SpotsCarGT - Keeps getting better & better !!!

Died: August 29th, 2003.......... RIP
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Alejo
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SpotsCarGT - Keeps getting better & better !!!

Post by Alejo » Fri Apr 02, 2004 5:57 pm

Hi dudes!!! Ready for some slot racing?

http://webspace.utexas.edu/ac2567/Public/Slot1.JPG

http://webspace.utexas.edu/ac2567/Public/slot3.JPG

Still on the works, but almost done :roll:

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Post by MamaFunk » Fri Apr 02, 2004 7:17 pm

Wow.

So how do you handle the cars in this one?

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Post by Alejo » Fri Apr 02, 2004 8:17 pm

Some more pics:

http://webspace.utexas.edu/ac2567/Public/Slot2.JPG

http://webspace.utexas.edu/ac2567/Public/Slot4.JPG

This is a conversion for SCGT of the Scalextric track for Racer made by Gavin Clark 8) . This time I got all the details finished, added cameras, the track is completed and looks OUTSTANDING!!!

E-mailed Gavin for the posting permission, waiting his reply. After that I'll contact Billb to see if he has some free time to do the AIW.

The cars are handled emulating the controller, just accelerate and brake. Hehe, just joking, it's the same good old SCGT physics here but in a cool slot racing enviroment 8) .

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Post by Midtown Guy » Fri Apr 02, 2004 10:53 pm

SWEET! :!: ! :!:

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Post by Jmann » Fri Apr 02, 2004 11:14 pm

lol it looks fun!

EP429
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Post by EP429 » Sat Apr 03, 2004 1:16 am

now that is some crazy crap there, I love it 8)

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Post by Midtown Guy » Sat Apr 03, 2004 1:25 am

EP429 wrote:now that is some crazy crap there, I love it 8)
no better way to say it... :D

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Post by BooRadley » Sat Apr 03, 2004 9:26 am

lmao! that is awesome. With the MCO cars that is like the ultimate Hot Wheels set :)

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Post by Alejo » Sat Apr 03, 2004 11:37 am

It would be super fun to race once the AIW is done, so far the track is very very cool. Gavin Clark made a terriffic job on this one :D . From the experience of converting the Badlands track from Racer, this one was quicker to do and ended up very good. I took about 4 hours to do (without the AIW, which I guess is more time consuming).

I'll write a tutorial on how to make Racer track conversions :wink: Note that most Racer tracks a EXTREMELY high poly with lots of objects. The Badlands and Scalextric tracks are somewhat simple so the conversion was not so loooooong. On the more complex tracks, it will take longer and many details would be dropped to allow good frame rates on SCGT, but the overall track would result with similar detail of the best SCGT tracks we have.

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Post by Midtown Guy » Sat Apr 03, 2004 2:54 pm

Alejo wrote:I'll write a tutorial on how to make Racer track conversions :wink: Note that most Racer tracks a EXTREMELY high poly with lots of objects. The Badlands and Scalextric tracks are somewhat simple so the conversion was not so loooooong. On the more complex tracks, it will take longer and many details would be dropped to allow good frame rates on SCGT, but the overall track would result with similar detail of the best SCGT tracks we have.
*rolls eyes* look like i won't be converting any track.. :evil:

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Post by Alejo » Sat Apr 03, 2004 6:36 pm

Good news, I received and email from Gavin Clark, permission granted!!! Now I'll contact Billb for the AIW. 8)

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Post by Alejo » Sat Apr 03, 2004 7:27 pm

Cool, sent the files to Billb 8) We'll get the track done shortly :D

About the conversions from Racer, it is pretty straight forward. Open the 3D files in Z-Modeler and export each piece to VRL. The only difference is that you have to change the texture names to something the terrain.aiw recognizes. After that you make a SCN file that calls all the VRLs and a really basic AIW that just sets where the car should be placed to start. It is really simple, just takes lots of time, the Z-Modeler stuff is time consuming.

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Post by EP429 » Sun Apr 04, 2004 3:58 am

just wondering, how horrible are/arent the frames on that track?
seems like it might not be terrible but looks can be decieving (just hoping they aint :) )

also, they didnt toss in any loops for good measure huh? :D

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Post by Alejo » Sun Apr 04, 2004 11:07 am

:D Was wondering the same thing, the track has no loops, but I am very curious if SCGT would allow such thing. Maybe a stunt track would be cool. 8)

The frame rates on this one a very good, runs smoothly. The two MAS files aren't that big, about 1MB each.

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Post by Alejo » Mon Apr 05, 2004 11:11 pm

Reworked the cameras again, expect some cool replays:

http://webspace.utexas.edu/ac2567/Public/Slot5.JPG

http://webspace.utexas.edu/ac2567/Public/Slot6.JPG

Billb sent and alpha of the AIW, runs pretty good to be an alpha, can't wait to see it finished!!

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Post by Midtown Guy » Tue Apr 06, 2004 11:37 am

your right about SCGT getting better...i cant wait till this track comes out, i will be the first one to download it! lookin sweet so far 8) great work :!:

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Post by Alejo » Tue Apr 06, 2004 8:16 pm

Tried to do the gravity defing stunt of performing a loop on SCGT. Edited a loop track on Z-Modeler, grabbed my racing helmet & readied the '69 GTO. On the track made a pretty long straight and reached 200mph, physically enough to climb a pretty small loop and.................hit an inivisble wall dead on just before reaching the vercal slope (90 degrees).

Apparently the game just doesn't want you to drive vertically :evil: Here is the pic:

http://webspace.utexas.edu/ac2567/Public/Loop1.JPG

Needless to say, the crash was so spectacular that my car was shattered into a million pieces. :D

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Post by Midtown Guy » Tue Apr 06, 2004 8:50 pm

sweet! but make the track more smooth, it may work...who knows?

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Post by Alejo » Tue Apr 06, 2004 9:56 pm

Attempt #2
Made the track a bit smoother and tried again.

Picked up over 230mph on the downhill straight:
http://webspace.utexas.edu/ac2567/Public/Loop11.JPG

approached the loop:
http://webspace.utexas.edu/ac2567/Public/Loop12.JPG

started climbing...
http://webspace.utexas.edu/ac2567/Public/Loop13.JPG
http://webspace.utexas.edu/ac2567/Public/Loop14.JPG

steeper..
http://webspace.utexas.edu/ac2567/Public/Loop15.JPG
http://webspace.utexas.edu/ac2567/Public/Loop16.JPG

DISASTER!!!
http://webspace.utexas.edu/ac2567/Public/Loop17.JPG

The same thing as before, just before reaching the vertical track the car hit an imaginary wall. After that, everything was just a painfull way down.

Seems the guys at ISI never imagined the game was going to be tested at stunt racing :(

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Post by Midtown Guy » Tue Apr 06, 2004 10:16 pm

lol, put on some cool jumps and see how the car does

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Post by Alejo » Wed Apr 07, 2004 4:02 pm

I'll make a 3rd attempt for the loop stunt. But I'll let the '69 GTO cool a bit for a while. Meantime I'm working on bringing some of the MCO traffic cars into SCGT for a traffic add-on:

http://webspace.utexas.edu/ac2567/Public/Traffic1.JPG

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Post by EP429 » Wed Apr 07, 2004 4:40 pm

thats some bitchin stuff Alejo 8)
does SCGT support traffic or will they just be added to the regular cars?

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Post by Midtown Guy » Wed Apr 07, 2004 5:10 pm

just make them go like 50 mph then they'll look like traffic

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Post by EP429 » Wed Apr 07, 2004 5:17 pm

those things plus a nice wad of weight would make for some hellacious demo derbies :twisted:

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Post by Alejo » Wed Apr 07, 2004 5:32 pm

Since SCGT doesn't directly support traffic I am planning to do this:

The cars are going to be very slow compared to the other cars, and also I plan to release a modified version of some of the AIW files of city tracks (E-Street Boggie, Evile Beach and others) that will put the cars in start locations in the middle of the track, only you and your opponent will start a the start/finish line, the traffic cars will start spreaded out on the track.

DragFire sent me all the MCO traffic cars, there are some cool ones like this one:

http://webspace.utexas.edu/ac2567/Public/Traffic3.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic2.JPG

I am having trouble with cars that are really big, bigger than the bus on the pic, they behave erratically. The truck starts to bounce all over the track as if it had jumping beans on its cargo :? I've tried all sorts of VEHs and always happens with the big cars (2 different trucks). I remember seen this behavior on one of the racing trucks available for SCGT, but only on one of them, the others worked fine. Here are the pics:

http://webspace.utexas.edu/ac2567/Public/Traffic4.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic5.JPG
http://webspace.utexas.edu/ac2567/Public/Traffic6.JPG

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