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Forums
WIP Cars - Printable Version

+- Forums (https://www.vdrift.net/Forum)
+-- Forum: Community (https://www.vdrift.net/Forum/forumdisplay.php?fid=3)
+--- Forum: Cars & Tracks (https://www.vdrift.net/Forum/forumdisplay.php?fid=11)
+--- Thread: WIP Cars (/showthread.php?tid=1697)

Pages: 1 2 3 4 5 6 7 8 9 10


RE: WIP Cars - NaN - 04-05-2013

Quote:I wasn't using the latest build..sorry.Ill have to download again the repository files and figure how to make it work.
You maybe don't have to. I think you had genrim supported already? It has been the most recent change in car graphics code. I just wanted to make sure we are using the same version.



Seems to work. Here is what I get:
[Image: bigwheels.jpg]

Code:
[wheel.fl.tire]
#texture = tire/touring.png
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = tire1.joe
size = 250, 60, 15
type = &tire/competition

[wheel.fr.tire]
#texture = tire/touring.png
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = tire1.joe
scale = -1, 1, 1
size = 250, 60, 15
type = &tire/competition

[wheel.rl.tire]
#texture = tire/touring.png
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = tire1.joe
size = 325, 55, 15
type = &tire/competition

[wheel.rr.tire]
#texture = tire/touring.png
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = tire1.joe
scale = -1, 1, 1
size = 325, 55, 15
type = &tire/competition

[wheel.fl.hinge]
wheel = -0.80, 1.45, -0.45
chassis = 0.80, 0, -0.48

[wheel.fr.hinge]
wheel = 0.80, 1.45, -0.45
chassis = -0.80, 0, -0.48

[wheel.rl.hinge]
wheel = -0.82, -1.34, -0.48
chassis = 0.82, -2.34, -0.48

[wheel.rr.hinge]
wheel = 0.82, -1.34, -0.48
chassis = -0.82, -2.34, -0.48

[wheel.fl]
#texture = wheel/5_spoke_m.png
#mesh = wheel/5_spoke_m.joe
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = wheel1.joe
genrim = false
position = -0.80, 1.45, -0.45
camber = -1.9
caster = 5.8
toe = 0.0625
ackermann = 8    # 50% ackermann
steering = 33

[wheel.fr]
#texture = wheel/5_spoke_m.png
#mesh = wheel/5_spoke_m.joe
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = wheel1.joe
genrim = false
scale = -1, 1, 1
position = 0.80, 1.45, -0.45
camber = 1.9
caster = 5.8
toe = -0.0625
ackermann = -8
steering = 33

[wheel.rl]
#texture = wheel/5_spoke_m.png
#mesh = wheel/5_spoke_m.joe
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = wheel1.joe
genrim = false
position = -0.82, -1.34, -0.48
camber = -1.0
caster = 5.6
toe = -0.468

[wheel.rr]
#texture = wheel/5_spoke_m.png
#mesh = wheel/5_spoke_m.joe
texture = wheel.png, wheel-misc1.png, wheel-misc2.png
mesh = wheel1.joe
genrim = false
scale = -1, 1, 1
position = 0.82, -1.34, -0.48
camber = 1.0
caster = 5.6
toe = 0.468

The wheels are not scaled here because genrim currently disables wheel dimensions specific scaling. This is mostly to be able to use wheel meshes from other games directly without having to rescale them to unit size.

But we can change it, so that wheels and tires are always expected to be 1 unit size.


RE: WIP Cars - slickx - 04-05-2013

I will do some research on how to implement different tires,wheels from NFS,Crashday and some other games that have this kind of features and ill post here what i will find.Than we can make a working pipeline and standardize and clarify more things.Thanx NaN ill try to get the latest build and test things there.


RE: WIP Cars - NaN - 04-06-2013

Well, if you are looking for the standard way, just provide the wheel disk mesh and let the game deal with rim and tire. In the mean time I might add wheel selection to the gui to allow the player to swap wheel(disk)s on their car, I will be adding tire type selection due to new tire code anyway. Wink


RE: WIP Cars - slickx - 04-06-2013

The important thing is to make the rims be the right size example 15 inch rim.the inner part of the tire is the same as rim's size and spokes can be the same for all the rims but scaled inside the game based on some parameters.I'll let you know how i think it could be done.
Question:
Can you post the latest build with 1 track and 1 car just to test the latest changes?(without having to work with downloading all 5 gb of content)


RE: WIP Cars - slickx - 04-06-2013

Using Google Chrome for translation this is what i found.a very secific and detailed Car making and implementation sistem.
http://xlgames.com/CP/makeCar00.html
Still trying to get more info on things.


RE: WIP Cars - NaN - 04-07-2013

(04-06-2013, 03:22 PM)slickx Wrote: The important thing is to make the rims be the right size example 15 inch rim.the inner part of the tire is the same as rim's size and spokes can be the same for all the rims but scaled inside the game based on some parameters.I'll let you know how i think it could be done.

This is already done. It is the reason why tire and rim are auto-generated in VDrift. Their dimensions are calculated from the tire code you provide and the rim is guaranteed to match the tire: P195/55R16 -> size = 195, 55, 16 Wheel disc is then scaled to fit the rim. This way you don't have to create dozens of wheels and tires manually. Pick a car and change its tire size values (P195/55R16 to 225/45R17 for example) and see what happens.

Quote:Question:
Can you post the latest build with 1 track and 1 car just to test the latest changes?(without having to work with downloading all 5 gb of content)

Good idea, I think I should upload the nightly builds with 1car + track. To allow quick testing for anyone who doesn't want to use svn.


RE: WIP Cars - NaN - 04-13-2013

New build, contains minimum data set (vdrift-2013-04-13.exe). Download, extract and run. https://sourceforge.net/projects/vdrift/files/vdrift/nightly%20builds/


RE: WIP Cars - slickx - 04-13-2013

Thanx NaN this is great,works great and i like it a lot.Quite small but effective.I wasn't to active lately but still working on models.I thought about the auto generated tire and i think its the best option and it will be good if somehow you can edit in a small editor the tire to know how it will look in the game(maybe a new small Gui thing where you can change parameters and it will update in real time and saved in the car's "INI" file) Also the tire should have 20 segments(like a cylinder with 20 polygons ).
[Image: 006ycd.jpg]


RE: WIP Cars - NaN - 04-15-2013

Preview pick of the new menu background (shaders disabled). Scaled up the scene by 2x to fit the cars. The platform is a bit large now, we could do with 1.5x I think.
[Image: garagex.jpg]

I need to do something about gui bg color. This grey in grey looks kinda depressing, lol.


RE: WIP Cars - slickx - 04-15-2013

Looks great! I think the menu should have a light so that when you change the car's color you know exactly what you get when you are racing.Right now in the menu the shader is kind of dark even if you set the brightness all the way up,but in a race the car's color is bright,maybe to bright.Would you look into it?


RE: WIP Cars - NaN - 04-15-2013

Yeah, I need to fix the issue with the color blending mask too. It should not affect surface reflectivity(second texture).


RE: WIP Cars - slickx - 04-15-2013

I get very bad shading when i try to use a normal map on the car.The Mesh normals get messed up.
Also how do i get normal maps to work for tracks ?it seem that is not working in any maps even if it is set to On in the Options


RE: WIP Cars - NaN - 04-17-2013

I did a quick test with my ugly-box car. Normal map was created in blender by baking tangent space normals.

Normals enabled/disabled:
[Image: cnorm.jpg][Image: dnorm.jpg]

The lighting is a bit weird here. The light is coming from the right according to shadows. Need to check the normal map created by blender.


I think it would be cool if we had some lighting charts for artists.

Something like:
[Image: dontnodgraphicchartforblinnmicrofacet_lo...=512&h=512]


RE: WIP Cars - slickx - 04-18-2013

test this on the challenger http://img22.imageshack.us/img22/7423/bodymisc2.png


RE: WIP Cars - NaN - 04-19-2013

with/without diffuse tex:
[Image: cllbm.jpg] [Image: cllaq.jpg]

There is some weird shit going on with face normals. More visible in the first pic and when rotating the camera. I'll have to work trough the shader code first to get an idea what is going bad there.

Edit:
OK, I think I have an idea. The shader is generating tangent space from face edges and uv coords (relative to face normal vector). But the tangent space normals generated by 3dsmax? and blender are relative to the face vertex normals. The result is the weird flat shading like stuff seen on the screen.