
    {
      count=0
    }
  }
  ; additional camera positions
  ; first step: watch video, mark approx. locations of known on-ttrack cams.
  ; okay, done that.  now driving to them in-game.
  ; there are 6 fixed cams and a chopper
  ; leaving the above camera alone for now, since it doesn't hurt anything, number them
  ; numbering goes: 1. start 2. chicane 3. third corner 4. fourth 5. fifth 6. sixth
  ; 1 is at: 37.5 -27.3 357.8
  ; 1 zoom is from 12 to 30 to 6
    cam1~cam_default
    {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=37.50000
        y=-27.300000
        z=357.800000
      }
      radius=30.000000
      zoom_edge=20.00000
      zoom_close=25.000000
  }
  ; 2 is at: 174.1 -26.9 221.36
  ; 2 zoom is from 2 to about 25 to maybe 12, since it cuts so quick.
    cam2
    {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=174.100000
        y=-25.900000
        z=221.3600000
      }
      pos2
      {
        x=158
        y=-27.2500000
        z=225.740000
      }
      ; posdolly is where the camera starts.  not sure what triggers it.
      posdolly
      {
        x=30.3000
        y=-28.1200000
        z=372.800000
      }
      rot
      {
        x=0.000000
        y=0.000000
        z=0.000000
      }
      rot2
      {
        x=0.000000
        y=0.000000
        z=0.000000
      }
      radius=130.000000
      group=0.000000
      zoom_edge=2.000000
      zoom_close=25.000000
      zoom_far=12.000000
      flags=0
      src
      {
        k=0.000000
        mass=1.000000
      }
      dst
      {
        k=50.000000
        mass=1.000000
      }
      cube
      {
        edge=67 -28.7 339.8
        close=158 -27.25 225.74
        far=154 -27 197
      }
      keyframes
      {
        count=0
      }
  }
  ; 2.1: second part of the chicane, so it doesn't look behind the trees?
  ; 2.2: at the bend after the chicane
  ; 2.2 at 221.1 -25.4 35.97
    cam3
    {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=221.100000
        y=-25.400000
        z=35.9600000
      }
      radius=165.000000
      zoom_edge=2.000000
      zoom_close=25.000000
  }
  ; insert 2.5.  doy numbering.  This corner wasn't filmed in footage but it makes some sense.
  ; 2.5 is at: 183 -26.2 -438
  ; 2.5 zoom is from 6 to about 50 to 2
  ; 2.5 should start by about 215, -27, -131 in order prev. cam doesn't flip.
      cam4
      {
        ; pos is where the camera goes to.  (this is all with flag 8)
        pos
        {
          x=183.100000
          y=-26.200000
          z=-438.00000
        }
        radius=310.000000
        zoom_edge=2.000000
        zoom_close=25.000000
  }
  ; 3 is at: -167.3 -24 -342
  ; 3 zoom is from 2 to 40 to 2
  cam5
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-167.300000
        y=-24.000
        z=-342.000
      }
      radius=100.000000
      zoom_edge=2.000000
      zoom_close=40.000000
  }
  ; 3.5, aka the helicopter's 2nd flight
  ; really this should be a dollied one
  ; anyway, start it around -148.5, -24, -247
  cam6
  {
      pos
      {
        x=-214
        y=180
        z=-102
      }
      radius=260
      zoom_edge=1.5
      zoom_close=4
  }
  ; 4 is at: -114.2 -26.5 138.73
  ; 4 zoom is from 2 to about 40, and doesn't turn enough to swap again.
  cam7
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-114.2000
        y=-26.500000
        z=138.730000
      }
      radius=115.000000
      zoom_edge=2.000000
      zoom_close=40.000000
  }
  ; 5 is at: -214.76 -27.8 329.84  - may nudge up y
  ; 5 zoom is from 2 to about 22 to 2 again.
  cam8
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-214.800000
        y=-24.800000
        z=329.84000
      }
      radius=170.000000
      zoom_edge=12.000000
      zoom_close=30.000000
  }
  ; 6 is at: -31.15 -26.5p 433.9 - may nudge a bit up in y again
  ; 6 should be moved to avoid viewing a sign close up, but anywhere on the track it happens
  ; 6 zoom is from 6 to 50 to 6
  cam9
  {
      ; pos is where the camera goes to.  (this is all with flag 8)
      pos
      {
        x=-31.700000
        y=-26.600000
        z=434.500000
      }
      radius=50.000000
      zoom_edge=24.90000
      zoom_close=50.000000
  }
}

6 cameras are positioned according to footage of the actual GP van Roggel (numbered as such in comments), a 7th does the helicam thing on the 3rd straight, and 2 more cover the 1st(ish - the fast one after the chicane) and 2nd corners. The straights are still a bit too long for the cameras but I didn't feel like working out more locations.
 
Works fine here.
458atRoggel.jpg

Should be pretty nice to drive in a point and squirt car. Might have to model the exige or something. Caterham anyone?
 
The new cameras are not really very nice either. They NEED to use splines, and if you go off the splines then you get a weird old camera view from world pos 0,0,0
You can't mix new and old cameras either... I just use old cameras still.

Loads of features that are about 85% finished but not really good enough for a v0.9 final...


Stereo, I think the docs are generally ok, but the info is spread over about 6 different pages/sections. There is a page somewhere with flags for the old cameras to make them static, or so it says.
There have also been interim updates so the docs are kinda correct but with variations, probably why there is variation in pos1... dpos etc...

I'd prefer for the old cameras to be the ones that make it to v0.9 anyway. Perhaps underline what they can and can't do, and then bug-fix what isn't working. We will never get to a v0.9 worth having if we have so many bits that are not clearly finished and working with a clear 'how-to' for authors.

Dave
 
The new cameras are not really very nice either. They NEED to use splines, and if you go off the splines then you get a weird old camera view from world pos 0,0,0
You can't mix new and old cameras either... I just use old cameras still.

Loads of features that are about 85% finished but not really good enough for a v0.9 final...


Stereo, I think the docs are generally ok, but the info is spread over about 6 different pages/sections. There is a page somewhere with flags for the old cameras to make them static, or so it says.
The flags are on the page I linked, I should do another dive into the documentation to see if I can find more.
The new cams use keyframes, right? Seems like that would be a semi-ok way to get around the deficiencies in zoom and stuff, except they're keyed to splines so they only work on the track

Anyway, most of the settings make sense, I just don't know how they're defined. Eg. the projected distance uses the cube data, which is 9 floats, to define the direction of travel and centerpoint. I tried it with just marking the start, middle, and end of where the camera views, but ended up not behaving the way it should.
When flag 8 is added in, it dollies from dollypos to pos. I don't know what pos2 is for. But again it needs the cube data, so I'm not sure how to control it.

edit:
http://www.racer.nl/trackcams.htm
http://www.racer.nl/tracks.htm#tcams

Some debug camera info, like displaying the normalized distance, current zoom/dolly, might be helpful.
Or set up a script system to work with cameras so we can write our own zoom/dolly methods instead of relying on built in types. It's a much faster turnaround on developing the open content to work well, assuming it gives us enough control (I'm thinking inputs: car positions on track, special.ini tcam data - outputs: camera position, rotation and fov).
 
There were flags over a few pages. I think the flags I found for a static camera were documented somewhere else and didn't work. I can't remember... hmmmm...

But yes, I'd say tying scripting into ALL the cameras would be nice. If we can then reference a camera and do stuff with it... we could then have a bunch of scripts for different effects.
Ie, camera shake as the car drives past.

We could even start running different fs_filter per camera (coding from Ruud required I guess), so we can run the DOF shader and get some cool trackside effects.

Dave
 

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