JAM Tutorial v0.1

Started by Martijn Keizer.

Contributions by
Bob Culver
Paul Hoad
Snqqpy.dog
Michael Hompus
.....

In this tutorial you'll find everything you want to know about JAM files. If you still have questions about JAMs that are not answered here, do NOT ask me.

Credits go to Paul Hoad for starting this GP2-scene, and to all contributers on the forum.
 

Part 1 - general

1) What is a JAMfile

2) Use of JAM-indices

3) Size of Textures

Part 2 - the Track editor

4) Inserting and removing JAM files in the TE

5) Pointing to JAMindices with 0xBC and in objects

6) Limits for JAMming

Part 3 - the JAM editor

7) Pallettes

8) Transparancy

9) Changing the index of a texture

10) unusable indices

11) Changing the size of a texture

Appendices

A1) History

A9) Appendix: raw forum data.

 

Part 1 - General

1) What is a JAMfile

A JAM file is the file GP2 uses to store textures. So in the JAMfile there is data to define the texture (pixels), and also data that define the pallette-range of each texture and the index every texture has.

2) Use of JAM-indices

Like told in chapter 1, every texture has an index. With this index, you can point to this texture, to place it on a ribbon, verge or object. You can use the same index twice, the game won't crash. But the last texture with that index will overwrite the previous ones, and those will not be seen in the game.

3) Size of Textures

The JAMfile seem to have a fixed, maximum size of 256x256 ? Not sure, though. The total size of the textures is also limited. So you are usually not able to insert more than 27 JAMfiles or so, before the game crashes. If you use a lot of smaller JAMfiles, you may find 28 the limit.
 

Part 2 - the Track Editor

4) Inserting and removing JAM files in the TE

From the tree display, go to you jam files (toward the end). highlight one of the jam files. click the right button of your mouse. A pop up screen gives you 6 choices..insert, remove, view or rename jam file or move item up or down. Pick insert jam file, after several seconds pop up box lets you select which jam file to insert.
 
 
 

5) Pointing to JAMindices on ribbons and in objects

About objects:

( By Michael Hompus)
Go to the pop-up screen (click twice on internal object)
Scroll down till you see some comment like :'part of 0083
texture command' or something like that (ie: 008f or 0003)
The look at a value 0 followed by 16, this is the first texture,
then you have a value 1 followed by 16, this is the second texture,
then you have value 2 followed by 16, this is the third texture...
And so on till you got all the textures.
Paul's editor don't recognize all of the textures (the starting light got 10, the editor says 9)

About ribbons:
Use the 0xBC command. See Addie's command library for all about this command.
 

6) Limits for JAMming

There is a limit to the amount of total JAMsize you can insert in your track.

The problem with tracks crashing in quickrace and NOT in free practise is due to JAMs. Remove one or two JAMfiles and see if it helps. This is because in a quickrace, the "crowd" texture is somewhat larger than the "empty stands" texture, and that may just put you over the limit.
 

Part 3 - the JAM editor

7) Pallettes

by Ando...
I wrote that you'd have to change the layout of the JAM (ids and so on...)
before importing the bitmap with gp2jam. That's completely wrong! It's the other
way around. If you want to change the layout of the JAM, you'll have to import
the bitmap with gp2jam to the old JAM. Then load the JAM into the JAM-editor and
change everything you want. The JAM-editor will now change nothing belonging to
the colour range or so. This just happens when importing a bitmap in the editor.

 

8) Transparancy

Some textures are programmed to be transparent, others are not. This is determined by....

9) Changing the index of a texture

Indices are changed by diouble-clicking on a texture-entry. A pop-up box pops up (that's quite natural for a pop-up box to do) and asks for a new ID.
 

10) Unusable indices

These JAMfiles are always loaded in the game, and therefore you should not use these indices. That may cause some weird effects. (list by Bob Culver)

Helmets.jam 545-572
Cars (lotus.jam, jordan.jam, etc.) 531-544
pc-wheel.jam 672,673,678,667
pc-extra1.jam 669, 670, 676, 679
pc-extra2.jam 681, 682, 677, 668, 403
mpush.jam 411-415, 404
pitprop1.jam 431, 671
pitprop2.jam 426, 427
pcjack.jam 674, 675, 680, 683, 684
cshad1.jam 225
damage.jam 405-409
fuel.jam 18-21
rcr1.jam 432-464
rcr2.jam 642-666
rcr2a.jam 465-476
rcr2b.jam (same as rcr2)
rcr3.jam 577-641
rcr4.jam 685-725
rcr5.jam 726-746

b1ftr.jam #302-321
b1rtr.jam #269-288
b2rtr.jam #256-268
b2ftr.jam #289-301

flagcheq.jam #386, 389, 394, 397
flags1.jam #395, 396, 398-401
chequ1.jam #387, 388, 390-393
 

11) Changing the size of Textures

 

Appendices

 

A1) History

2/9/98 published version 0.1, chapters, and some text.
28/8/98 asked for JAMinfo on the Forum

A9) Raw forum data.




"More Unusable jams" was posted by Bob Culver from 153.35.215.47:
 

Additional unusable jam id numbers (sorry I missed them the first time Paul!). All of the tire jams

b1ftr.jam #302-321
b1rtr.jam #269-288
b2rtr.jam #256-268
b2ftr.jam #289-301

Also. Paul as a reminder (since you don't have them in 1.6.7 help) the various flag jams probably should be listed:

flagcheq.jam #386, 389, 394, 397
flags1.jam #395, 396, 398-401
chequ1.jam #387, 388, 390-393

Although it looks like there are two different chequered flag possibilities, if you knew which one your base track used, you could probably use the other id's (maybe Austrilia uses the different one (remember the marshall in Adelaide?))



"Re: Jams" was posted by Bob Culver from 153.35.215.47:
 

Some are used no matter which track and many are not scenery or "fixed" object related. Some id's might be a pit building wall on one track and a house wall on another.

Patrese said the following:

Is the Jam ID a unique number of all gamejams, not just only the jamfiles included in one track?


"Re: Jmas Jams Jams" was posted by Graham D from 194.125.2.232:
 

I've packed the dmn things in as much as I could and I still need the room!
I don't know what to do, if I remove anything my whole track comes crashing down, I really need them make smaller

Bob Culver said the following:

I would look at some of the other jam files like ftrees.jam, dtrees.jam, t_monles.jam, t_monsp.jam and look at each of the jams to see if you really need them. Some of the tracks have several jam files for tree objects and ribbons that could easily be consolidated without detracting from the overall appearance if you really need to save jam file space. You may also be able to consolidate to one adverts.jam file instead of the several that are usually there.

Graham D said the following:

Great if you can ,but meanwhile, I'm still having problems,
I really need to be able to reduce the size of a .jam file or else texture map the entrance and exit to the pit entry,
Inside the pit lane is ok, but before the walls start and after they end I can't texture map them, why? I really need help on this, My track won't load because of the _dproad jam and without it I have no road texture.

PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE HELP!!!!!!!

I'm Desperate!!!

Paul hoad said the following:
 

I am in the process of think about a new version
but it will require a rewrite of alot of code so
I'm holding back until I know all the issues.

at the moment the jam editor simply allows
the changing of the id's but I understand
what you need and I hope to come up with
a solution as soon as I get time.

Paul Hoad

Graham D said the following:

Hi,ok,
Thanks for the help with jams, but,
How do I get the overall size of a jam file to change, I can change the individual ids, but I can't lower the size of the jam file itself,
because changing the size of the individual ids makes no impact but I presume that's because the jam file itself is not reduced,

so is it possible or could Paul maybe make it possble in a new version of the jamid editor?
(if it's not too much work)



Hi Martijn,

I have to correct myself or better: my posting in the forum.

I wrote that you'd have to change the layout of the JAM (ids and so on...)
before importing the bitmap with gp2jam. That's completely wrong! It's the other
way around. If you want to change the layout of the JAM, you'll have to import
the bitmap with gp2jam to the old JAM. Then load the JAM into the JAM-editor and
change everything you want. The JAM-editor will now change nothing belonging to
the colour range or so. This just happens when importing a bitmap in the editor.

I hope I didn't lead you to big problems... :)

CU
Ando.



 

 
Re: Jams and Ids and.........." was posted by SNQQPY.Dog <mailto:snqqpy.dog@virgin.net> from 194.168.63.124:
Hi Graham

On question 3
Were you referring to the continuous yellow line, either side that runs the pit length?

I searched extensively for a cmd for this and for the track lines. The onlw way I know how to do it is change the colour produced with the index yellow.
In the case of the pitlane it is 60. So insert an 0xc9 and set the values to;
60;0;0;43;0;0;0;50

If this isn't white enough increase the last argument anything upto 64 to get the shade you require.
As always remember that all index 60's will change to white. This isn't a problem if just remove it from any badly effected gfx.
I did this in Barcelona98!

Hope this helps :o)
"SNQQPY.Dog"
 
 
"Re: Jams and Ids and.........." was posted by Martijn <mailto:a@b.c> from 130.161.124.18:
If I would have to make a bet, I would say the total SIZE of the JAMs.

That would make the "track crashes in quickrace but not in free practise" bug also easy to explain; as the crowd texture is larger than the empty stands, you just go over the edge of allowed JAMsize. The only thing that changes is the size of this JAM, not the amount of JAMs not the amount of IDs.

So a way to solve this problem is (perhaps) create a JAMfile yourself with lots of little JAM bits from JAMs you only use partially. Then you can often do with one custom JAM that would otherwise take 4-6 standard JAM files.

Martijn
Graham D said the following: <mailto:garhamd@xoommail.com>
OK another question,
when a track won't load because it has too many jams, what is specific(sp?) makes the track not load,

is it too many .jam files,
is it too many .jam ids,
or is it the size of a individual id,

Like, if I reduced the size of an id would I have a better chance of it loading,
if I reduced the number of Ids in one .jam file would it load (if thats possible?)
or do I just have to get rid of a full .jamfile?

I'm asking because my track won't load with the _dproad .jam which is ok only I can't texture the first and last parts of the pits and I therefore need it, but I can afford some individual jams ids
 
 
 
"Re: Jmas Jams Jams" was posted by Graham D <mailto:grahamd@xoommail.com> from 194.125.2.232:
I've packed the dmn things in as much as I could and I still need the room!
I don't know what to do, if I remove anything my whole track comes crashing down, I really need them make smaller
Bob Culver said the following: <mailto:culverr@bigplanet.com>
I would look at some of the other jam files like ftrees.jam, dtrees.jam, t_monles.jam, t_monsp.jam and look at each of the jams to see if you really need them. Some of the tracks have several jam files for tree objects and ribbons that could easily be consolidated without detracting from the overall appearance if you really need to save jam file space. You may also be able to consolidate to one adverts.jam file instead of the several that are usually there.
Graham D said the following: <mailto:grahamd@xoommail.com>
Great if you can ,but meanwhile, I'm still having problems,
I really need to be able to reduce the size of a .jam file or else texture map the entrance and exit to the pit entry,
Inside the pit lane is ok, but before the walls start and after they end I can't texture map them, why? I really need help on this, My track won't load because of the _dproad jam and without it I have no road texture.

PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE HELP!!!!!!!

I'm Desperate!!!
Paul hoad said the following: <mailto:paulh@autosim.com>

I am in the process of think about a new version
but it will require a rewrite of alot of code so
I'm holding back until I know all the issues.

at the moment the jam editor simply allows
the changing of the id's but I understand
what you need and I hope to come up with
a solution as soon as I get time.

Paul Hoad
Graham D said the following: <mailto:grahamd@xoommail.com>
Hi,ok,
Thanks for the help with jams, but,
How do I get the overall size of a jam file to change, I can change the individual ids, but I can't lower the size of the jam file itself,
because changing the size of the individual ids makes no impact but I presume that's because the jam file itself is not reduced,

so is it possible or could Paul maybe make it possble in a new version of the jamid editor?
(if it's not too much work)
 
 
Re: a question to all...!!!" was posted by Bob Culver <mailto:culverr@bigplanet.com> from 153.35.224.145:
Not necessarily video, but an overall RAM limitation of some sort. I'm sure most of you have noticed how "slow" the start of a race at Monaco is, even with 200mhz and up Pentiums. Monaco definately has the largest amount of JAM space (not id's or number of JAMS, but size of jams). So, when we get all of those cars (which are all multiple jams) at the first turn with all of those buildings with all of those jams, the capacity of the processor is stretched to its limit. Remember that GP2 was designed to run (at minimum) on a 486, 100 mhz computer!! Somewhat of a dinasour by todays standards!! And, the jams that we are adding and deleting have nothing to do with many of the other jams that GP2 uses. The number of jam ids just to display the other cars, for example, is about 185.
ahf said the following: <mailto:ahf@gmx.net>
Well, and after looking into the sources, ;)
I can tell you that videoramsize isn't your problem here...

Frank
Paul Hoad said the following: <mailto:paulh@autosim.com>

I for one don't know this answer
And I would think that it would require a
look at the source to do such a thing

Paul Hoad
Martijn said the following: <mailto:a@b.c>
Maybe we do not answer your question because we don't know the answer. So you can ask this question many, many times, even use capital letters to indicate you're really shouting out loud, but what we do not know, we cannot tell you.

Martijn
Obi Offiah said the following: <mailto:Obi Offiah@www.Virgin.net>
In a post before the forum problems, I wrote about having problems increasing the number of jams or jam ID's at certain tracks a la Imola, (At track loading the game would crash). Martijn and Bob Culver suggested it that it could be because GP2 only uses 1Mb of Video. So I was wondering is there anyway of getting around this, or of increasing GP2's Video size.

Thankyou
Obi Offiah
 
 
"Re: Jam ID's (disappearing cc's)" was posted by Bob Culver <mailto:culverr@bigplanet.com> from 159.37.7.11:
Also, the id's for the 3 different flag JAM files (chequ.jam, flags.jam, flagcheq.jam) shouldn't be used. I'm sending the numbers to Martijn for his next scenery tutorial update.
Bob Culver said the following: <mailto:culverr@bigplanet.com>
Also, even with the duplicate id's the track loaded fine. And, thanks to Ake and Romeo for helping to uncover this problem. Thanks
Bob Culver said the following: <mailto:culverr@bigplanet.com>
I'm 99% confident that the disappearing cc problem is caused by use of duplicate JAM id's. This lead me to investigate the jam files that are not listed in the tree-view when editing a track. So below is the listing of jam ID's that GP2 uses (for every track) that don't show up on the tree view:

Helmets.jam 545-572
Cars (lotus.jam, jordan.jam, etc.) 531-544
pc-wheel.jam 672,673,678,667
pc-extra1.jam 669, 670, 676, 679
pc-extra2.jam 681, 682, 677, 668, 403
mpush.jam 411-415, 404
pitprop1.jam 431, 671
pitprop2.jam 426, 427
pcjack.jam 674, 675, 680, 683, 684
cshad1.jam 225
damage.jam 405-409
fuel.jam 18-21
rcr1.jam 432-464
rcr2.jam 642-666
rcr2a.jam 465-476
rcr2b.jam (same as rcr2)
rcr3.jam 577-641
rcr4.jam 685-725
rcr5.jam 726-746

So, theoretically, if you don't use these jam id numbers or any that show up on your tree (that are valid numbers...Graeme Nash published a list of potential jam id #'s)you should be ok. I will be validating this over the next several days as I change id numbers on several custom jams.
 
Bob Culver said the following: <mailto:culverr@bigplanet.com>
Right you are :-o The flag marshalls use 386, 389, 394-401.
 
Ake said the following: <mailto:ajn@algonet.se>
Hi!

Thanks for the information about editing objects. I have tryed to change jame IDs and use IDs in the range 390 - 500, but that didn´t work.

I found that this IDs were used for jams that contains pictures of marshals that waveing the flags.

In the directory "gamejams" you can find the IDs in the files: checqu1.jam, Flagcheq.jam

Instead I used follwing technique:
When I inserted a new jams with new ID, I looked which IDs that was used in my track file f1ct01.dat and then I start to look in other tracks for IDs that only was used there, and when I found a ID that not was used in f1ct01.dat but was unique for another track I use it.

The James that are unique for a special track are placed in the subdirectorys of the directory gamejams. (e.g. jezjams, brzjams ...)

Thanks any way, the other information was very useful.

Ake
 
 

Bob Culver said the following:

From the tree display, go to you jam files (toward the end). highlight one of the jam files. click the right button of your mouse. A pop up screen gives you 6 choices..insert, remove, view or rename jam file or move item up or down. Pick insert jam file, after several seconds pop up box lets you select which jam file to insert.

Before you do that, it would be a good idea to use the JAM EDITOR to change the jam id's. In the JAM EDITOR, you load the jam you want, say you want to put a house from Spa in Monza. You select the right JAM from Spa, load it into the JAM EDITOR, and change the id's to different numbers (use 390-500 since they work and are not used for any original tracks). Then you would have to export the appropriate internal id from spa then import it into your track. Once that is done then you have to change the id's on the internal object to match the ones you just did in the jam editor.

It is somewhat difficult to learn, but once you understand what all the variables are, it becomes fairly easy. John Verheijen is updating his object importing tutorial that will help detail all of the steps. Coming soon John?
 
 
Re: object jams" was posted by Paul Hoad <mailto:paulh@autosim.com>
 
Regarding your first point I will look into this
some more obviously there is a slight problem?
oops! thanks for finding that one

As for the second point that is a really good use
of the two items could you document this John in your
object tutorial.

Paul Hoad
Ake Jacksen said the following: <mailto:ajn@algonet.se>
Hi!
I Have found the problem with change the IDs in the file jez10.jam. If you change some of the IDs and then save the file. Then change some more IDs and save the file again, without quitting the program between the to saves, then the file will be corrupt. So when change IDs just save the file onece and not any more.

As I&rsquo;m a new track designer I have another thing I like to share with you. May be it is trivial, but any way here it is: I have imported a "bridge" that consists of two objects: Ford flyover left and right side from f1ct14.dat to f1ct01.dat. If you study track sector zero at f1ct14.dat you see that one of the objects is found there. The other one is found in the pit lane. And as Paul Hoad already has stated, "You can&rsquo;t place two objects at the same distance from the start of the same track sector". I didn't like to have the pit lain where I put the bridge, so what I did was to put the two objects one length-unit from each other and then change the values of the parameter AngleX for the two objects until the two pieces were fit together. So now it is a bridge again and not two separate objects.

Best regards

Ake
 
 
"Re: object jams" was posted by Graham D <mailto:grahamd@xoommail.com> from 194.125.2.232:
Sorry I'm not totally sure what went wrong but try changing it to a lower number maybe that might help.....
also check out this:
http://members.xoom.com/GrahamD/objects/objects.html if you want to know about changing .jams used, changeing shape is easy enought to do:

under where you choose the jams there is points then vertices and then scale,

if you open these they will have and z,y,and z value to edit, like the cars but verticesd have to be edited in the table,

Most things can also be done in the table but I find that a little harder+ I'm a bit too lazy to learn,

I'll see if I can add any of that stuff to the above tutorial in the next few days otherwise wait till Paul comes back and the tutorials on his page might be updated with more stuff.
 
Ake said the following: <mailto:ajn@algonet.se>
Hi!
I have followed your discussion of import and export objects for a while. Now I have tried to change a ID in the file jez10.jam. The ID I have tried to change is 247. I do as follows:

1. I start the jameditor that I have found on Sjons home page (Same place where you can find the trackeditor).

2. I open the file Jez10.jam. In the left windows (the tree) I double click on the icon that represents the file.

3. Now, two icons are shown.

4. I double click on the icon Numjams

5. Now, several of icons are shown.

6. I double click on the icon with ID 247. An Editbox is activated. I change the number 247 to 390 and save the file by using Save in the menu File

7. Now I open the same icon again, so the editbox is activated, but the number in the editbox is not 390 insted it is 35292.

Please tell me what I do wrong?

If some one know how to edit the shape of an object please write a tutorial about that. I like to create a new kind of bridge.
 

Ake
Martijn <mailto:a@b.c>
 
"Re: object jams (Unknown Objects)" was posted by Paul Hoad <mailto:paulh@autosim.com> from 194.222.192.203:

Ok! here goes every object within all the gp2 tracks
has a distinct a certain pattern of codes its this
that define its shape there is only a few bytes that
have to be changed to re-import an object into another
track and so these are ignored all the rest of the
data is fed into a routine that determines a digital
signature for the object. This should be pretty unqiue
but there are cases where it is not! then inside the
TE there is a look up table contain all the digital
ID for every object (thanks john for finding them all!)
I use this to determine which object is which there
is no identifier that describes the type of object!
based on the name of the object that the digital id finds
I choose a suitable small icon so when it's displayed
it looks ok!

now if you change the object in any way change the
X Y Z texure etc what ever you change the digital
signature becuase in essence it is now a different
object! and so it appears unknown!

I could try to find a new way of improving this I
have some ideas but it comes down to time more than
anything!

So you now all see the problem with editing objects.
Something I never though we would be able to do when
I added in the signature code! oh! well thats progress
for you!

Any ideas welcome

Paul Hoad
"Re: object jams (Unknown Objects)" was posted by John Verheijen <mailto:verheyen@casema.net> from 195.96.108.159:
If you edit an Object also the Digital ID Number of the object change.
That's why you get a Unknown Object.
I have mention this to Paul and ask him if he could try to change that.
If you send the New Object ID number to me with the new definition, then you see in the new version of the TE the right definition of the Object.

Regards
John Verheijen.
 
 
alfa said the following: <mailto:alfa@melb.alexia.net.au>
Just going back to the original message for a moment, Jason said:
When I changed the Id's for the object, the
track didn't recognize the object anymore, and recognized it as
an unknown.

I always assumed that Paul does something like a checksum in the editor to figure out what kind of object it is, because I also noticed that if you edit an object (a crane for example) and change the values for scale or texture ID, then the editor does indeed speak of an "unknown" object type.
This isnt a problem really, because it isnt a crane for me anymore anyway. :)

alfawhohasatrackonthatdamnedcd
 
 
"Re: object jams" was posted by Graham D <mailto:sodon@iol.ie> from 194.125.2.232:
Yes I thought it was something like that but there really no room to cut out jams, anyway I 'll try to find something,

thanks

hope the tutor helped
Martijn said the following: <mailto:a@b.c>
OK I know there's no crash tutorial yet, so I will notice this again:

The problem with tracks crashing in quickrace and NOT in free practise is due to JAMs. Remove one or two JAMfiles and see if it helps.

Martijn

thanks for the tutorial Graham!
Graham D said the following: <mailto:sodon@iol.ie>
Hi,
Thanks for the tip Martijn I hadn't thought of that,
Heres the url(s):
The Page: http://members.xoom.com/GrahamD/objects/objects.html
The zip file:
http://members.xoom.com/GrahamD/objects/ob_tex_tutor_gd.zip

Sorry my page doesn't have links to it so you better type the url correctly if you want to see it,
my page is up in a heap because I'm trying to redesign it with frames and its showing up in the left bar or a new page so I'm haveing some probs with that, also my weeks and weeks of work with Magny Cours is down the drain since it won't load in quickrace and the last bit of scenery is whack but you guys don't want to haer my sob story (even thought Magny Cours was my first to be released and was looking pretty good till it got messed up)

Naw only joking
When these things hapen we have to carry on and so do you.........
now carry on the my tutorial....
Martijn said the following: <mailto:426090@sepa.tudelft.nl>
Maybe you could post it on your homepage, I think there are more people interested in it.

If you don't have a homepage, you can send it to me, and I can post it on mine. If you want, ofcourse.

Bye!

Martijn
Obi Offiah said the following: <mailto:Obi Offiahwww.Virgin.net>
Graham, yes if its not to much trouble please send me your mini tutorial.
Graham D said the following: <mailto:sodon@iol.ie>
You must change the tutorial in both places,
I have a mini tutorial, would you like if I sent it?
It might help, or else wait till John updates his one , that will explain better
 
"Re: object jams" was posted by Obi Offiah <mailto:Obi> from 194.168.120.183:
I see what you mean Michael and thanks but this allows you to edit 'data' values and not the Id (index) values.
Michaël 'NRG' Hompus said the following: <mailto:G.HOMPUS@CONSUNET.NL>
Go to the pop-up screen (click twice on internal object)
Scroll down till you see some comment like :'part of 0083
texture command' or something like that (ie: 008f or 0003)
The look at a value 0 followed by 16, this is the first texture,
then you have a value 1 followed by 16, this is the second texture,
then you have value 2 followed by 16, this is the third texture...
And so on till you got all the textures.
Paul's editor don't recognize all of the textures (the starting light got 10, the editor sais 9)

Try this, Good luck

Greeting (still happy) Michaël 'NRG' Hompus
Obii Offiah said the following: <mailto:Obi Offiah@www.Virgin.net>
Sorry guys I'm back and still confused, because each object seems to only have one Id. For instance imagine a house with six 'jam' Id's, one for each side of the house, which = four and one for each side of the roof = two, 4+2=6. when I'am in TE 1.6.4 if I select the house as an internal object it only has one Id not six so how can it relate to the six jam textures. In the internal object tree if I go to this house and select it's texture the most I can do is highlight them and not edit anything.
HELP!!!!!.
jason Hope said the following: <mailto:jason_hope@yahoo.com>
hi,

yes I did ghange the id's in the object itself, but it still shows other
jams instead of the one's I imported from monza.
Thanks Bob for you advise, I'll have a close look at what you said
later.

Thanks,
Jason Hope
Graham D said the following: <mailto:grahamd@xoommail.com>
You might have changed the ids of the jams but have you changed the ids the object uses, thats is your problem I would say,

and like John says wait for the tutorial it will explain more.
 
Re: object jams" was posted by John Verheijen <mailto:verheyen@casema.net> from 195.96.108.140:
The Object Tutorial will be updated soon.
If Paul is back from his vacation the tutorial will be updated.
Not all the things are ready yet, but in the tutorial will be the things you need to know about changing the textureID's of the objects in the TE.

Regards
John Verheijen
 
Bob Culver said the following: <mailto:culverr@bigplanet.com>
From the tree display, go to you jam files (toward the end). highlight one of the jam files. click the right button of your mouse. A pop up screen gives you 6 choices..insert, remove, view or rename jam file or move item up or down. Pick insert jam file, after several seconds pop up box lets you select which jam file to insert.

Before you do that, it would be a good idea to use the JAM EDITOR to change the jam id's. In the JAM EDITOR, you load the jam you want, say you want to put a house from Spa in Monza. You select the right JAM from Spa, load it into the JAM EDITOR, and change the id's to different numbers (use 390-500 since they work and are not used for any original tracks). Then you would have to export the appropriate internal id from spa then import it into your track. Once that is done then you have to change the id's on the internal object to match the ones you just did in the jam editor.

It is somewhat difficult to learn, but once you understand what all the variables are, it becomes fairly easy. John Verheijen is updating his object importing tutorial that will help detail all of the steps. Coming soon John?
 
Obi Offiah said the following: <mailto:Obi Offiah@www.Virgin.net>
Jason I'm having bigger problems with jams at the moment as well, and I was wondering (1)how did you load the jam files from monza ?.
(2)how did you change then jam Id's ?.
 
jason hope said the following: <mailto:jason_hope@yahoo.cam>
Hi,

I've done all that to now, but the object does not appear
when I play the track. I'll keep trying.

Regards,
Jason Hope
Bob Culver said the following: <mailto:culverr@bigplanet.com>
You need to make sure that you changed the id's correctly. When you click on the internal object, below you can see which textures are part of the object (for most). When you then go to the pop-up box, a listing of texture commands can be found. You need to make sure that you change all of the old Jam id's to the new jam id's. If you miss one, it will not show up (house without a roof, etc.)
 
Jason Hope said the following: <mailto:jason_hope@yahoo.com>
Hi,
I just imported the observation box from monza and inserted it In
Montreal. Nothing wrong so far. The track recognizes the object,
and I'm able to insert the object. I then loaded the proper jams
from Monza, I changed the Id's so no clash would occur with the
Pit building jams. When I changed the Id's for the object, the
track didn't recognize the object anymore, and recognized it as
an unknown. Now the jams don't show up on the object except for one.
What can I do to change them properly and make them visible in the
game?

Thanks,
Jason hope
[



 
 "Re: More Jam Problems...!!!" was posted by Bob Culver from 171.72.5.14:
 

If you used the insert bitmap command on the Jam Editor, this could cause some problem with colors. It seems there are 4 pallette choices, but at this point it doesn't seem to matter which one is selected. GP2Jam written by Trevor Kelloway converts .bmp files nicely. I too have noticed that the display of a transparent color sometimes is grey, sometimes purple, sometime black depending upon where you are looking at it (TE jam view, in command 188 pop up, or JE view). Also, FYI, you can have more than 27 jam files (spa has 28), and if you have really big jam files, like Monaco, the limit is less than 27. So, the limit is total jam size not number of files.

Obi Offiah said the following:

I've deleted all of the jams in the sanjams folder. I'am now just choosing which files I want and how many of them. I'am currently using two san0.jams, ( I've renamed them san01.jam and san02 ). I opened PSP v5 and painted a large 1 one san01 and a large 2 on san02. I then coverted them to jam format and checked them in JamEditor and I noticed the invisible colour turned from Grey to purple. I checked this in the game and apart from a very thin dark line (hardly noticable) at the edge of the invisible colour all was well. However the Original track doesn't have this 'minor' problem so can someone please offer some advice as to how to get around it.

Thankyou
Obi Offiah
 

SNQQPY.Dog said the following:

I should say that some tracks wont accept this amount either.
but certainly 27 is the maximum number! You could look at the jam id's you are using.
If you are not using them all, you may be able to juggle some of the textures around and still get what you want.
Hope this helps again?

:o)

SNQQPY.Dog said the following:

The track files are limited to the number of jams being used.
This happens to be 27 hence your problem when trying to load it.

Sorry but there is no way around this at the moment....

Obi Offiah said the following:

I've just inserted a new jam file at Imola, (Mza4.jam) and therefore increased the number of files there to 28. I gave the new jams new unused Id's, but the game froze while loading the track. I when back to T.E. and removed some orginal jams, the then track loaded and my new jams were on the circuit. The problem is I still really need the orginal jams I removed. Can someone please give me some advice on this.

Thankyou
Obi Offiah