Jed,
I no nothing about programming and I am just a little curious. As far
as a track editor for nascar or
indycar2 is concerned.
Is it not possible because there is information you just don't have
access to
or
Is it just such a big job that it wouldn't be worth the time to do
or
Are there as I write this little men in the ba***t of The Pits
working on such an editor.
I am sure I speak for everyone who say great job on all the work you
guys have done.
John
Why there is no track editor for Papyrus sims
A reader asked Jed of The Pits why nobody had made a track editor for NASCAR Racing or IndyCar Racing II. Jed said the file formats were very hard to work out without specifications from Papyrus. Others argued that user-made tracks would extend the games' lives, as Doom levels and Need for Speed tracks had done. Sceptics replied that making tracks is complex and that extra tracks don't make money.
Automated summary.
Hey c'mon lay off the guy. Look at what he's given us already, just let
things develop at their own pace ;) Hassling will only hinder things.
Cheers!
John
_________________________________
__ _____| |_____ __
_________| |__| :| John Wallace | |__| |_________
\ :| |::| :| Team WW Racing TSW | |::| | /
> :| |::| :|_________________________________| |::| | < / :|__|::|____:/ -=Ayrton Senna=- \.____|::|__| \
/_______:/ \::/ Racing is in my ***, it's part of me \::/ \._______\
>Hey c'mon lay off the guy. Look at what he's given us already, just let
>things develop at their own pace ;) Hassling will only hinder things.
Sorry! Guess I'm just getting frustrated floundering around in MIP
files all day! ;-)
I think at some point its going to get too much for Papyrus and
someone's going to have to give us the file specs!
Jed
The Pits
www.ukps.com/thepits
www.fwb.gulf.net/~jkohl/thepits
What's Papyrus' problem? I thought Nascar was totally dull until I got the ICR2NCAR thing. Now I've dug
it back out. All these editors are prolonging the life of their games.
They're mad, mad I tell you, MAAAAAAAAAAAAAAAAAD!
--
---------------------------------------
---------------------------------------
>I think at some point its going to get too much for Papyrus and
>someone's going to have to give us the file specs!
What's their story, why won't they release them? ICR2 and Nascar would
both get far more popular if there were public-domain tracks available
on the net. Everybody loves these games but the same tracks over and
over get boring after a while - why's that so hard for them to
understand?
Joe
Quoted text (10 lines)
>>I think at some point its going to get too much for Papyrus and >>someone's going to have to give us the file specs! >What's their story, why won't they release them? ICR2 and Nascar would >both get far more popular if there were public-domain tracks available >on the net. Everybody loves these games but the same tracks over and >over get boring after a while - why's that so hard for them to >understand? >JoeQuoted text (17 lines)
> >>I think at some point its going to get too much for Papyrus and > >>someone's going to have to give us the file specs! > >What's their story, why won't they release them? ICR2 and Nascar would > >both get far more popular if there were public-domain tracks available > >on the net. Everybody loves these games but the same tracks over and > >over get boring after a while - why's that so hard for them to > >understand? > >Joe > Hmmm........maybe we should remind 'em of how popular Doom is with > everybody and his brother coming up with extra levels for it. They > should realize that when people have some input in a game, they're > gonna like it a lot more. If there were as many ICR2 and NASCAR tracks > available as there are Doom wads.........makes my mouth water just > thinkin' about it.DB> What's Papyrus' problem? I thought Nascar was totally dull until I
DB> got the ICR2 NCAR thing. Now I've dug it back out. All these editors
DB> are prolonging the life of their games.
Me too - I've been enjoying Nascar again - rolling those trucks through
the corkscrew or trying to sort out a huge powersteered slide around the
first corner at Cleveland is fun - revived the game and making me
consider the track pack to have a look at Sears Point.
So, if you're reading this Rick Genter, remember a few threads last year
about modular front-ends, track pack add-ons, etc being a popular idea
that would be worth persuing.....
If Papyrus had said these, the track editor, etc would be along in '96,
people would have sat there, waiting......look at the effect Crammond
delays have.....
Instead, we had "it's not possible" and the like.....so people like
Gerhard have done it themselves......an opportunity for Papyrus lost.
Cheers!
---
* RM 1.3 U0414 * One day, Son, this space will be filled by witty taglines.
>Hmmm........maybe we should remind 'em of how popular Doom is with
>everybody and his brother coming up with extra levels for it. They
>should realize that when people have some input in a game, they're
>gonna like it a lot more. If there were as many ICR2 and NASCAR tracks
>available as there are Doom wads.........makes my mouth water just
>thinkin' about it.
Exactly. A bit of an aside, I bought Need for Speed yesterday (and a
Thrustmaster T2 steering wheel - yahoo!), and one of the deciding
factors is that I heard there is a track editor on the net, and there
will no doubt be a lot of tracks soon.
Need For Speed is a _fantastic_ game, BTW, I'm surprised I haven't
heard more about it. Of all the arcade racers, this one has the most
realistic, heart-pounding, pedal-to-the-metal kind of feel. With the
wheel/pedals combo I can use real-world driving techniques to recover
from skids and so on. And it has superb built-in tracks. Over all,
very impressive.
Joe
>Yeah, can you imagine it... web sites chock full of new tracks, and when someone writes an important one
>[such as the big Nurburgring] everyone will flock to get it. With all these tracks flowing around, no one
>will be able to resist buying a papyrus sim!! Competitions could be held on new tracks, and in turn that
>would probably boost the popularity of that Hawaii games network thing. $$$$$ for Papyrus just waiting to
>be taken!
I wrote and e-mail to Rick G about the marketing possibilities of
supplying extra tracks, even made up ones to the market.
I also suggested a common file format for track data plus an auxillary
NAS/ICR2 specific file. That way, any track would work on any sim.
I can't think what Papyrus are currently work on unless its a GT
endurance game. Mind you, if they did do it, you wouldn't get Daytona
because of licensing. Sounds familiar??
If your going to lose the 'main' race of a series, its hardly worth
doing. I mean, Indycar without the Indy?
You could compensate by stick a few more tracks in.
Hey guys! Listen, you can't go on 're-doing' Nascar and Indycar
forever. Yes ICR2 is better than ICR1 but the tracks are the same.
Like I said, forget licensing and work on new tracks or a 'usable'
track editor. If you don't do something soon, things are going to
start to burn out.
Jed
The Pits
www.ukps.com/thepits
www.fwb.gulf.net/~jkohl/thepits
>Like I said, forget licensing and work on new tracks or a 'usable'
>track editor. If you don't do something soon, things are going to
>start to burn out.
I don't know if this is at all possible or not, but has anyone looked
at writing a track converter for Need For Speed <==> ICR2? Not only
are there some great tracks in NFS, there is a track editor under
development (beta version available on the net). So if we had a
NFS/ICR2 converter we would also get a track editor that could be used
for ICR2.
Joe
Quoted text (9 lines)
>>Like I said, forget licensing and work on new tracks or a 'usable' >>track editor. If you don't do something soon, things are going to >>start to burn out. >I don't know if this is at all possible or not, but has anyone looked >at writing a track converter for Need For Speed <==> ICR2? Not only >are there some great tracks in NFS, there is a track editor under >development (beta version available on the net). So if we had a >NFS/ICR2 converter we would also get a track editor that could be used >for ICR2.>This is almost impossible because ICR2 and NFS use a completely
>different way of track description. ICR2 still uses 3d modelling,
>whereas NFS uses a bitmap oriented definition. However, it would be
>possible to use Nascar tracks in ICR(2). I tried this. There only
>needs to be some converting done between the two programs and the
>tracks can be exchanged.
I've tried the Nascar tracks too - I love taking the indycars out on
Talledega! It's a shame about NFS/ICR2 - NFS has some incredible
courses that I'd love to try the indycars on (not to mention taking
NFS's Ferrari out on Talledega).
Joe
Quoted text (8 lines)
>>I think at some point its going to get too much for Papyrus and >>someone's going to have to give us the file specs! >What's their story, why won't they release them? ICR2 and Nascar would >both get far more popular if there were public-domain tracks available >on the net. Everybody loves these games but the same tracks over and >over get boring after a while - why's that so hard for them to >understand?: I wrote and e-mail to Rick G about the marketing possibilities of
: supplying extra tracks, even made up ones to the market.
There is no money in selling extra tracks. The Nascar Track probably cost
more to produce than it brought in.
: Like I said, forget licensing and work on new tracks or a 'usable'
: track editor. If you don't do something soon, things are going to
: start to burn out.
Rick has mentioned this many times, so I don't understand why you guys still
can't grasp it. Designing a track is not the simple task you make it out to
be. The tools used are complicated and very user-unfriendly. Your average
JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
to put it nicely.
The only alternative is to spend millions of dollars redesigning the tools to
make them intuitive. So if you folks want to scrape up a couple of Mil,
perhaps you could persude Papyrus to do this.
Mike_l
>Boring?!
>Bl00dy hell, I wish I had as much spare time as you to spend on these
>tracks until they get boring! d8-)))
Well, I'm not saying I don't still enjoy the games. Every Papyrus
product I've ever bought has been well-worth the money, add-on
products or no add-on products. But I'm a junky for novelty, what can
I say.
Ditto.
Joe
Quoted text (11 lines)
> Exactly. A bit of an aside, I bought Need for Speed yesterday (and a > Thrustmaster T2 steering wheel - yahoo!), and one of the deciding > factors is that I heard there is a track editor on the net, and there > will no doubt be a lot of tracks soon. > Need For Speed is a _fantastic_ game, BTW, I'm surprised I haven't > heard more about it. Of all the arcade racers, this one has the most > realistic, heart-pounding, pedal-to-the-metal kind of feel. With the > wheel/pedals combo I can use real-world driving techniques to recover > from skids and so on. And it has superb built-in tracks. Over all, > very impressive.Actually, there is a train of thought that suggests that some
players would prefer a _limited_ number of tracks, so you get to
practise a few specific tracks in more depth. For example, Sega
constructed 9 circuits for the Virtua Racing arcade machine but
only included 3 of them in the finished version (this has been their
philosophy ever since). In any case, there is no point in Papyrus
throwing $$s at a circuit designer - it would be a commercial
flop as the amount of input required for a home user to create
a circuit (including the AI, of course) would be massive. Few
people (except for a small handfull on r.a.s) would be willing
to invest the time or effort in designing such circuits.
Fraser
>Rick has mentioned this many times, so I don't understand why you guys still
>can't grasp it. Designing a track is not the simple task you make it out to
>be. The tools used are complicated and very user-unfriendly. Your average
>JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
> to put it nicely.
I don't know if you've been reading this thread from the start, but I
do understand the implications and how difficult it is.
My background is in 3D design using CAD systems and simplifying data
so that it can be bougt into software and used in a realtime model.
I never used one program to do this and had a mixture of commercial
packages and custom written tools to produce the final product.
Yes, the majority of users wont want to or be able to create tracks
and there is no way you could create a simple, modular design program.
My point, and this is personal, is that we've had ICR1 and 2 and
Nacsar and my assumtion is that they are working on a different type
of sim or producing Nascar 2.
I felt that with ICR2 that, yes, it was a better physics model better
looking and tidier, but I already had all the tracks and was craving
something new.
I would liked to of seen some different tracks with ICR2, maybe just
one or two say.
Or if they want to put the hassle on to us and make some money, why
not publish a book with the track file specs in it?
Jed
The Pits
www.ukps.com/thepits
www.fwb.gulf.net/~jkohl/thepits
Oh please! So they just did it to amuse themselves one afternoon? They
are a business. and if they did this and never turned a profit than not
a very good one. Either they made money or they should charge more (or
less and get more sales).
I don't understand why YOU can't grasp it - when you consider what's
already been managed WITHOUT being told any of the track specs, it's
pretty obvious that you're SEVERELY underestimating the intelligence of
people racing these sims. The average fan doesn't need to understand it,
just a few people who will make good tracks. Just like the car
designers, the wheat will soon become separated from the chaff (sorry to
all you chaffs out there!).
John
_________________________________
__ _____| |_____ __
_________| |__| :| John Wallace | |__| |_________
\ :| |::| :| Team WW Racing TSW | |::| | /
> :| |::| :|_________________________________| |::| | < / :|__|::|____:/ -=Ayrton Senna=- \.____|::|__| \
/_______:/ \::/ Racing is in my ***, it's part of me \::/ \._______\
>Rick has mentioned this many times, so I don't understand why you guys still
>can't grasp it. Designing a track is not the simple task you make it out to
>be. The tools used are complicated and very user-unfriendly. Your average
>JoeBob Nascar fan just wouldn't be able to figure out how to use the tools,
> to put it nicely.
True, but he doesn't have to - if there's ten people on the internet
designing tracks (there must be ten bright power-user tech types among
the legions of Nascar and Indycar users) then JoeBob will have all the
tracks he'll ever need. All he needs to do is download them from the
net.
No, there is another alternative, which I'd like to propose to Papyrus
if anyone's listening here. I was in an identical situation with some
mapping software we developed and sold. Users wanted the map
importing/configuration program but we didn't want it out there
because we knew we couldn't support it. So we only distributed it to
_qualified_ users, and even then with an explicit license agreement
that we were supporting niether this program nor the data produced
with it. Seems like a good middle ground, which today wouldn't be that
hard to setup. Start with a simple survey form on a web page to gather
info on peoples' capabilities, follow up to a couple dozen of the good
ones with one phone call, and if they sound good and agree to the
license, off they go.
It's not as is Papyrus isn't going to benefit from this. There are
certain customers who are *** racers, deeply into the Papyrus
games because of the realism, and I suppose it wouldn't make much
difference to these folks. But there's a lot more folks out there too,
folks like me who are just racing junkies. I buy most new racing games
that come out, and no matter how good they are, sooner or later I get
bored with the tracks. I track editor (or the availability of public
domain tracks on the net) would extend the life and value of the games
immeasurably for me.
Joe


































