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WIP Cars
03-30-2013, 06:29 PM
Post: #31
RE: WIP Cars
This is the request from nomoo Challenger 2007 waiting for texturing.The wheels are from 350z since i had them done
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04-01-2013, 07:32 AM
Post: #32
RE: WIP Cars
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I am not going to do the interior of any of the cars anymore since it is such a time consuming thing.
This car needs a normal map and than its finished.
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04-01-2013, 11:44 AM
Post: #33
RE: WIP Cars
Beautiful work slickx.
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04-01-2013, 05:41 PM
Post: #34
RE: WIP Cars
(04-01-2013 11:44 AM)NaN Wrote: In order to view links, you must have to reply to this thread.Beautiful work slickx.

Thank you! For more quality i would recommend texture file for car body to be at 1024x1024 and wheels' texture to be at 512x512. I would like to make some tutorials about making cars and wheels for Vdrift but...i need to know more about how to use textures,how to create the normal map and specular specular in witch channels and stuff. NaN can we work on updating the Wiki page with some tutorials and guidelines on creating cars and maybe tracks?
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04-02-2013, 12:16 PM
Post: #35
RE: WIP Cars
I had a quick look at the wiki. In order to view links, you must have to reply to this thread. and In order to view links, you must have to reply to this thread. are very outdated. In order to view links, you must have to reply to this thread. is somewhat recent, needs a slight update regarding cameras and wheels.

The 512x512 texture guideline will be a few years old. There are cars in the repository that have 2k textures. There is no technical limit to have even bigger ones.
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04-02-2013, 10:10 PM (This post was last modified: 04-02-2013 10:25 PM by slickx.)
Post: #36
RE: WIP Cars
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Currently the wheel uses a 2048x2048 witch will be scaled down to 512x512 maybe 1024x1024.
Can anyone help with importing The Challenger in vDrift???
NaN any chance of implementing LOD's?I really want to optimize the cars as best as possible.The cars that have been added to vdrift are not always optimized and some of them are high poly models who take a big space on Hdd and memory when running in game.I was thinking for tracks to use texture sheets like this In order to view links, you must have to reply to this thread. since it speeds loading times and can be reused.

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NaN how can i use my own spokes/rims and tires since you said that the game is generating them?
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04-03-2013, 04:47 AM (This post was last modified: 04-03-2013 05:42 AM by NaN.)
Post: #37
RE: WIP Cars
If you have problems to get the car into game, upload what you have got and I'll take a look.

To use custom wheel/tire meshes:

[wheel.fl]
texture = my_wheel_texture.png
mesh = my_wheel_mesh.joe
genrim = false # disables auto-generated wheel rim mesh

[wheel.fl.tire]
texture = my_tire_texture.png
mesh = my_tire_mesh.joe # overrides auto-generated tire mesh


The same applies to brake disk:

[wheel.fl.brake]
texture = my_brake_texture.png
mesh = my_brake_mesh.joe # overrides auto-generated brake mesh


I think I will also add [wheel.fl.hub] support, for non-rotating wheel components. If you want to use a single mesh for the wheel (containing tire and brake disk), remove the texture and mesh parameters from tire and brake sections.


The texture sheets/atlases is an important optimization that we are lacking, would allow for higher fps. In general for modern graphics cards it is more efficient to have few big textures/meshes than a lot of tiny ones.

The LOD stuff and the Wiki car doc update are on my todo list. Btw would be great if you could write about the issues you are running into, so that they can be fixed eventually. What works, what doesn't, what is confusing and so on.
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04-04-2013, 04:32 AM
Post: #38
RE: WIP Cars
At some point putting custom wheels + custom tires gets so frustrating that i am thinking on letting someone get the cars and all the parts in game..

[wheel.fl]
texture = challenger_5spokes.png
mesh = challenger_5spokes.joe
position = -0.85, 1.41, -0.43
camber = -1.33
caster = 6.12
toe = 0.5
ackermann = 8.86 # 50% ackermann
steering = 30
genrim = false

[wheel.fr]
texture = challenger_5spokes.png
mesh = challenger_5spokes.joe
scale = -1, 1, 1
position = 0.85, 1.41, -0.43
camber = 1.33
caster = 6.12
toe = -0.5
ackermann = -8.86
steering = 30
genrim = false

[wheel.rl]
texture = challenger_5spokes.png
mesh = challenger_5spokes.joe
position = -0.85, -1.25, -0.43
camber = -0.45
caster = 0.28
toe = 0.0
genrim = false

[wheel.rr]
texture = challenger_5spokes.png
mesh = challenger_5spokes.joe
scale = -1, 1, 1
position = 0.85, -1.25, -0.43
camber = 0.45
caster = 0.28
toe = 0.0
genrim = false



wheel.fl.tire]
texture = tire_c.png
mesh = tire_c.joe

[wheel.fr.tire]
texture = tire_c.png
mesh = tire_c.joe

[wheel.rl.tire]
texture = tire_c.png
mesh = tire_c.joe

[wheel.rr.tire]
texture = tire_c.png
mesh = tire_c.joe


After putting the textures and the models inside Cobra's folder CO to test if thy work,edited the Co.car with the above text and in menu the car disappears witch means i did some bad things.

Also what is the difference between Wheel,Tire,spoke. i created my wheel model having the Tire and the Rim is with the "spoke"(the middle part)are together.I need help..
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04-04-2013, 05:27 AM (This post was last modified: 04-04-2013 05:28 AM by NaN.)
Post: #39
RE: WIP Cars
From what I see you are missing a square braket "[" at wheel.fl.tire] section. Copy paste error?

Have a look into VDrift log file. It will usually tell what went wrong: C:\Users\<user>\Documents\VDrift\log.txt

I would recommend to change one thing at a time for the beginning.

1. Comment out the texture line for one of the wheel tires (to get rid of the auto-generated tire). Check the result in game.
[wheel.fr.tire]
#texture = tire/touring.png

2. As a next step add genrim=false to this wheel. You should notice a change. The mesh is not scaled anymore and the auto-generated rim("outer edge of a wheel, holding the tire") is gone.
[wheel.fr]
...
genrim=false

3. Replace the wheel mesh and texture with your own. Check the change again. You should see your wheel in game.

4. Apply the same modifications to the other wheels.


If there are still issues, it would be great if you could upload what you have got (you CO folder). It is difficult to guess what might be wrong.
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04-04-2013, 05:35 AM
Post: #40
RE: WIP Cars
This is what i have found so far.
[wheel.rl]
texture = challenger_5spokes.png
mesh = challenger_5spokes.joe
position = -0.85, -1.25, -0.43
camber = -0.45
caster = 0.28
toe = 0.0
genrim = false
This is ok and it works if the wheel(spokes+rim)are in the Car's folder.This is fixed.

The tire problem.
i tried this
[wheel.fl.tire]
texture = tire/tire1.png
mesh = tire/tire1.joe
size = 225, 65, 15
type = &tire/touring

The thing is that the Tire doesn't change to my custom mesh but uses my custom texture but with that "type = &tire/touring" thing i loose my uw's since it tries to map my texture to the Touring "thing".
Please replay to this message since i made some progress with understanding how things work.
is there any way that that "type = &tire/touring" can be changed so something ealse?
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04-04-2013, 11:11 AM (This post was last modified: 04-04-2013 11:36 AM by NaN.)
Post: #41
RE: WIP Cars
All mesh and texture paths are relative to car folder (or carparts).

"type = &tire/touring" has absolutely nothing to do with graphics.

Here I am using steering wheel to replace the auto-generated tire mesh and have genrim=false(no wheel mesh scaling):
[wheel.fr.tire]
texture = steering_wheel.png
mesh = steering_wheel.joe
size = 205, 55, 15
type = &tire/touring
[Image: testvg.jpg]



The whole mess behind the separate tire, rim and wheel disk("spokes") meshes is there to allow the player to select different tires and wheel disk designs from within game sometime in the future.
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04-04-2013, 08:05 PM (This post was last modified: 04-04-2013 08:08 PM by slickx.)
Post: #42
RE: WIP Cars
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[wheel.fr.tire]
texture = wheel.png
mesh = tire1.joe
size = 205, 55, 15
type = &tire/touring

[wheel.rr]
texture = wheel.png , wheel-misc2.png
mesh = whee1.joe

rimgen = false
The rim/spoke works great no problem,the texture loads good.

anyway there is a blend file with all the wheel model+tire and if you can get the texture to work it will be nice. i use the wheel.png for the tire,rim,spoke and brake disk.
i could not change the tire and brake disk model.please help i know i do something wrong..
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04-05-2013, 03:31 AM
Post: #43
RE: WIP Cars
4shared seems to require registration before download Sad

I've quickly created a variant myself for testing consisting of a tire.joe, wheel.joe and a wheel_tire.png texture shared by wheel and tire. Download: In order to view links, you must have to reply to this thread.

Changes in car file:
Code:
[wheel.fr.tire]
#texture = tire/touring.png
texture = wheel_tire.png
mesh = tire.joe
size = 205, 55, 15
type = &tire/touring

[wheel.fr]
#texture = wheel/5_spoke_m.png
#mesh = wheel/5_spoke_m.joe
texture = wheel_tire.png
mesh = wheel.joe
scale = -1, 1, 1
position = 0.71, 1.34, -0.49
camber = 2.00
caster = 8.00
toe = 0.2
ackermann = -7.69
steering = 30
genrim=false

Result:
[Image: wheeltire.jpg]

Btw I am assuming you are using the most recent build?
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04-05-2013, 06:53 AM
Post: #44
RE: WIP Cars
I've created a In order to view links, you must have to reply to this thread. wiki page that will contain up to date info on VDrift car graphics setup.
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04-05-2013, 07:38 AM
Post: #45
RE: WIP Cars
I wasn't using the latest build..sorry.Ill have to download again the repository files and figure how to make it work.

In order to view links, you must have to reply to this thread. i reuploaded the car.it uses G4 car script but it looks nice.also has the wheel and tire in blend file.
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