11-13-2010, 06:45 PM,
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NaN
Posting Freak
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Posts: 2,024
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Quote:but it didn't have an effect.
Loading code is incomplete, work in progress.
I would like to get rid of the textures directories(have textures, meshes, config files in one directory) if there are no objections. And get rid of the subdirectories in carparts.
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11-13-2010, 08:56 PM,
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fudje
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Posts: 87
Threads: 6
Joined: Dec 2007
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So..., I just put together some stuff that gives the option of specifying a quadrilateral frame for suspension (for, eg, double wishbone setups). This would make it possible, though not necessary, to have something like this in a (last I checked, wheel) section:
Code: suspension = quad
position = -0.69, 1.28, -0.45
hinge-upper = -0.35, 1.28, -0.07
hinge-lower = -0.28, 1.26, -0.44
mount-upper = -0.64, 1.30, -0.37
mount-lower = -0.65, 1.26, -0.56
Does this seem reasonable?
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11-13-2010, 10:38 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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Quote:Loading code is incomplete, work in progress.
gotcha
Quote:I would like to get rid of the textures directories(have textures, meshes, config files in one directory) if there are no objections. And get rid of the subdirectories in carparts.
yeah, it seems kinda strange to have meshes is the car's root and then textures in a sub-directory. i think either doing that or to have a /media sub-directory under each car. and the only reason to do that would be if the amount of files in the car's root directory starts getting unwieldy. which could happen start to happen. depending on what extent we use sub-sectioning in cars.
Quote:suspension = quad
position = -0.69, 1.28, -0.45
hinge-upper = -0.35, 1.28, -0.07
hinge-lower = -0.28, 1.26, -0.44
mount-upper = -0.64, 1.30, -0.37
mount-lower = -0.65, 1.26, -0.56
it would be really cool to have a simple single wishbone mesh with vertex groups encompassing each of the 3 "points" on the wishbone, so it could be stretched to the spec in the .car file. the mesh could be in the carparts folder. and we could use it to get a visual model for the suspension (top and bottom arm) on any car that needed it and didn't provide a custom mesh. needs vertex groups which could also help shrink the driver mesh selectively to make him fit in smaller cars.
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11-14-2010, 08:22 AM,
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fudje
Member
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Posts: 87
Threads: 6
Joined: Dec 2007
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zimluura Wrote:it would be really cool to have a simple single wishbone mesh with vertex groups encompassing each of the 3 "points" on the wishbone, so it could be stretched to the spec in the .car file. the mesh could be in the carparts folder. and we could use it to get a visual model for the suspension (top and bottom arm) on any car that needed it and didn't provide a custom mesh. needs vertex groups which could also help shrink the driver mesh selectively to make him fit in smaller cars.
Defining all those points would actually make it easier to locate your suspension hinges because you're giving it the axes of rotation for the wishbones.
If there are to be models for suspension frames (makes at least as much sense as having visible brake discs), might it make more sense then to actually specify suspension types such as "double wishbone", "macpherson", "leading arm" etc. It also opens the question of implementing linked suspension.
Further, I'd like to rearrange the suspension loading so that it's almost all done in the suspension class itself.
In other news, it would be nice to be able to specify the location of brake discs/drums.
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11-14-2010, 06:18 PM,
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zimluura
Senior Member
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Posts: 286
Threads: 22
Joined: Oct 2007
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Quote:Defining all those points would actually make it easier to locate your suspension hinges because you're giving it the axes of rotation for the wishbones.
i think this is the best reason to do it. so we can bolt the suspension together, and make sure it looks correct. and the hinge parameters could be (hopefully) more realistic to the car if the computer figures them out. it would be very cool to see the car in front of you bottom out after catching air, and see the suspension compress, but most of the time i probably won't be paying attention.
maybe something like
[suspension/front/macpherson]
...parameters that make sense for a macpherson strut
[suspension/rear/leafspring]
...parameters that make sense for a leaf spring
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11-18-2010, 10:46 AM,
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NaN
Posting Freak
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Posts: 2,024
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Joined: Jan 2010
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Support for variable number of drawable components is in trunk. Every car component has optionally:
Code: [foobar]
texture = foo.png, bar.png
mesh = foo.joe
scale = 1,1,1
position = 0,0,0
rotation = 0,0,0
color = 1,1,1,1
draw = {emissive, transparent}
The position, rotation are relative to parent. Scale is somewhat expensive, is creating a scaled copy of the mesh.
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11-22-2010, 06:04 PM,
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NaN
Posting Freak
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Posts: 2,024
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Comment out Code: filename = mesh.properties['joename']
for now.
Edit: I reverted the changes. The latest rev should work again.
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11-25-2010, 06:40 AM,
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NaN
Posting Freak
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Posts: 2,024
Threads: 120
Joined: Jan 2010
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Quote:i think the carparts folder is sort of messy now
The problem is simple. If the mesh/texture is not in the car directory where should we look for it? Right now it is the carparts directory.
I could implement a recursive search. This would allow to create any directory structure one wants. But you would have to guarantee that there are no assets having the same filename.
Another way would be to replicate the carparts directory structure in the car folders. Code: mesh = wheel/wheel_oem.joe
instead of Code: mesh = wheel_oem.joe
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