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Skytrack


MrBehemoth
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I've put together a racetrack mod called Skytrack.

 

Here is the website.

 

At the mo it has no scripts for races, but you can drive around and check it out.

 

Let me know what you think!

 

ANYONE WANT TO CODE SOME RACES? CLICK THE LINK IN MY SIG.

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i tried it but the game crashes on loading, im sure i put the files in the right place, it just quits on the loading bar screen.

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This is an amazing mod, with lots of potential. wow.gif

 

I once imagined something similar, but more like a stunt race track, with a few loops and ramps to jump off, fire rings to pass through while in mid air, you get the idea.

 

I can't say I like the bottom textures of the track, they look kinda dodgy IMO. Other than that, it's looking great and there are heaps of addons possibilities to make it even better.

 

Good luck with finding a good coder, and keep it up! icon14.gif

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That looks real good, I will post more feedback when I test it. BTW, I don't know how to code either confused.gif

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@Krailer: I didn't bother with any loops or anything too twisty like that because I thought the camera would be a problem. You would have to use the mouse to turn the camera 180^ whilst doing the stunt, plus the camera would still be the right way up whilst the car was upside down. I just don't think it would work in GTA.

I agree with you about the textures on the underside, though. I'll tidy them up if I get the time. I do like how reflective it is, though. Coupled with the clouds and mist it gives the whole thing a kind of glow.

 

@RanCorX3: Did you start with a clean install of the game? San Andreas ver 1? This is where the files should go:

...GTA San Andreas\data\gta.dat

...GTA San Andreas\data\water.dat

...GTA San Andreas\data\procobjs.dat

...GTA San Andreas\data\maps\skytrack\skytrack.img

...GTA San Andreas\data\maps\skytrack\skyworld.img

...GTA San Andreas\data\maps\skytrack\skytrack.ipl

...GTA San Andreas\data\maps\skytrack\skytrack_curves.ipl

...GTA San Andreas\data\maps\skytrack\world.ipl

...GTA San Andreas\data\maps\skytrack\worldveg.ipl

...GTA San Andreas\data\maps\skytrack\track.ide

...GTA San Andreas\data\maps\skytrack\world.ide

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Woah ! Really nice mapping. That seems huge, really. Think of playing this on MTA Race tounge.gif

 

And my usual question : Prelighting ?

 

Keep up, i hope you'll find coders for this.

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[Offtopic]Like every multiplayer Addon for MTA. It works like a TC, you install the mod, you install MTA with the folder of the mod, and you play on a server that runs your .map files for racing.

 

http://www.closed-eyes-area.com/images/gal...v/mtarv_003.jpg

 

[/Offtopic]

 

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user posted image

 

total madnesss smile.gif you are off your head for sure... BUT THAT MAP IS SO COOL!

 

Keep it up!

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@Krailer: I didn't bother with any loops or anything too twisty like that because I thought the camera would be a problem. You would have to use the mouse to turn the camera 180^ whilst doing the stunt, plus the camera would still be the right way up whilst the car was upside down. I just don't think it would work in GTA.

I agree with you about the textures on the underside, though. I'll tidy them up if I get the time. I do like how reflective it is, though. Coupled with the clouds and mist it gives the whole thing a kind of glow.

 

@RanCorX3: Did you start with a clean install of the game? San Andreas ver 1? This is where the files should go:

...GTA San Andreas\data\gta.dat

...GTA San Andreas\data\water.dat

...GTA San Andreas\data\procobjs.dat

...GTA San Andreas\data\maps\skytrack\skytrack.img

...GTA San Andreas\data\maps\skytrack\skyworld.img

...GTA San Andreas\data\maps\skytrack\skytrack.ipl

...GTA San Andreas\data\maps\skytrack\skytrack_curves.ipl

...GTA San Andreas\data\maps\skytrack\world.ipl

...GTA San Andreas\data\maps\skytrack\worldveg.ipl

...GTA San Andreas\data\maps\skytrack\track.ide

...GTA San Andreas\data\maps\skytrack\world.ide

I can't get it to work. I did what you said.

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Do you mean you can't get it to work at all or are you talking about EDIT:GTM?

Has anyone been able to play it, apart from RainingAcid and RanCorX3?

Edited by MrBehemoth
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i dont think its anything to do with coding since the main.scm is only 1KB, in the gta.dat, theres a mistake, you tell us to add these lines but they dont exist:

 

#IMG DATA\MAPS\REEKY\REEKY_RDS.IMG

#IMG DATA\MAPS\REEKY\REEKY_CENTRE.IMG

 

#IDE DATA\MAPS\reeky\reeky_rds.IDE

#IDE DATA\MAPS\reeky\reeky_centre.IDE

 

#IPL DATA\MAPS\reeky\reeky_rds.IPL

#IPL DATA\MAPS\reeky\reeky_centre.IPL

#IPL DATA\MAPS\reeky\reeky_grdnveg.IPL

 

anyway, ive looked for the problem but i really dont know, it would be awsome if it worked, check it out and maybe you'll be able to fix it icon14.gif

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I didn't mean coding as in main.scm coding. I meant coding as in map coding. Them files you listed with the # mean there not loaded at start up, so there not gonna cause any problems.

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I didn't mean coding as in main.scm coding. I meant coding as in map coding. Them files you listed with the # mean there not loaded at start up, so there not gonna cause any problems.

There is nothing wrong with the mod. If you add/replace the files correctly, it will work flawlessly. My guess is that you have not added the ide/ipl/img lnes in the gta.dat correctly.

 

Ontopic: This is a truly awesome mod! I would like some railings on some corners though wink.gif

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there's nowt wrong with the gta.dat. The commented-out lines (the ones with a #) are from another mod and I forgot to delete them, along with all the R* lines. But thats not the problem. Also, I'm 99.99999% sure that the main.scm is fine as it's working on my computer. When I get home on Sat I'll check that the main.scm in the zip is the same as the one I've been playing. (No GTA here.) Anyway, it's just the main.scm provided with map cleaner with the co-ords and the starting vehicle edited.

 

TNT is probably right. Check that all the files are in the right places.

 

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I didn't mean coding as in main.scm coding. I meant coding as in map coding. Them files you listed with the # mean there not loaded at start up, so there not gonna cause any problems.

There is nothing wrong with the mod. If you add/replace the files correctly, it will work flawlessly. My guess is that you have not added the ide/ipl/img lnes in the gta.dat correctly.

 

Ontopic: This is a truly awesome mod! I would like some railings on some corners though wink.gif

The readme says nothing about adding or removing lines from the gta.dat file confused.gif .

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The readme says nothing about adding or removing lines from the gta.dat file  confused.gif

 

TNT has added lines to his gta.dat, probably because he has other mods/projects installed or doesn't want to have to mess about putting them back in.

 

For anyone else, I would just use the gta.dat included in the zip. I have looked at it and I can't see anything wrong with it, provided that the files it references are where they're supposed to be.

I want people to be able to play this so, if you're sure that all the files are in the right places there are 2 other things you could try:

 

Modify your own gta.dat:

(What TNT has done)

1) Put all the files sensible places, replacing where necessary.

2) Add lines to your gta.dat to reference the files in the 'maps/skytrack' folder or whereever you've put them.

3) Comment-out all the un-needed lines.

 

Or use a bare bones gta.dat:

1) Put all the files in the right places according to the structure of the zip or the list in my previous post.

2) Use this as your gta.dat:

 

IMG DATA\MAPS\SKYTRACK\SKYTRACK.IMGIMG DATA\MAPS\SKYTRACK\SKYWORLD.IMGIDE DATA\MAPS\generic\vegepart.IDEIDE DATA\MAPS\generic\barriers.IDEIDE DATA\MAPS\generic\dynamic.IDEIDE DATA\MAPS\generic\dynamic2.IDEIDE DATA\MAPS\generic\multiobj.IDEIDE DATA\MAPS\generic\procobj.IDEIDE DATA\MAPS\leveldes\levelxre.IDEIDE DATA\MAPS\skytrack\track.IDEIDE DATA\MAPS\skytrack\world.IDEIDE DATA\MAPS\veh_mods\veh_mods.IDEIDE DATA\TXDCUT.IDEIPL DATA\MAP.ZONIPL DATA\INFO.ZONIPL DATA\MAPS\skytrack\track.IPLIPL DATA\MAPS\skytrack\track_curves.IPLIPL DATA\MAPS\skytrack\world.IPLIPL DATA\MAPS\skytrack\worldveg.IPL

 

 

Either way, it ammounts to the same thing and your gta.dat will be effectively the same as the one in zip.

If all else fails, try searching for mod installation tutorials.

But remember, the files should work straight out of the zip.

 

Any more probs or suggestions, please let me know. colgate.gif

 

@TNT do the lines you added to you're gta.dat differ from mine?

 

EDIT:

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

TO DO LIST:

-make a better texture for the underside of the track

-there are a few texture and smoothing glitches on the curvy parts of the track

-make some railings for the more dangerous corners

-FIND A CODER

 

anything else?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

 

Edited by MrBehemoth
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ok, ive done absolutly everything and it still freezes on the loading screen, i just cant get it to work, too bad, i really like this mod, if theres anyway else to do this then please say

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anything else?

 

Vertex lighting ?

I still can't prelight in Max with your tut mad.gif

 

@Behemoth: Nah, our gta.dat lines match. I did everything the simpe way. Extract to Rockstar Games> GTA San Andreas> here, and voila!

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anything else?

 

Vertex lighting ?

I still can't prelight in Max with your tut mad.gif

 

@Behemoth: Nah, our gta.dat lines match. I did everything the simpe way. Extract to Rockstar Games> GTA San Andreas> here, and voila!

thats exactly what ive done but nothin

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anything else?

Vertex lighting ?

I still can't prelight in Max with your tut mad.gif

Actually, I'm not too sure about it either. confused.gif

Each vertex has 2 colours, right? Day and night.

How do you assign 2 colours in max? Channels or summin?

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anything else?

Vertex lighting ?

I still can't prelight in Max with your tut mad.gif

Actually, I'm not too sure about it either. confused.gif

Each vertex has 2 colours, right? Day and night.

How do you assign 2 colours in max? Channels or summin?

No, I think you are mistaken. Those are NVC, night vertex colours. With preighting you tell the model how light or dark it will be o each pixel. You assign an Alpha level to it. So if, for instance you want to make a bridge, you will make the vertices on the top-side light gray and white and the ones undearneath the bridge dark gray and black. Check out Leviathan's Speed Island thread and see how it looks in game.

 

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