First car in game and some problems

Hi and happy new year everyone ! :) This is my first converted mod for Racer.

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I have some questions and please help me a little because i don't know what to do next. Any suggestions will be appreciated :) Here is my common questions (i know it's to much - sorry).

First of all. I import car using Zmodeler 1.07b and change some car.ini lines to export it in game. I use game version racer0655. It's possible to import this car in new version of game ? Lets say racer0.9.0_rc4 ?

Car is black in rc4. In car.ini i change only version=090b.

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1) I have some wheel problems. How to make correct wheelbase and track for car ? I need change some values only in car.ini file or change x,y,z (location) in Zmodeler 1 ?

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lTYyXzUi1FuabvVdxmPX4il3kFZfmTst/Sd8w4+tE3FbaIuB2pUIJZlspGbMMotzVxv8rSxp7WpMLhjlvbMQQL/itaRTtChih1ZJ1BOumXL48DIpwXXaJZltY1WXLe34SOs9rTibWnZxSkvtdl3icUtMAsd+4DUt5DjI/V1KvevST5Ae034mHd8h7zbhMCtPUXZrWzNqbchyHgJKlKb2VpvZro0lQBVAUDgJsiJo0IiIOiR62DRjmIs3zL2T7jfJERVnGrInV1V7rCoOT9k/1jT3Efb1H8wGn+Ld/UNJLicr8HK/BWbQ23TpHLqzWFgNxvu7W60wpbOaqQ+IIbitMd1fP5jJR2cgN0vTbmml/MbjN9BXF87BuRC5dPHUzNNv5GOLb+RsAnsRNlRERAEREAREQBERAEREAREQBERAE0YqqVGiFydMo/cnQCIg4RaezcxDVQptuRRZV/dj5ywnsTiSRxRSERE6aEREAREQBERAEREAREQBERAEREATF3ABJIAG8nhEQ9HG6R/9k=

2) How to make mirrors, gauges and lights work ? There is any lesson about animated parts ?

3) I read about bounding box but can't find command how to turn on/off it in game. Maybe this don't work for my version ? Looks like this.

4) From where i can reduce car height (make it low). I mean space between car body and wheel.
 
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For the wheelbase, I hope that the car model is realdimensions, then :
In zmodeler look where the front wheel should be, like z=1.30
Then, with the wheelbase you "guess" for the rear axle,
z=1.30-wheelbase
And it's done ;)
For the track
X=+/-(track/2)
 
Well. You import car with 2 wheels in game ? I have separated .dof models for car body, steering wheel and left/right wheels. Don't understand how i can fix track in car.ini file. In short i use this method. Can you tell me why this way don't work for new versions (ex: Racer v0.9) ?


 
General tips:

Visit racer.nl's documentation section and study it thoroughly.

Familiarize yourself with the contents of qlog.txt and use it extensively during content creation.

For the most part, the topics you describe are not specific to any Racer version and outside of features that are missing in older versions or have been fixed/changed, none of it has to do with older and newer betas.



Wheelbase and trackwidth:

Object positions in car.ini are set in relation to the body mesh origin. Wheel positions can be controlled through the values for x and z in the suspension section of car.ini. For an explanation on how to set up the wheelbase, specifically read the section under the "Center of gravity - on weight distribution" header.

http://www.racer.nl/reference/carphys.htm#bodycg

In specification sheets, trackwidths are usually given in as the total distance between the centrelines of the wheels on an axle. Since Racer references the body origin, you have to divide the total track by two and apply it to the individual suspension instances, positive for the left side, negative for the right side. The actual wheel mesh files are irrelevant for the physics calculations, but you probably want to leave them centric.

Mirrors, gauges and lights:

The easiest way to learn how these work is to study the documentation and look at working examples. Mirrors are controlled via material and shader settings. Gauges can be set up in views.ini. Lights can be done in a variety of ways, from simple lights instances in car.ini and up to more complex mesh/shader based solutions.

Bounding box:

You can disable the collision box in car.ini, by making its size zero on all axes. Much better would be to simply set the box size properly there or even use a simple, special collision mesh. You can visualize the box ingame by entering "show carbbox" ("hide carbbox") into the console; another useful command would be "show carpoints".

Ride height:

If you only care about making pretty pictures, use the y offset in car.ini's suspension section to move the attachment points vertically. For a proper adjustment of ride height, you'll need to read up on the different suspension length values and adjust them to suit your requirements, while avoiding clipping issues and so on.

edit: I would suggest not to follow the setup guide (part 2) too closely. In particular, don't adjust crucial settings like wheel positions solely "by eye". Scale mesh files so that they fit realistic dimensions (wheelbase, trackwidths), unless you want to drive something that is supposed to be a Fiat Panda, looks like a Fiat Panda but behaves like a stretch limo on stilts.
Also, scaling and wheel positioning should be among the first things you do when importing a vehicle into Racer. If you later notice it's not been done and is wrong, you will have much more work to do again and again.
 
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I try to export car in Racer0.9.0_rc4. There is some limits for .dof files ? In Zmodeler 1.07b i export my car body as .dof and it's not saved correctly.

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The result

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Solved this problem. My mistake. I forget one step.

There is lot of matte names in material list and i use white.tga texture (512x512) for all of this. Maybe this cause black car problem ? In game car exterior is black but i see textures.

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Hi. I want to ask about car export from 3DS Max 2010 to .SRE file. I have problem and i don't understand i do something wrong or Racer have poly limits. In his case car have 600 poly.

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Maybe i need to change some settings here ? :)

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