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Re: Track Files Explained

Posted: Mon Feb 06, 2012 11:37 pm
by rafagas
MR.M wrote:How do you name the tracks with space with working decals?
The folder has to be without spaces. Then, create (inside your track folder) a new file called "desc" and write the real name of the track inside this file.

Re: Track Files Explained

Posted: Tue Feb 07, 2012 10:31 am
by MR.M
what do i need to put? Just the Name of the track?

Re: Track Files Explained

Posted: Wed Feb 08, 2012 12:24 pm
by rafagas
Exactly

Re: Track Files Explained

Posted: Thu Feb 16, 2012 2:33 pm
by MR.M
How do i make the track smaller? Like i wanted only the stadium to be seen when i zoom out..

Re: Track Files Explained

Posted: Fri Feb 17, 2012 12:26 am
by yzmxer608
Lower the scale, your jump sizes will be smaller too though. If you want the stadium to be very close to the same size as the whole track area (like jlv's sx) you have to make the displacement take up most of the terrain.png.

Re: Track Files Explained

Posted: Wed Feb 22, 2012 11:01 pm
by K-Xtreme
where can i have the stadium in editor ??

Re: Track Files Explained

Posted: Wed Feb 29, 2012 6:15 pm
by wheels1758
DJ mate, append this to the end for reference. I always forget where to find it.
jlv wrote:Here's what bale.shp looks like:

Code: Select all

4
0 0.5 -1.5 1 1 500 25
0 0.5 -0.5 1 1 500 25
0 0.5  0.5 1 1 500 25
0 0.5  1.5 1 1 500 25
The first line is the number of spheres. Each line after that defines a sphere.

The fields are: x y z radius friction spring damping

Re: Track Files Explained

Posted: Wed Feb 29, 2012 6:17 pm
by wheels1758
This one too please!
[color=#FF0000]JLV[/color] wrote:Here's an example .seq file and what everything means:

ANIM1 6 4 8 1
0 1 2 3 2 1
PNG @frame0.png
PNG @frame1.png
PNG @frame2.png
PNG @frame3.png

In the first line, 6 is the length of the animation sequence. 4 is the number of images. 8 is the time per frame in 1/128 second steps. The 1 makes the animation loop.
The second line is the sequence the frames will appear in. In this example it will run through the frames forward then backward.
The rest of the lines tell it where to load the images from. The images must have the same width, height and depth.
Worth noting that if ANY of the images has alpha (transparency), ALL of the images need AT LEAST 1 pixel that is alpha'd

Re: Track Files Explained

Posted: Sat Feb 09, 2013 9:14 pm
by jlee804
Im new to the forum but not new to the game and ive been making tracks for a while and i reallly reallllly want to add sand and mud to my new compund for my upcoming team but i cant figure it out even if my life depended on it can anyone please help me:(

Re: Track Files Explained

Posted: Sun Feb 10, 2013 8:15 am
by yzmxer608

Re: Track Files Explained

Posted: Sun Feb 10, 2013 3:25 pm
by jlee804
hey, im pretty new to all this but im decent at making tracks. but i really want to know how to add sand or different dirt and it seems really complicated and i cant figure it out for the life of me so if anyone can please help that would be awesome! :mrgreen:

Re: Track Files Explained

Posted: Sun Feb 10, 2013 3:27 pm
by jlee804
sorry i posted that twice it said my other reply contained illegal content so sorry for the repost i just saw that :(

Re: Track Files Explained

Posted: Mon Apr 22, 2013 12:02 am
by cheesierlizard1
i did exactly what he said but the decals wont show up in the game someone help me please

Re: Track Files Explained

Posted: Mon Apr 22, 2013 12:12 am
by yzmxer608
Can you post what you have for your decals file, and the name of your track folder?

Re: Track Files Explained

Posted: Thu Jul 10, 2014 2:01 am
by Jay
Just found this out (Didnt know were to put it...)
If you have an OBJ in sim that is not 100% Opacity for example a window and when you place it in game it makes all obj behind it disappear... well the fix for this is move the clear OBJ (window) to the bottom of the statues file in notepad++ and all you OBJ will be visible whilst looking through the glass... not sure why this happens but I just had to do this for SXON