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Problem compiling vdrift-trackeditor
10-15-2008, 11:23 AM,
#16
 
norv Wrote:I got to "drive" the track - but looks like my Blender texture settings are all up the creek - back to the drawing board!

Make sure you're using UV mapping on everything -- the other types of blender texture mapping aren't supported.
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10-15-2008, 04:20 PM,
#17
 
Vdrift only seems to handle one texture per object, does that sound right? So the road, roadedge, ground, sand etc all have to be separate objects?
And yes, I did get confused between "game" textures (UV mapping) and "animation" textures (materials and procedural textures) in Blender.
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10-16-2008, 10:05 AM,
#18
 
norv Wrote:Vdrift only seems to handle one texture per object, does that sound right? So the road, roadedge, ground, sand etc all have to be separate objects?

Yep, you got it.
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10-29-2008, 05:11 PM,
#19
 
When you trace the track in the trackeditor is that just for the on screen map of the track or does it affect the game in some way?
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10-29-2008, 08:19 PM,
#20
 
It affects the game in one other way. If you don't do it, the track surface will be based only on the polygons, which doesn't work well for curved surfaces. Once you trace it then the surface is super smooth.
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10-31-2008, 03:08 PM,
#21
 
I think it also tells the AI where the track is.
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