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Rec.Autos.Simulators Archive

CPR - Track Editor

15 posts by 7 people · 29 Nov 1997 - 02 Dec 1997

Thra 29 Nov 1997#384755
Does anyone have any information about the track editor? Will I be able to design my own tracks from the ground up or will I just be able to modify the same tracks on the CD? Thanks!
CART Te 29 Nov 1997#384756
It is basically the same editor TRi used to create the game - it allows complete modification of existing tracks - and creation of new ones.
Do you know where I can get one of these little GPS carts so I can map out my local short track and use it in the game? :) John
CART Te 29 Nov 1997#384758
Sorry - free "little GPS carts" are not included in the editors or upcoming patch - I do expect to receive a lot of flames over this:- "The game is called CART Precision Racing - but they don't include a free cart! Misleading or what? A total rip-off!". ; ) LOL! Seriously though, some of the early work on the CPR tracks was done using blueprints and aerial photographs - if you can get any of these you'll be in good shape. And thanks for the message - it's nice to have a smile reading a ras posting.
John 29 Nov 1997#384759
I'm not 100% positive on this but you should be able to design tracks from the ground up with the utility. Thanks John The APEX http://cart.gamestats.com The source for CART Precision Racing Information, setups, fastlaps, editing, and more! >Does anyone have any information about the track editor? Will I be >able to design my own tracks from the ground up or will I just be able >to modify the same tracks on the CD? >Thanks!
Hi, Thanks for the reply! P.S. why are so quick at these replys anyway? Are you on some sort of steriod that increases your typing speed? (durg test??? :)) , or are you some sort of anerimious God-ish type being that lurks around r.a.s, The APEX, Pieter's GP2 page, lord knows where else! :) just waiting, cruched, ready to post at any unoppertuned moment! Seriously, thought, it is great to see that Microsoft is being so responsive to the sim racing community about CPR, (and has actually put up with all of us for the past month or so! :) ). ... Then I'd have to rent the plane, (around an allready tight University schedual), get the blueprints (and not the "Watergate" way!), ... yawn! I'll just to stick point and click and see how close I can get! About the track editor, how much area can we use to create our tracks? (x*x mile area) (e.g. large tracks like Elkert Lake, and Road Amercia are about 4 miles long, will we have enough area to create tracks that large? What about banking (can I create my 70'' banked death corner? Smiling is a good thing! Hope to keep reading your posts! always lurking..., John
CART Te 29 Nov 1997#384761
I usually have a PC permanently logged-on at home so I tend to notice new mail and can answer quickly. Also, our 9-month old baby seriously hampers our ability to go out as often as we used to and email serves as a nice break! As to your question - the editor is the same as the original used by TRi, therefore you should be able to do at least everything you see in the game - and much more (imagination permitting). Again, look at the Monster Truck Madness editor TRi did and the hundreds of cool (and clever) tracks created with it by third-parties. TRi tools tend to be very powerful - but not for the casual user. The fruits of the labors of a few talented people who get to grips with the tools can be enjoyed by tens of thousands who download the resulting tracks. More info at www.terminalreality.com
Thra 30 Nov 1997#384917
Thanks for the quick response! Is the track editor similair to Monster Truck Madness? On Sat, 29 Nov 1997 21:23:23 -0800, "Dean (CART Team)"
Quoted text (16 lines)>I usually have a PC permanently logged-on at home so I tend to >notice new mail and can answer quickly. Also, our 9-month old >baby seriously hampers our ability to go out as often as we used to >and email serves as a nice break! >As to your question - the editor is the same as the original used by TRi, >therefore you should be able to do at least everything you see in the game >- and much more (imagination permitting). >Again, look at the Monster Truck Madness editor TRi did and the hundreds >of cool (and clever) tracks created with it by third-parties. TRi tools >tend to be very powerful - but not for the casual user. The fruits of >the labors of a few talented people who get to grips with the tools >can be enjoyed by tens of thousands who download the resulting tracks. >More info at www.terminalreality.com
CART Te 30 Nov 1997#384918
Similar but not identical.
Quoted text (25 lines)>Thanks for the quick response! >Is the track editor similair to Monster Truck Madness? >On Sat, 29 Nov 1997 21:23:23 -0800, "Dean (CART Team)" >>I usually have a PC permanently logged-on at home so I tend to >>notice new mail and can answer quickly. Also, our 9-month old >>baby seriously hampers our ability to go out as often as we used to >>and email serves as a nice break! >>As to your question - the editor is the same as the original used by TRi, >>therefore you should be able to do at least everything you see in the game >>- and much more (imagination permitting). >>Again, look at the Monster Truck Madness editor TRi did and the hundreds >>of cool (and clever) tracks created with it by third-parties. TRi tools >>tend to be very powerful - but not for the casual user. The fruits of >>the labors of a few talented people who get to grips with the tools >>can be enjoyed by tens of thousands who download the resulting tracks. >>More info at www.terminalreality.com >.
I'am looking forward to trying the track editor as well, (the more powerful features the better!) it will be interesting to see what tracks all of us sim racers can create! I think a high quality track editor in a racing simulation is long overdue, I hope this ones good! Later, John
All I can say is Wow! I bought CPR last week and I love it (except for the AI!), and I have been trying to imagine how the editing will work. I could only come to the conclusion that we would get a "dumbed-down" editor in which we could pick from existing textures and drag verticies of the original tracks around to make new curves, etc. A complete editor (no matter how technical or tricky to use) is the best news any of us could have wanted... Good Job, Jeff
Quoted text (54 lines)> I usually have a PC permanently logged-on at home so I tend to > notice new mail and can answer quickly. Also, our 9-month old > baby seriously hampers our ability to go out as often as we used to > and email serves as a nice break! > As to your question - the editor is the same as the original used by TRi, > therefore you should be able to do at least everything you see in the game > - and much more (imagination permitting). > Again, look at the Monster Truck Madness editor TRi did and the hundreds > of cool (and clever) tracks created with it by third-parties. TRi tools > tend to be very powerful - but not for the casual user. The fruits of > the labors of a few talented people who get to grips with the tools > can be enjoyed by tens of thousands who download the resulting tracks. > More info at www.terminalreality.com > >Hi, > > Thanks for the reply! P.S. why are so quick at these replys > >anyway? Are you on some sort of steriod that increases your typing > >speed? (durg test??? :)) , or are you some sort of anerimious God-ish > >type being that lurks around r.a.s, The APEX, Pieter's GP2 page, lord > >knows where else! :) just waiting, cruched, ready to post at any > >unoppertuned moment! Seriously, thought, it is great to see that > >Microsoft is being so responsive to the sim racing community about > >CPR, (and has actually put up with all of us for the past month or so! > >:) ). > >>Seriously though, some of the early work on the CPR tracks was done using > >>blueprints and aerial photographs - if you can get any of these you'll be > in > >>good shape. > >... Then I'd have to rent the plane, (around an allready tight > >University schedual), get the blueprints (and not the "Watergate" > >way!), ... yawn! I'll just to stick point and click and see how > >close I can get! > >About the track editor, how much area can we use to create our tracks? > >(x*x mile area) (e.g. large tracks like Elkert Lake, and Road Amercia > >are about 4 miles long, will we have enough area to create tracks that > >large? What about banking (can I create my 70'' banked death corner? > >>And thanks for the message - it's nice to have a smile reading a ras > >>posting. > > Smiling is a good thing! Hope to keep reading your posts! > >always lurking..., > >John > >.
On Sat, 29 Nov 1997 21:23:23 -0800, "Dean (CART Team)" >The fruits of >the labors of a few talented people who get to grips with the tools >can be enjoyed by tens of thousands who download the resulting tracks. _Excellent_ attitude toward track editing, mucho applause from me for that one. To not release a game editor because you don't want to support it or it's too complex for people just doesn't hold water when there are folks out there who write their own game editors and create virtuallt new products from the ground up - look at some of the incredible Quake TCs out there. Looking forward to being able to create new tracks :) Cheers! John
CART Te 01 Dec 1997#385085
This is a multi-part message in MIME format. ------=_NextPart_000_0013_01BCFE82.DBA8AF00 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable More info soon. Can you tell us on what the difference are going to be. If so, what = are they? Similar but not identical. =20 =20
Quoted text (12 lines) >Thanks for the quick response! > >Is the track editor similair to Monster Truck Madness? > > > >On Sat, 29 Nov 1997 21:23:23 -0800, "Dean (CART Team)" > >>I usually have a PC permanently logged-on at home so I tend to >>notice new mail and can answer quickly. Also, our 9-month old >>baby seriously hampers our ability to go out as often as we =
used to >>and email serves as a nice break! >> >>As to your question - the editor is the same as the original = used by TRi, >>therefore you should be able to do at least everything you see = in the game >>- and much more (imagination permitting). >> >>Again, look at the Monster Truck Madness editor TRi did and = the hundreds >>of cool (and clever) tracks created with it by third-parties. = TRi tools >>tend to be very powerful - but not for the casual user. The = fruits of >>the labors of a few talented people who get to grips with the = tools >>can be enjoyed by tens of thousands who download the resulting = tracks. >> >>More info at www.terminalreality.com > >. > =20 =20 =20 ------=_NextPart_000_0013_01BCFE82.DBA8AF00 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> <HTML> <HEAD> <META content=3Dtext/html;charset=3Diso-8859-1 = http-equiv=3DContent-Type><!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 = HTML//EN"> <META content=3D'"MSHTML 4.71.1712.3"' name=3DGENERATOR> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT color=3D#000000 size=3D2>More info soon.</FONT></DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: = 5px"> <DIV><FONT size=3D2>Can you tell us on what the difference are going = to be. If=20 so, what are they?</FONT></DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; = PADDING-LEFT: 5px"> &lt;<A=20 = om</A>&gt;...</DIV>Similar=20 but not identical.<BR><BR>Thrax wrote in article &lt;<A=20 = </A>&gt;...<BR><BR>&gt;Thanks=20 for the quick response!<BR>&gt;<BR>&gt;Is the track editor = similair to=20 Monster Truck Madness?<BR>&gt;<BR>&gt;<BR>&gt;<BR>&gt;On Sat, 29 = Nov=20 1997 21:23:23 -0800, &quot;Dean (CART Team)&quot;<BR>&gt;&lt;<A=20 = logged-on at=20 home so I tend to<BR>&gt;&gt;notice new mail and can answer = quickly.=20 Also, our 9-month old<BR>&gt;&gt;baby seriously hampers our = ability to=20 go out as often as we used to<BR>&gt;&gt;and email serves as a = nice=20 break!<BR>&gt;&gt;<BR>&gt;&gt;As to your question - the editor = is the=20 same as the original used by TRi,<BR>&gt;&gt;therefore you = should be=20 able to do at least everything you see in the game<BR>&gt;&gt;- = and much=20 more (imagination permitting).<BR>&gt;&gt;<BR>&gt;&gt;Again, = look at the=20 Monster Truck Madness editor TRi did and the = hundreds<BR>&gt;&gt;of cool=20 (and clever) tracks created with it by third-parties. TRi=20 tools<BR>&gt;&gt;tend to be very powerful - but not for the = casual=20 user.&nbsp; The fruits of<BR>&gt;&gt;the labors of a few = talented people=20 who get to grips with the tools<BR>&gt;&gt;can be enjoyed by = tens of=20 thousands who download the resulting = tracks.<BR>&gt;&gt;<BR>&gt;&gt;More=20 info at <A=20 = href=3D"http://www.terminalreality.com">www.terminalreality.com</A><BR>&g= t;<BR>&gt;.<BR>&gt;<BR><BR><BR></BLOCKQUOTE></BLOCKQUOTE></BODY></HTML> ------=_NextPart_000_0013_01BCFE82.DBA8AF00--
John 01 Dec 1997#385086
You will be able to create new tracks from scratch. For the latest info. on CART Precision Racing head over to The APEX at http://cart.gamestats.com. I had the chance to check out their editor while visiting T.R.I. and it is pretty impressive. I have played around with it and it is not too hard to get used to once you learn all the keys. It is fairly easy to edit an existing track but creating a track from scratch will be allot harder. Remember the tracks that T.R.I. created used G.P.S. data that was piped into the editor. If you are serious about replicating a track I would call the track and see if you can get your hands on a CAD file, blueprints, or at the worst and aerial or printed overhead view. With the blueprints or overhead you will have to use a digitizer to get the track points to feed into the editor. Once you have the general layout it shouldn't be too hard to massage it in terms of track width to look like the real thing. Also allot of tracks allow you to walk the track at dusk or early morning. At least I used to do that when I was racing to learn the line and the bumps in the track. If you had a GPS receiver you could do your own survey. It wouldn't be as accurate as the one that PI did unless you had the expensive GPS with reference station but it would get you points. Creating a track from scratch without any of the above tools will be very hard. If anyone is successful in doing so I will give them allot of praise. Anyway if you interested in creating a track the above ideas you can do now before the editor comes out to prepare yourself. If you would like more information I'm going to create an editing mailing list or forum to answer people's questions once the editor is joining the discussion. Thanks John
Mark F. 02 Dec 1997#385240
This is a multi-part message in MIME format. ------=_NextPart_000_0056_01BCFE95.79A57500 Content-Type: multipart/alternative; boundary="----=_NextPart_001_0057_01BCFE95.79A57500" ------=_NextPart_001_0057_01BCFE95.79A57500 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable Can you tell us on what the difference are going to be. If so, what are = they? Similar but not identical. =20 =20
Quoted text (12 lines) >Thanks for the quick response! > >Is the track editor similair to Monster Truck Madness? > > > >On Sat, 29 Nov 1997 21:23:23 -0800, "Dean (CART Team)" > >>I usually have a PC permanently logged-on at home so I tend to >>notice new mail and can answer quickly. Also, our 9-month old >>baby seriously hampers our ability to go out as often as we used =
to >>and email serves as a nice break! >> >>As to your question - the editor is the same as the original used = by TRi, >>therefore you should be able to do at least everything you see in = the game >>- and much more (imagination permitting). >> >>Again, look at the Monster Truck Madness editor TRi did and the = hundreds >>of cool (and clever) tracks created with it by third-parties. TRi = tools >>tend to be very powerful - but not for the casual user. The = fruits of >>the labors of a few talented people who get to grips with the = tools >>can be enjoyed by tens of thousands who download the resulting = tracks. >> >>More info at www.terminalreality.com > >. > =20 =20 =20 ------=_NextPart_001_0057_01BCFE95.79A57500 Content-Type: text/html; charset="iso-8859-1" Content-Transfer-Encoding: quoted-printable <!DOCTYPE HTML PUBLIC "-//W3C//DTD W3 HTML//EN"> <HTML> <HEAD> <META content=3Dtext/html;charset=3Diso-8859-1 = http-equiv=3DContent-Type> <META content=3D'"MSHTML 4.71.1712.3"' name=3DGENERATOR> </HEAD> <BODY bgColor=3D#ffffff> <DIV><FONT size=3D2>Can you tell us on what the difference are going to = be. If so,=20 what are they?</FONT></DIV> <BLOCKQUOTE=20 style=3D"BORDER-LEFT: #000000 solid 2px; MARGIN-LEFT: 5px; PADDING-LEFT: = 5px"> = om</A>&gt;...</DIV>Similar=20 but not identical.<BR><BR>Thrax wrote in article &lt;<A=20 = </A>&gt;...<BR><BR>&gt;Thanks=20 for the quick response!<BR>&gt;<BR>&gt;Is the track editor similair = to=20 Monster Truck Madness?<BR>&gt;<BR>&gt;<BR>&gt;<BR>&gt;On Sat, 29 Nov = 1997=20 21:23:23 -0800, &quot;Dean (CART Team)&quot;<BR>&gt;&lt;<A=20 at home=20 so I tend to<BR>&gt;&gt;notice new mail and can answer quickly. = Also, our=20 9-month old<BR>&gt;&gt;baby seriously hampers our ability to go out = as often=20 as we used to<BR>&gt;&gt;and email serves as a nice=20 break!<BR>&gt;&gt;<BR>&gt;&gt;As to your question - the editor is = the same=20 as the original used by TRi,<BR>&gt;&gt;therefore you should be able = to do=20 at least everything you see in the game<BR>&gt;&gt;- and much more=20 (imagination permitting).<BR>&gt;&gt;<BR>&gt;&gt;Again, look at the = Monster=20 Truck Madness editor TRi did and the hundreds<BR>&gt;&gt;of cool = (and=20 clever) tracks created with it by third-parties. TRi = tools<BR>&gt;&gt;tend=20 to be very powerful - but not for the casual user.&nbsp; The fruits=20 of<BR>&gt;&gt;the labors of a few talented people who get to grips = with the=20 tools<BR>&gt;&gt;can be enjoyed by tens of thousands who download = the=20 resulting tracks.<BR>&gt;&gt;<BR>&gt;&gt;More info at <A=20 = href=3D"http://www.terminalreality.com">www.terminalreality.com</A><BR>&g= t;<BR>&gt;.<BR>&gt;<BR><BR><BR></BLOCKQUOTE></BODY></HTML> ------=_NextPart_001_0057_01BCFE95.79A57500-- ------=_NextPart_000_0056_01BCFE95.79A57500 Content-Type: text/x-vcard; name="Mark F..vcf" Content-Transfer-Encoding: 7bit Content-Disposition: attachment; filename="Mark F..vcf" BEGIN:VCARD N:F.;Mark FN:Mark F. ADR;HOME:;;;;;;USA LABEL;HOME:USA URL:http://www.webstorage.com/~simgo END:VCARD ------=_NextPart_000_0056_01BCFE95.79A57500--

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