JAM Tutorial v0.1

A preserved and reorganized tutorial about Grand Prix 2 JAM texture files.

Original author: Martijn Keizer

Contributors credited in the original document: Bob Culver, Paul Hoad, SNQQPY.Dog, Michael Hompus, and other GP2 forum contributors.

Original file: JAM-tutorial.html

Preservation note: This document has been reformatted and reorganized for readability. The original technical content, author credit, contributor credit, and historical forum material have been preserved.

Introduction

This tutorial collects early GP2 community knowledge about JAM files: how textures are stored, how indices are used, how JAMs are inserted into tracks, and what limits track builders ran into.

The original document notes that credits go to Paul Hoad for starting the GP2 editing scene and to all contributors on the forum.

Part 1 – General

1. What is a JAM file?

A JAM file is the file GP2 uses to store textures. It contains pixel data for the texture, palette-range information, and the index assigned to each texture.

2. Use of JAM indices

Each texture has an index. This index is used to point to the texture when placing it on a ribbon, verge, or object. The same index can be used twice without crashing the game, but the last texture using that index overwrites the earlier one, so the earlier texture will not be visible in-game.

3. Size of textures

The original tutorial suggests that a JAM file may have a fixed maximum texture size around 256×256, though this was not certain. It also notes that the total size of all textures is limited. In practice, track builders often ran into crashes when inserting more than about 27 JAM files, though smaller JAM files could sometimes allow more.

Part 2 – The Track Editor

4. Inserting and removing JAM files in the Track Editor

From the tree display, go to the JAM files near the end of the tree. Highlight one JAM file and right-click it. The popup menu gives choices such as insert, remove, view, rename, or move the JAM file up or down. Choose insert JAM file, then select the JAM file to insert.

5. Pointing to JAM indices on ribbons and in objects

Objects, by Michael Hompus:

Open the popup screen by clicking twice on the internal object. Scroll down until you see comments such as “part of 0083 texture command,” or similar entries such as 008F or 0003. A value 0 followed by 16 is the first texture; value 1 followed by 16 is the second texture; value 2 followed by 16 is the third texture, and so on until all textures are listed.

The original note says Paul's editor did not recognize all textures. For example, the starting light has 10 textures, while the editor reported 9.

Ribbons: Use command 0xBC. The original tutorial refers readers to Addie's command library for full details about this command.

6. Limits for JAMming

There is a limit to the total amount of JAM data that can be inserted into a track.

The original tutorial notes that tracks crashing in quickrace but not in free practice are often failing because of JAMs. Quickrace uses a larger crowd texture than the empty-stands texture, which may push the track over the total JAM-size limit. Removing one or two JAM files may help.

Part 3 – The JAM Editor

7. Palettes

Ando corrected an earlier forum post: if you want to change the layout of a JAM, import the bitmap with GP2Jam into the old JAM first. Then load the JAM into the JAM Editor and change the layout. The JAM Editor will not change the colour range in that case; colour-range changes happen when importing a bitmap in the editor.

8. Transparency

Some textures are programmed to be transparent and others are not. The original document leaves this section unfinished.

9. Changing the index of a texture

Texture indices are changed by double-clicking a texture entry. A popup box appears and asks for a new ID.

10. Reserved / unusable indices

These JAM files are always loaded by the game, so their indices should generally not be reused. Reusing them may cause strange effects.

Helmets.jam                 545-572
Cars (lotus.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

The original document contains this heading but does not include a finished explanation.

History

Historical Forum Archive

The following material was included in the original document as raw forum data. It has been preserved as historical context for early GP2 JAM research and troubleshooting.

.

"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