Motorcycle in Zmodeler - asasinuxp - 01-30-2011
I have a motorcycle in Zmodeler.How I can convert the motorcycle in Vdrift?I think in this way:export in 3ds,import in Blender,export to Vdrift format.Can somebody help me to convert this motorcycle?Some tips?The bike is an Aprilia.
- NaN - 01-30-2011
Use one of the existing cars as a template! Try to import/export them into blender. Scripts http://svn.vdrift.net/viewvc.cgi/trunk/tools/?root=VDrift+Art . You'll need to put export-joe.py, import-joe.py, vdrift.py into .blender\scripts directory.
1. Get the model into Blender.
2. Export meshes using export_joe script.
3. Adjust the template config file to your mesh/texture naming as you see fit.
4. You'll have to be somewhat creative about the wheels. There have to be four of them.
Warning! The wiki http://wiki.vdrift.net/Creating_cars is outdated, have to update it to reflect the latest changes.
- NaN - 01-30-2011
By the way. I think it would be cool to have a .car import/export script for car setup in blender. Will put it on my task list.
- asasinuxp - 01-30-2011
This is the motorcycle exported: http://fisierulmeu.ro/23BBY0MEUUZ5/aprilia-vdrift-zip.html
I did everyting ok?(doesn't include car definition file)
Using this models,the textures can be added in game?
Before export,wheels needs to be at 0,0,0?
- NaN - 01-30-2011
You've got multiple textures. You need to export one mesh per texture. One mesh for the bodywork, another one for the frame+engine ...
- NaN - 01-30-2011
Quote:Before export,wheels needs to be at 0,0,0?
Yes, the wheel meshes have to be placed at 0,0,0.
- asasinuxp - 01-30-2011
NaN Wrote:You need to export one mesh per texture. One mesh for the bodywork, another one for the frame+engine ... And how to do this?Can you give me some tutorials?I'm beginner.
- NaN - 01-30-2011
Can you upload the 3ds or blender file. They must contain multiple meshes. One way would be to select a mesh, invert selection, delete selected, export the remaining mesh.
- asasinuxp - 01-30-2011
This is the .blend file: http://fisierulmeu.ro/23EOAI36NXQN/aprilia-blend.html
- NaN - 01-30-2011
You've got multiple materials per mesh. Select the material in edit mode, invert selection, delete, switch to object mode, export, repeat for each material.
http://wiki.blender.org/index.php/Doc:Manual/Materials/Multiple_Materials
- asasinuxp - 01-30-2011
I've exported each individual part: http://fisierulmeu.ro/23V9ETEAHX0P/aprilia-vdrift-zip.html
I did something wrong? If no,what's next?
- NaN - 01-30-2011
You still have a single body.joe. Please read my previous post about materials.
You should be able to extract at least the windscreen, bodywork, engine, chain and eventually dashboard meshes from the body mesh(speed_Material#2) by going through the materials.
- asasinuxp - 01-31-2011
NaN Wrote:windscreen, bodywork, engine, chain and eventually dashboard meshes from the body mesh(speed_Material#2) by going through the materials. http://fisierulmeu.ro/23K9UEEOGLM4/aprilia-vdrift-zip.html
- NaN - 01-31-2011
Nice. Now figure out which textures belong to which mesh and save the textures as png(bodywork.joe => bodywork.png). a80ad899.tga is bodywork I think.
As next step copy an existing car folder and copy your meshes into it and start replacing the mesh and texture entries in the car file. Try to create a four wheel bike first using your meshes and textures.
Code: [wheel.fl.tire]
#texture = touring.png bike has own tire/wheel mesh
size = 225,35,15
type = tire-touring
[wheel.fl]
texture = front_wheel.png
mesh = front_wheel.joe
position = -0.65, 1.20, -0.43
hinge = 0,0,0
#camber = -2.75
caster = 20.00
#toe = 0.5
#ackermann = 7.7 # 50% ackermann
steering = 27
...
[body]
texture = engine.png
mesh = engine.joe
[bodywork]
texture = bodywork.png
mesh = bodywork.joe
[windscreen]
texture = windscreen.png
mesh = windscreen.joe
draw = transparent
[chain]
...
- asasinuxp - 01-31-2011
Ok,and with wheels what I do?At wheels I have 3 textures.I will make 3 models?
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