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Shared Track Objects
02-27-2011, 03:52 PM,
I'm okay with whatever you want to do.
03-01-2011, 03:57 PM,
Dynamic track objects support is in trunk. Try to drive into the ambulance on rouen.

Or add some more in data/rouen/objects/objects.txt Smile
body = ambulance
position = 116.7, -592.7, 44
rotation = 0, 0, 45

body = ambulance
position = 116.7, -597.7, 44
rotation = 0, 0, 45

Current limitations: Collision shape is bounding box. Mesh center has to be bounding box center.
03-01-2011, 05:04 PM,
updated to latest svn both src(3088) and data(809), compiled with codeblocks under win7 x64.
INFO: Loading track from path: data/tracks/rouen
INFO: Loaded surfaces file, 7 surfaces.
INFO: Track timing sectors: 2
ERROR: Error loading track (deferred): rouen
ERROR: Error during track loading: rouen
03-01-2011, 05:24 PM,
You have dynamic shadows on? I've missed this case somehow. No GL3/shaders on my dev machine.
03-01-2011, 05:32 PM,
Shadows are the problem.

It's working with shaders enabled, shadows disabled.
03-01-2011, 06:05 PM,
Can you try the latest trunk with shadows on?
03-02-2011, 02:35 AM,
It's working now.

Thanks NaN!
03-02-2011, 04:36 AM,
joe just helped me fix my svn access.
is it time to make a trackparts directory?

thinking trackparts/vehicles/trucks


that might be good enough to replace the trucks on rouen. i'll have a little more texture work to do. then i'll have to figure out how to remove old objects and replace them. am i correct in thinking that it'll all be text editing?

anybody have any alterations they'd like to make to this plan?
03-02-2011, 07:50 AM,
Looks good, go ahead.

You also can setup the config files conventional, cabover, ... or conventional.txt/cfg whatever you prefer.
model = anteater.joe
texture = anteater.png
#shape = anteater_col.joe # very simple convex hull (4 - 40 verts)
#size = 1, 5, 2 #bounding box
mass = 4500
The idea is to modify the importer/exporter to support the new objects.txt and do the editing in blender.
03-03-2011, 06:40 PM,
for the road_cone i've ended up with 6 files.

collision mesh
texture map
spec map
normal map
text configuration

you think each object should each object get their own directory?? each will be at least 2-3 files but probably average 4-5. i don't have normal maps for the trucks yet (should i bother??) but that would be (7 trucks + 2 trailers) so 4*9 = 36 files in one dir. which will be easier to classify as a single object in a map editor?

wait a sec, all the trucks shared the same diffusion texture map (same with trailers). so we can make a race-team livery once, and then apply it to all truck/trailer models.
03-03-2011, 09:14 PM,
Quote:get their own directory??
Lets try with a single big dir sharing as much as possible and see how it works out.
03-03-2011, 09:16 PM,
03-06-2011, 12:08 AM,
got the trucks and road cones uploaded. haven't been able to put them into rouen yet, my guess is that it's not searching the trackparts directory at the moment.

i tested one with this


texture = truck_red.png

model = anteater.joe

mass = 1200

surface = 0

and got a floating truck - is that due to position, or is bounding box not calculated correctly, or do i have a stray vertex far negative z (looked, couldn't find one)?? or is it that the mesh origin is on the floor?

created a truck_red-misc1.png texture, but didn't seem to get specular highlights, not all that important at the moment really.

overall this looks really promising. i think maybe i should try making a tuning garage as my first track since it won't need to be big, will have mostly simple track geometry, and a ton of shared objects.
03-06-2011, 12:17 AM,
Quote:not searching the trackparts directory
Quote:mesh origin is on the floor
Will fix asap.
03-10-2011, 06:12 PM,
trackparts support is in trunk (added trailer next to ambulance at rouen)

Do we want an extra center of mass parameter? Currently center of mass is mesh origin. This gives rather unrealistic behavior for the trailer.joe.

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