How about now RuDeE?
I would love to work more on Traxx, simply to make my life easier too, but right now I'm too knee deep with the engine and the AI Bots work is proving to be significantly slower than I hoped. I've been at it for 5 days now and I'm still nowhere near having a decent model. Have something that barely beat the original but that's not really a high bar. lol
JSTrackViewer - Online 3D track viewer
Re: JSTrackViewer - Online 3D track viewer
Looking great Kmaster!
That's interesting about the Evo checkpoints, because they do show in the object editor of Tracked4. (Yes, screenshots work now, Fila. Thanks!) In Tracked3, I think they even have a nice rainbow shine to them.
That's interesting about the Evo checkpoints, because they do show in the object editor of Tracked4. (Yes, screenshots work now, Fila. Thanks!) In Tracked3, I think they even have a nice rainbow shine to them.
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Re: JSTrackViewer - Online 3D track viewer
thanks RuDeE
well that looks a lot better than tracked2
I'll see what I can do regarding Evo to MTM2 conversion. Now with the expanded limits having that many objects on the map wouldn't be an issue. Also a SMF to BIN converter would be nice. Evo vehicle support for JSTruckViewer is coming also (and SMF support for JSPOD and KPOD).
JSTrackViewer v0.96: sun controls, tidier sidebar, smoother terrain
well that looks a lot better than tracked2
JSTrackViewer v0.96: sun controls, tidier sidebar, smoother terrain
- New Sun panel Every one of these games stores where the sun sits in the sky, and the viewer now reads it and tells you: the compass direction and how high above the horizon it is. Aztec is lit from the west, Laguna Seca from the south, Pikes Peak from the south-west.
You can also move it. Two sliders swing the sun around the compass and raise or lower it, so you can see a track under a low morning sun or at midday, and Restore Track Sun puts it back where the track wants it. The Sun and Gamma sliders moved into this panel too. - Fixed: the sun was on the wrong side on some tracks The north–south part of the sun direction was being read backwards. Most tracks weren't affected because their sun is due east or west, but 13 of the 17 CART Precision Racing tracks and a handful of Terminal Velocity levels were being lit from the north when they should have been lit from the south. They look right now.
- Terrain shading is much smoother Hillsides used to light up in hard squares, one flat shade per terrain tile, which made everything look faceted and blocky. Slopes now shade smoothly across the whole map, so hills read as hills. This applies to every game.
- Collapsible sidebar Click any panel heading to fold it away. Handy on tracks that fill the sidebar with View Options, Sun, Track Data and Stats all at once. The navigation map at the top stays put, since that's the one you're actually clicking on.
- The browser tab now says what you're looking at (JSTrackViewer - Pikes Peak (EVO2)) which helps when you have several open at once.
- The Wireframe option now covers Hellbender's underground caverns as well, not just the objects in them.
Re: JSTrackViewer - Online 3D track viewer
work in progress: test drive mode
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Re: JSTrackViewer - Online 3D track viewer
Ok... Now the community is cookin' here!
Would this test drive mode somehow be able to mimic MTM2's physics/driving model as well? It's probably easier said than done, but would be interesting to see nonetheless.
Would this test drive mode somehow be able to mimic MTM2's physics/driving model as well? It's probably easier said than done, but would be interesting to see nonetheless.
Re: JSTrackViewer - Online 3D track viewer
What's new in JSTrackViewer v0.9.7
Test Drive mode
You can now drive a truck around the track you are viewing, from any of the supported games
Load a track as usual, then use the new Test Drive panel to load a MTM1/2 truck POD. The panel lists every truck the archive contains, and clicking Drive puts the selected one on the starting grid. Physics mimic MTM2 truck behaviour.
Controls: Up/W throttle, Down/S brake, Left/Right or A/D steer, Space handbrake, V to cycle cameras, R to reset to the start. A gamepad works too. The controls hint at the bottom of the screen switches to the driving controls while you drive, and back to the flying controls when you stop.
Live readout: speed, gear, engine rpm and the current camera are shown in the panel while driving.
Lap timing: on tracks that have checkpoints, the panel also shows your lap number, which checkpoint is next, your current lap time and your best lap. Tracks without checkpoints (drag strips, stadiums) simply do not show those rows.
Show hitboxes: draws a wireframe around everything the truck can actually collide with. Useful if you hit something that is not there, or drive through something that should be solid.
Switching tracks or loading a different truck parks you automatically, and the truck stays loaded so you can drop straight into the next track.
Better looking terrain
Smooth textures: new toggle for smooth or sharp (pixelated) terrain and object textures.
2px overlap: new toggle that switches between the full texture tile and the slightly cropped version MTM2 uses. MTM1 stock tracks really benefit from disabling this, I bet Cale is going to like this feature.
Shadows
The sun now casts real shadows from objects and trucks onto the terrain and the road surface. Sun light and shadows are separate checkboxes, so you can keep the lighting and turn shadows off if you prefer.
Sidebar reorganised
The old View Options panel had grown to nineteen checkboxes, so it is now split:
Markers holds the overlays: grid, course markers, checkpoints, nav points, CP markers, trucks, tunnels, powerups, underground, wireframe.
View Options holds what the scene actually draws: terrain, textures, objects, ground boxes, collision boxes, racetrack, water, background, animated textures, plus the new smoothing, overlap, sun and shadow toggles.
Several panels now start collapsed so the sidebar opens tidier, and every panel still collapses by clicking its heading. As before, controls only appear when the loaded track has something for them to do.
Other fixes
-Tracks with more than one background model now load and display all of them, instead of just the first. Laguna seca looks great.
-Checkpoint models are now off by default on MTM, Evo and CPR tracks, where they cluttered the view.
-Long status messages wrap instead of running off the screen.
https://juanputrerasm.github.io/JSTrackViewer/
Test Drive mode
You can now drive a truck around the track you are viewing, from any of the supported games
Load a track as usual, then use the new Test Drive panel to load a MTM1/2 truck POD. The panel lists every truck the archive contains, and clicking Drive puts the selected one on the starting grid. Physics mimic MTM2 truck behaviour.
Controls: Up/W throttle, Down/S brake, Left/Right or A/D steer, Space handbrake, V to cycle cameras, R to reset to the start. A gamepad works too. The controls hint at the bottom of the screen switches to the driving controls while you drive, and back to the flying controls when you stop.
Live readout: speed, gear, engine rpm and the current camera are shown in the panel while driving.
Lap timing: on tracks that have checkpoints, the panel also shows your lap number, which checkpoint is next, your current lap time and your best lap. Tracks without checkpoints (drag strips, stadiums) simply do not show those rows.
Show hitboxes: draws a wireframe around everything the truck can actually collide with. Useful if you hit something that is not there, or drive through something that should be solid.
Switching tracks or loading a different truck parks you automatically, and the truck stays loaded so you can drop straight into the next track.
Better looking terrain
Smooth textures: new toggle for smooth or sharp (pixelated) terrain and object textures.
2px overlap: new toggle that switches between the full texture tile and the slightly cropped version MTM2 uses. MTM1 stock tracks really benefit from disabling this, I bet Cale is going to like this feature.
Shadows
The sun now casts real shadows from objects and trucks onto the terrain and the road surface. Sun light and shadows are separate checkboxes, so you can keep the lighting and turn shadows off if you prefer.
Sidebar reorganised
The old View Options panel had grown to nineteen checkboxes, so it is now split:
Markers holds the overlays: grid, course markers, checkpoints, nav points, CP markers, trucks, tunnels, powerups, underground, wireframe.
View Options holds what the scene actually draws: terrain, textures, objects, ground boxes, collision boxes, racetrack, water, background, animated textures, plus the new smoothing, overlap, sun and shadow toggles.
Several panels now start collapsed so the sidebar opens tidier, and every panel still collapses by clicking its heading. As before, controls only appear when the loaded track has something for them to do.
Other fixes
-Tracks with more than one background model now load and display all of them, instead of just the first. Laguna seca looks great.
-Checkpoint models are now off by default on MTM, Evo and CPR tracks, where they cluttered the view.
-Long status messages wrap instead of running off the screen.
https://juanputrerasm.github.io/JSTrackViewer/
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Re: JSTrackViewer - Online 3D track viewer
random stuff:
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Re: JSTrackViewer - Online 3D track viewer
Test drive works decent, yet surprisingly well, and heck, those test drive physics, though not perfect, I can kind of imagine what my wishlist idea of a physics setting within the Garage menu of MTM2 would look like in that similar fashion. From Classic Circuit/Rally physics, to more modern and realistic Modern physics for such disciplines like Drags and Freestyle.
That being said, would it somehow be possible in the future to link JSTrackViewer to your local "monster.exe" in whatever you have it installed? Basically, load track per usual within JSTrackViewer, select truck within the Test Drive section, click Drive, from there whatever track and truck you have selected, the "monster.exe" boots up with it, and you can Free Roam in game with the track and truck you've selected (same with other TRI games).
It's probably easier said than done, but would be incredibly mind blowing to see nonetheless.
That being said, would it somehow be possible in the future to link JSTrackViewer to your local "monster.exe" in whatever you have it installed? Basically, load track per usual within JSTrackViewer, select truck within the Test Drive section, click Drive, from there whatever track and truck you have selected, the "monster.exe" boots up with it, and you can Free Roam in game with the track and truck you've selected (same with other TRI games).
It's probably easier said than done, but would be incredibly mind blowing to see nonetheless.
Re: JSTrackViewer - Online 3D track viewer
JSTrackViewer v0.9.8
Test Drive on Laguna Seca Preview: youtube.com/watch?v=9wUhHs4VzQM
Changelog
CART Precision Racing support
And to answer Ford-chan question: it's impossible for webpages to execute .EXE files, it would be a huge security flaw. Maybe if Fila creates a MTM2 protocol for browsers and adds support for track & truck loading from parameters. Still quite a workaround
Test Drive on Laguna Seca Preview: youtube.com/watch?v=9wUhHs4VzQM
Changelog
CART Precision Racing support
- Terrain heights now keep their full precision. CPR stores heights with 1/16 ft steps; the viewer used to round them to whole units.
- Fixed the CPR vertical scale. Terrain, the road layer and objects were drawn at half height against the 3D models, which left objects half buried and made the road look like it floated. Objects now sit on the ground as they do in game.
- Terrain cells now use the game's alternating (checkerboard) triangle split, which removes terrain spikes poking through walls on slopes.
- Closed circuits are now joined across the start/finish line, filling the missing piece of road at the start line.
- The road layer now stops at its walls, as in game. Sand strips outside the walls are no longer drawn.
- Wall panels are now half as tall, matching what is rendered in-game.
- Fixed shadowed road pieces showing incorrectly.
- Test Drive: the CPR road surface now carries the truck and the walls and catch fences stop it.
- Test Drive: the truck now starts and resets on the road surface instead of the ground below it.
- New Speed slider under the minimap (5% to 100%) for arrow-key and A/Z flying speed. Defaults to 25% of the old speed and is remembered per browser.
- The version number is now shown in the header, and the title links to the GitHub repository.
- Rotated MTM2 models fixed: upside-down or tipped models are now turned about their true origin, as MTM2 does.
- Off-centre models placed correctly: models whose origin isn't in the middle of their shape are no longer shifted sideways.
- Drive mode matches: collisions use the same placement as the drawing.
- Fixed very dark texture palettes being shown about four times too bright.
- README updated: CPR road layer behaviour, Test Drive limits, the Speed slider, and related projects (JSMTM2Converter added).
- CPR reverse-engineering docs updated with the height scale proof, loop closing, wall clipping, terrain split and palette findings.
And to answer Ford-chan question: it's impossible for webpages to execute .EXE files, it would be a huge security flaw. Maybe if Fila creates a MTM2 protocol for browsers and adds support for track & truck loading from parameters. Still quite a workaround
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