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Best sim (or near-sim like Viper) with map editor?

4 posts by 3 people · 13 Nov 1998 - 14 Nov 1998

I want to build tracks based on some real roads in the South San Francisco Bay area. First would be CA Hwy 17, then probably 9, 35 (Skyline Blvd.) and 84. Based on some 3d map building I did for Quake, I know this is going to be hard and the scale (the 17 track should be between 8 and 12 miles long) will make it worse. I intend to work from detailed maps ([link lost in import: /~morgan/17track.html] has my assembled tiles from MapsOnUs for 17), topological maps and a videotaped drive of the course (from a tripod taped & tied to the passenger seat). The Grand Prix Legends and Viper Racing models are my favorites, but I prefer touring, sports or rally cars for this kind of thing to open wheel. I found the CART Precision Racing (C:PR?) model fair, but the cars have too much damned torque. I find that I can drive GP3 cars or the Viper by shifting early & keeping the revs down, but the Champ cars are impossible! These courses will be kind of horrible because there are no sand traps or runoff room- you***up & you're in a wall or tree or over a cliff, but I'd rather do it in a sim than real life... Thanks, -JCB (anti-spam pseudonym) P.S. if anyone in the (Santa Cruz/San Jose) area wants to participate, reply to the group. I have quick internet connections to make collaboration easier.
JCB- Interesting topic - one that I would like to see on the SRO message boards. If interested, stop on by: http://www.simracing.com Cheers! Marc > P.S. if anyone in the (Santa Cruz/San Jose) area > wants to participate, reply to the group. I have quick > internet connections to make collaboration easier. -- Marc J. Nelson SimRacing Online - http://www.simracing.com/ * Switch confused.net with concentric.net to reply...Confused-yet? *
I downloaded the SODA Off-road demo & the demo track editor. It looked quite easy to use, but it didn't look like 12 mile tracks would be reasonable. I found the Grand Prix Legends editor work-in-progress page (run by the fellow that did the F1 Grand Prix 2 editor) and it looks promising. If GPL can handle Nurburgring, it should handle my maps. Well, um, is it the short (~2-3 miles) course or the country roads 13+ mile course that comes with the game? The page documents what's been discovered of the file formats so instead of trying to develop graphically, I'm thinking of creating maps from real world data. There would be two possible approaches: 1) create a database from flat & topo maps, probably involving a lot of hand-entry. Tracing a map with Adobe Illustrator would give curves, but extracting them would be irritating. 2) do a GPS survey like the CART:PR folks did. It isn't possible to walk 17 and I don't think GPS receivers and altitude sensors are fast enough to track to 10' at 40MPH, so this is out. I think a text language version of the GPL track description and a compiler is the way to go. I can turn maps into this language with a program to get featureless, but accurate driving courses, then tweak the look by hand. Some of the best Quake maps were done this way-- you imagine what you want & "write" it then view it in the game. -Morg >Soda Off Road
On Fri, 13 Nov 1998 18:21:54 -0800, "JimmyCarlBlack" >I downloaded the SODA Off-road demo & >the demo track editor. It looked quite easy >to use, but it didn't look like 12 mile tracks >would be reasonable. Yeah, I think SODA is limited to a fixed size box (maybe one by one miles, but don't quote me on that). 14.189 miles, 174 turns. <technical stuff clipped> Interesting project! Keep us informed. NAR Northeast Regional Contest Board site - points and more...

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