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Karting KF1
02-10-2012, 10:00 AM
Post: #46
 
There have been some changes to gui config(there will be some more) thus a new build. Just overwrite the old vdrift directory and pull latest data.

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02-10-2012, 05:02 PM
Post: #47
 
Nice ! that's fun to race on Wackersdorf, see track plan, try to make track record...

You should learn clean overtakes to AI ! they are really agressive !!

Actually I modelise Varennes-sur-Allier Kart track. There is about 30% complete. Mabe I should create a blg or a dev diary to show progression...
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02-11-2012, 09:17 AM
Post: #48
 
berzingue Wrote:You should learn clean overtakes to AI ! they are really agressive !!

I agree, these AIs always send me out of the road !!
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02-17-2012, 03:15 PM
Post: #49
 
@berzingue new build is available. Try to play with the lookat vector of the camera. Do we want field of view be a camera parameter, there is already a global setting(normal, wide, extra wide)?
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02-18-2012, 01:42 PM
Post: #50
 
Perhaps make it an optional per-camera override of the global setting?
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02-20-2012, 07:32 PM
Post: #51
 
oops, with new version, all cars are invisible in car choice menu...
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02-20-2012, 07:54 PM
Post: #52
 
Check\post My Documents\My Games\VDrift\log.txt, try with shaders disabled.
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02-21-2012, 05:16 AM
Post: #53
 
Here is message in log.txt for each car :

INFO: Loaded fonts successfully
INFO: Loaded GUI successfully
ERROR: Couldn't load spinning car: GTV6
ERROR: Loading log: GTV6.car.camera.view-position not found.
unable to load cameras

I've tried last modifications with an old car.
Shaders works good...
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02-21-2012, 11:00 AM
Post: #54
 
Quote:ERROR: Loading log: GTV6.car.camera.view-position not found.
Means you are running the old build. Get vdrift-2012-02-17.exe.
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02-21-2012, 05:11 PM
Post: #55
 
oh, yes, sorry. So...

It works !!!

I love the "look at" option.
It can be interesting to have progressive camera rotation, to make quick look on left, on right, on back !

For me, field of view in global settings works good.
"normal" setup is interesting, "wide" is perfect, "extra-wide" seems too much....

btw, Kart must have less understeer in corners,

can we try to animate driver-arms? make it turn with steering wheel ?
I don't really know the way to do it : for exemple, I can make any driver animations with 3dsmax ,and save it as .fbx, maybe this file works with blender...
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02-22-2012, 05:30 AM
Post: #56
 
I still cannot commit with turtoise (I'm registered on sourceforge, but I still not have my confirmation mail with password...)

So here is the link to KF1-T.car, with new cameras positions :

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Can you put "look-at" option to camera 0? I would like to reproduce this view :

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02-22-2012, 02:41 PM
Post: #57
 
Quote:I'm registered on sourceforge, but I still not have my confirmation mail
It shouldn't take longer than a few hours. Maybe spam filtered?

Quote:can we try to animate driver-arms? make it turn with steering wheel ?
I don't really know the way to do it : for exemple, I can make any driver animations with 3dsmax ,and save it as .fbx, maybe this file works with blender...
Simple frame based animation should be easy to implement. Try to import fbx into blender. Upload fbx and blend.

Quote:Can you put "look-at" option to camera 0? I would like to reproduce this view :
You can add lookat to each camera, it is an optional parameter.
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02-22-2012, 02:45 PM
Post: #58
 
The look around idea is good, something like look left, right, back.
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02-23-2012, 07:12 AM
Post: #59
 
Ok, I've edited "look at" on camera 0 : here is link :

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About driver arms animations,

With 3dsmax, I can save animations as .dae and .fbx format. But :
- When I import .dae in blender, program crashes,
- there is no possibility to import .fbx in blender.

So, I don't know...maybe I should learn to rig and animate a mesh with blender...
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02-23-2012, 09:25 AM
Post: #60
 
Does it also crash with blender 2.62? I think there has been some work on collada support by Second Life guys.
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