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[Sim Dev] SCGT file format, coordinates in *.AIW files

3 posts by 2 people · 22 Apr 2002 16:21 UTC - 25 Apr 2002 13:08 UTC

J. Perkins 22 Apr 2002 16:21 UTC#124279
I am trying to add code to load SCGT tracks into my homebrew sim project. I've jumped through all of the hoops to decode the *.SCN and *.VRL files and I am now able to view the track. I am now trying to place a vehicle in an appropriate starting location on the track. I thought this would be the easiest part of the process, so of course I'm now completely stuck ;) The *.AIW file appears to contain the coordinates I need, but all of my attempts to use them seem to place me at random points on the map. For instance, the first pit position for Lime Rock is (177, .70, -44.5) which puts me way out in the grass. I'm guessing that these coordinates must be relative to some other object, but I haven't been able to figure out what. I know most of the other projects here are using the SCGT format in some fashion, can anyone give me a clue how to use these coordinates? Much obliged, Jason 379 PS - I'd like to also propose the [Sim Dev] prefix to go along [Car Physics], to make finding these threads with google etc. easier.
On 22 Apr 2002 09:21:46 -0700, [email hidden] (J. Perkins) wrote: ... >The *.AIW file appears to contain the coordinates I need, but >all of my attempts to use them seem to place me at random >points on the map. For instance, the first pit position for >Lime Rock is (177, .70, -44.5) which puts me way out in the >grass. I'm guessing that these coordinates must be relative to >some other object, but I haven't been able to figure out what. I think they're absolute. There's some info in: http://home.freeuk.net/jrknight/scgt/guide/tracked.htm Search for 'avpos line would be'. Seems X is negated, and Y/Z are swapped (depending ofcourse on what you're using) and negated as well. >I know most of the other projects here are using the SCGT >format in some fashion, I don't convert SCGT coordinates actually from SCGT cars, but that may be luck. ;-) >PS - I'd like to also propose the [Sim Dev] prefix to go >along [Car Physics], to make finding these threads with google >etc. easier. Seconded. There are some newcomers doing their sims, and it would indeed be helpful for Google, if not only not to miss the articles when they pop up the first time. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
[email hidden] (Ruud van Gaal) wrote in message news:<[email hidden]>...
Quoted text (9 lines)> On 22 Apr 2002 09:21:46 -0700, [email hidden] (J. Perkins) wrote: > >The *.AIW file appears to contain the coordinates I need, but > >all of my attempts to use them seem to place me at random > >points on the map. > > I think they're absolute. There's some info in: > http://home.freeuk.net/jrknight/scgt/guide/tracked.htm > Search for 'avpos line would be'. Seems X is negated, and Y/Z are > swapped (depending ofcourse on what you're using) and negated as well.
How odd! I wonder why they did that...well I'll go try it out anyway. I tried swapping/negating Y and Z, but never considered trying X too. Thanks for the link, Ruud. There is some informative stuff there. Jason 379

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