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Convert track from Rfactor - Printable Version

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+--- Thread: Convert track from Rfactor (/showthread.php?tid=1483)

Pages: 1 2


- NaN - 04-18-2011

yep


- NaN - 04-18-2011

Had to revert auto smooth modification to fix normals along hard edges.


- asasinuxp - 04-18-2011

I think it's a problem with the trackeditor,or I have an old version(which is the latest for windows).I can't open the track in trackeditor,nothing show up.


- NaN - 04-18-2011

The track editor doesn't support jpk files, wants separate joe meshes. Looks like I've never tested for this functionality.

God I'd love to get rid of the track-editor.


- zimluura - 04-18-2011

still haven't messed with the track editor very much. but i've always been a fan of the level editor being the same executable as the game engine.

i'd hazard a guess that the fly-cam with a little hitscan collision would be all you'd need to place shared objects in the game engine.

a shared object tree-view would be nice, but it'd be much easier to code something where you type in a path+filename and press a load button.


- NaN - 04-18-2011

Quote:but i've always been a fan of the level editor being the same executable as the game engine.
The current track-editor doesn't share code with the game. This means one has to replicate/update functionality which sucks big time.

Quote:would be all you'd need to place shared objects in the game engine. a shared object tree-view would be nice
We have no usable gui in vdrift. At least I wouldn't want to do anything complex with it.

I've updated the trackeditor to support jpk files: https://sourceforge.net/projects/vdrift/files/vdrift-trackeditor/


- joevenzon - 04-21-2011

Quote:but i've always been a fan of the level editor being the same executable as the game engine.

Me too (now).

Quote:The current track-editor doesn't share code with the game. This means one has to replicate/update functionality which sucks big time.

The track editor shares code with a really old version of the game. There's not really much code that's specific to the track editor, just some line drawing and mapping of input buttons to TRACK::function calls.