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Wackersdorf kart track
01-28-2012, 09:21 AM
Post: #1
Wackersdorf kart track
Hello,

I have big difficulties to export this track as .jpk file. Here are error messages in blender...this is chinese for me...

Can you have a look and explain me what's wrong ? Here is link :


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Thanks !
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01-28-2012, 11:51 AM
Post: #2
 
That is a restriction of the joe file format. vertex, uv, normal count has to be < 32768. Maybe we should add support for something less restricted. There is code for a very simple one there, but it is not used afaik.

You should be able to fix it by splitting the tire wall mesh.
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01-28-2012, 02:37 PM
Post: #3
 
ok, I deleted tire wallls, so I was able to save track as .jpk.

But when I import .jpk in blender, no texture appear, it's completly white. Strange thing, textures appears in list.txt.

Please have a look here...

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Any ideas ?
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01-28-2012, 04:54 PM
Post: #4
 
Haven't been able to download. It has been aborting at about 50% multiple times.

Anyway I think I know what the issue is. If you look into the exported list.txt the texture names are xxx.png.002 I guess the 002 is some blender internal naming, never seen it before. A fix is to replace png.002 with png. I'll see if there is a way to fix it in the export script.

Here is a working jpk(with tire walls): In order to view links, you must have to reply to this thread.
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01-28-2012, 06:39 PM
Post: #5
1
Thanks.

Texture haven't good assignation, but I know why.
I'll correct it on 3dsmax.
I hope you'll find an issue about exporter...I need to export Wackersdorf very often, to see if graphism will be ok ingame.

So, please find here playable track :

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Here is also an onboard video on real Wackersdorf track, with telemetry :

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I hope it will give you interesting informations to give realistic comportment to Kart KF1... :wink:
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01-28-2012, 07:52 PM
Post: #6
 
Script with fix: In order to view links, you must have to reply to this thread.

Btw to speed up export if you are just editing the properties and not the meshes or textures uncheck the option: "Export objects (objects.jpk)"
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01-29-2012, 06:33 AM
Post: #7
 
It works, thanks ! Smile

EDIT : what's the way export tires walls ?

About foliage, it looks like any faces diseapears

is it possible to disable the polycount limit ?
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01-29-2012, 12:27 PM
Post: #8
 
Will check the foliage stuff. I think you have to put it into a "doublesided" and "transparent" group.

To split the tire walls:
View->Top
View->View Persp/Ortho
Zoom out(Mouse wheel)
Select tire mesh(RMB)
Switch into Edit Mode
Press A to deselect all
Press B for border select, LMB + Drag a selection rectangle
Press P to split, Split by selection.
Repeat it a few times to get 3-4 separate tire meshes

[Image: splitw.jpg]
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01-30-2012, 01:12 PM
Post: #9
 
ok for wall tires, it works.

but foliage is still a mystery.

For a tree, I modelise crossed faces.
I use 4 faces, to have tree texture visible on each angle of view.
Maybe 2 faces are enough ?

In Blende, I've created "doublesided" and "nolighting" groups, like Estoril'88 track. But Only 1, or 2 faces are visible.

How do you modelise and configure trees ?

...Please find last version here :

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01-30-2012, 03:25 PM
Post: #10
 
You are correct, they have to go into the "doublesided" and "nolighting" group for some strange reason.

This one works for me: In order to view links, you must have to reply to this thread.

Nice track btw Smile
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01-30-2012, 04:10 PM
Post: #11
 
Thanks you Smile . I'm begining to understand how it works...

About surfaces : In surface.txt I've seen there is 5 differents surfaces type, but there is no description...

Can you describe it ?

Surface-0 : Asphalt
Surface-1 : Sand ?
Surface-2 : ?
Surface-3 : ?
Surface-4 : ?
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01-30-2012, 04:38 PM
Post: #12
 
Need to add it to the wiki. Take a look a the surfaces.txt of the rouen track as an example.

The last number of each entry in a list.txt is the surface id.

The first surface(surface-00) is usually a no friction surface for objects you don't collide/drive on.

The type determines the tire sound. There are seven types available: none, asphalt, grass, gravel, concrete, sand, cobbles.

Code:
[surface-05]
Type = sand
BumpWaveLength = 10.0
BumpAmplitude = 0.05
FrictionNonTread = 0.5
FrictionTread = 0.7
RollResistanceCoefficient = 5.0
RollingDrag = 15.0

BumpWaveLength, BumpAmplitude are used to describe surface roughness/details. BumpAmplitude should be somewhere between 0.001 and 0.05 meters.

FrictionNonTread describes the grip for slicks, FrictionTread for treaded tires.

RollResistanceCoefficient, RollingDrag affect rolling behavior, slow the car down.

To assign surfaces create surface-xx groups in blender.
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01-30-2012, 05:35 PM
Post: #13
 
Ok, I copied Rouen's surface.txt in Wackersdorf folder, and assign surfaces in Blender. It works good. Thanks.

I have to detail little things (kerbs, road side, etc...) then I'll release the track.

More technical questions ;

- how assign normal maps and specular maps ?

- what about skidmarks on track ? ca must I modelise planes and assign skidmarks textures on it, or does it exists another technic ?

and here, question to give fun to the game :

- Will it be possible to simulate a complete race week end (practice, qualifications, race) ?

- possible to change setups on car ?

- possible to make race against 34 karts controled by AI ?

- possible to assign a starting position for practices and qualify (from garage or pre-grid), and starting a position for race (race grid) ?

For exemple (during Kart races)
- On Practice, start position on pre-grid is random.
- Before Qualifiquations, start position on pre-grid depends of time the player made during practice,
- Before race, start position on grid depends of time the player made during qualifications.

And do you think we can show different pictures or animations at end of the race ? (for example, Podium ceremony if you finish in top 3 ) ?
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01-31-2012, 03:22 PM
Post: #14
 
Quote:how assign normal maps and specular maps ?
Quote:You can provide material and normal maps. Just call them xxx-misc1.png, xxx-misc2.png.
misc1: rgb: fresnel reflectance value at zero degrees, a: micro-scale roughness
misc2: rgb: normal
For example WALL1.png, WALL1-misc1.png (specular), WALL1-misc2.png (normal)

Quote:must I modelise planes and assign skidmarks textures on it
yes

Quote:Will it be possible to simulate a complete race week end (practice, qualifications, race) ?
It depends on how complex/configurable it is expected to be. Adding an optional qualifying sprint(all at once) before race shouldn't be a big deal.

Quote:possible to change setups on car ?
How would the gui look like? What settings should be available for modification?

Quote:possible to make race against 34 karts controled by AI ?
The maximum I've tried have been 8. One could try to get 16 to work. How would the gui look like, opponent selection, list?

Quote:possible to assign a starting position for practices and qualify
One could add support for alternative start positions. For reversed tracks the start positions are simply rotated by 180 deg atm for example, which is not really optimal.

Quote:And do you think we can show different pictures or animations at end of the race ?
There is no support for animations in the engine, although joe files support frame-based animation(not enabled). Someone would have to implement it.
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