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Long time ago i modelled this Hotrod in Blender, i asked myself if anybody want these cars in VDRIFT, so i would check the docs to convert this one, i have a VW Bug too

[Image: hotrod-long-collage.jpg]

[Image: hotrod-long--flames.jpg]

[Image: kaefer1.jpg]
The more the merrier Smile
Hi MrT, welcome to the forums. The cars look very nice. What is the poly count on those? Are they made of all quads, triangles or a mix?
These Models are made with Quads in Blender and they are very hipoly

the Lincoln scene have about 64k vertics

and the Bug about 34k vertics

:o

maybe i can model it down :?:

cu
Wow that's a lot of vertices. VDrift's model format is all triangles, so they'll have to be converted...this shouldn't change the vertex count. It just means each quad will be split in half. I'd say, start with the bug, and first simplify its wheels which look pretty complex. We usually shoot for a low-poly version of our cars first, with around 4K triangle faces, to make sure users with old video cards don't have too much trouble playing. We have thought about also having an option to use high-poly-count models, for users who have super fast machines and don't have any issue displaying them.

Either way the best way to find out how well they perform is to test them out Smile basically all you have to do is convert all the quads to triangles, and then export the model to JOE format with the Blender export script in our art repository here: http://svn.vdrift.net/viewvc.py/trunk/to...vdrift-art

The only difference between export and export-all is that you can name all your objects with export-all and it will do it all in one step and name the files for you. You can get by with just export for now. Let us know if you run into problems. If you get a model exported send it along as an attachment on the vdrift-devel mailing list and we'll test it out (or post it on some web space if you have some). Good luck!
First i´ll start with a simple car i made it has about 40k Vertics


is there a possibility to reduce the Vertics by click in Blender :lol: ?

How to set the Tires spinning und turning?

So a lot of questions :lol:

But if i can easily manage to convert my models it will be funny for the Game 8)

[Image: hotrod-gec.jpg]
I'm not sure about automatically reducing the vertex count. Read this for more details on how to set up cars for VDrift: http://wiki.vdrift.net/index.php/Creating_cars
I had reduced the model (internal Blender function, nice) and converted all quads in triangle, but when i try to export with the script i get an error.

Where can i get some test.blend for body tires and glasses and so on, for all things i need to build a complete car, it seems to me it is better to model the cars new instead to convert a car.
There are plenty of example models here, even some that aren't in the game yet: http://svn.vdrift.net/viewvc.py/trunk/mo...vdrift-art

The M1 (BMW M1), HC (Honda Civic Si), and TS (Toyota Supra) all need to get imported into the game, so if you want to get some practice exporting cars and learn about our system that would be a good place to start that wouldn't take you long.

Sometimes the script fails because there's still a quad hiding somewhere. Try using the "select all quads" function in Blender's edit mode. Sometimes problems are caused by a double point - that is, two faces should share a point, but there is actually a point in that position for each face. The solution is to merge them together (the merge shortcut is alt-M).
For sure you can lower the poly count. In the mesh modifiers, pick "decimate" and scale it to the percentage of faces you want. Already puts it in triangles for you too.

If you have it subsurfed, lower the SS'ing to a low value and THEN decimate after applying the surf.

Good luck.