04-28-2013, 02:13 PM,
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slickx
Expert 3D Modeler
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Posts: 123
Threads: 11
Joined: Feb 2013
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RE: WIP Cars
Also the car starts in first gear i thing as default when the track is loaded and go forward even if no key is touched.Could you add a timer before starting the race?(maybe 3 seconds)
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04-29-2013, 06:42 PM,
(This post was last modified: 04-29-2013, 08:10 PM by NaN.)
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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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RE: WIP Cars
New build is up. Download(vdrift-2013-04-29.exe): https://sourceforge.net/projects/vdrift/...%20builds/
Includes auto-clutch bugfix and some changes to the Starting Grid/Garage menus to make them a bit more usable.
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04-30-2013, 05:17 AM,
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RE: WIP Cars
This is running again. I'm happy to see this bunch of changes.
I read about the start time and all the brakes-clutch stuff. I wanted to say that I would really love somthing similar to a real start:
1 - The track and car is loaded, brakes locked and clutch is disengaged.
2 - The game asks you to press the brake.
3 - Track lights/countdown stuff starts so the user knows when to start accelerating.
4 - If the user starts before countdown reaches 0 start will be considerated failed.
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04-30-2013, 07:11 AM,
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slickx
Expert 3D Modeler
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Posts: 123
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Joined: Feb 2013
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RE: WIP Cars
NaN can u help me with this test track?
http://dl.transfer.ro/drift-transfer_ro-...782341.zip
i was able to make the road in trackEditor but cant get it to compile,and i am sure i do something wrong.I got to the point where i should be using the joepack but idk what i do wrong
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04-30-2013, 12:38 PM,
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NaN
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RE: WIP Cars
(04-30-2013, 07:11 AM)slickx Wrote: NaN can u help me with this test track?
http://dl.transfer.ro/drift-transfer_ro-...782341.zip
i was able to make the road in trackEditor but cant get it to compile,and i am sure i do something wrong.I got to the point where i should be using the joepack but idk what i do wrong
With the latest blender script ( https://github.com/VDrift/blender-script...master.zip ) import also works without jpk. Select File/Import/Vdrift Track Objects(list.txt)
As I first step I checked your list.txt. It had two entries that had no corresponding joe and texture files. Remove them.
Code: #entry 0
Cube.joe
grass.png
0
0
1
0
1.0
0.0
0
0
1.0
0.9
1.0
0.0
0
0
1
#entry 1
Cube.002.joe
sky.png
0
0
1
0
1.0
0.0
0
0
1.0
0.9
1.0
0.0
0
0
1
Then import track objects into blender. In the outliner(right upper window) switch to groups view.
The track is not marked as collidable. Add it to collidable group in Properties window (lower right) Object tab (orange cube icon). You may also want to add it to the doublesided and transparent group.
Then export jpk (you only have to export the list.txt) but the exporter will also create a jpk if you want.
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05-02-2013, 01:31 PM,
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slickx
Expert 3D Modeler
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Posts: 123
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RE: WIP Cars
when i try to update the game says i need the latest build but i already have it..vdrift-2013-04-29.exe
i couldnt make the track to work kuz i dont know how to do those steps in blender.can u put the car track here in the forum ?
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05-02-2013, 03:16 PM,
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NaN
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Posts: 2,024
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RE: WIP Cars
Aehm... are you using the in-game update? I don't think it is robust enough to be used with nightly builds.
Ideally you would be using svn to keep data up to date. Download/install svn client( http://tortoisesvn.net/downloads.html ) and check out vdrift data ( create a "data" directory, right mouse button -> SVN checkout -> URL: https://vdrift.svn.sourceforge.net/svnroot/vdrift ). It will take some time to download all data ( a few GB ). But the successive updates ( right mous button -> SVN Update ) are very fast ( a few MB max ).
Oh, almost forgot. Delete C:\Users\<user>\Documents\VDrift folder to get rid of old settings/updates.
Could you post where you had problems with blender, what didn't work?
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05-05-2013, 10:21 AM,
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slickx
Expert 3D Modeler
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Posts: 123
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RE: WIP Cars
http://dl.transfer.ro/CO-transfer_ro-05may-c5782f.zip
The Cobra is finished.Test first than if it is ok update the old one.
in folder Skins there is an file called Co_Ao(ambient occlusion) if needed for reference.included are 4 skins.Enjoy.
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05-05-2013, 07:09 PM,
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NaN
Posting Freak
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Posts: 2,024
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RE: WIP Cars
(05-05-2013, 10:21 AM)slickx Wrote: http://dl.transfer.ro/CO-transfer_ro-05may-c5782f.zip
The Cobra is finished.Test first than if it is ok update the old one.
in folder Skins there is an file called Co_Ao(ambient occlusion) if needed for reference.included are 4 skins.Enjoy.
Nice. Thanks.
I've upped your (fixed) test track here: http://www.file-upload.net/download-7558...t.zip.html
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05-06-2013, 04:49 AM,
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slickx
Expert 3D Modeler
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Posts: 123
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Joined: Feb 2013
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RE: WIP Cars
Hey Nan,is it possible to have like different .car files for the same car?
In order to drift a car there must be some different settings right?
and thanx for the track,i cant drift though ) meaning i dont know how but still trying.
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05-06-2013, 02:45 PM,
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slickx
Expert 3D Modeler
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Posts: 123
Threads: 11
Joined: Feb 2013
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RE: WIP Cars
the nissan 350z.the body does not support decals since i messed up the uv's a bit
http://www.girlshare.ro/32476225.1
http://www.girlshare.ro/32476226.2 -here is the resized driver to fit the nissan 350z.The car is scaled after real measurements.
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