06-26-2006, 06:14 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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2 new tracks (zandvoort and brands hatch)
i've converted two new tracks (zandvoort and brands hatch) from racer. you can get them from http://caliban.lbl.gov/vdrift/tracks/. if somebody with svn access wants to commit them, please feel free to do so. thanks.
--alex--
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06-26-2006, 08:23 PM,
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joevenzon
Administrator
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Posts: 2,679
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Joined: Jun 2005
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I saw these in SVN today and thought thelusiv did them. Really good job, alex, the track editor and conversion process is not easy to understand or use. I'll make a few touch-ups to the versions in SVN. Here's what I'm going to do:
Zandvoort:
For objects that are billboard-type sprites like the people standing or sitting or trees you should set their properties such that you disable lighting and mipmapping for them. Also, any objects that are semi-transparent should have that blended property set (which I think you may have done already).
Brands:
Same comments as above. For objects that have some fully transparent parts and some fully opaque parts (like the wire fence, the starting blocks, etc) you should disable mipmapping.
I'll also add lap timing. The way this is done is by pointing at a square that's just after the starting line and hitting E. You then should go find a square that's halfway through the track and hit E while pointing at it. Then save. To start over and clear those squares, press the minus key. By selecting two squares instead of one, the driver has to drive over both squares before a lap counts (which makes sure he goes all the way around). But since you do have to hit both squares for it to be considered a lap, make sure that the squares are in areas where the driver won't miss them.
To answer your question about the racer tracks we converted, no, we weren't any more rigorous than you were in obtaining permission.
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06-26-2006, 08:52 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:I saw these in SVN today and thought thelusiv did them. Really good job, alex, the track editor and conversion process is not easy to understand or use. I'll make a few touch-ups to the versions in SVN.
great. i only learned how to use the track editor this weekend (reading the README file and looking at the source code; listedit in particular is not very well documented) and these were my first tracks. i tried to follow what people did for the other tracks, but your post detailing the changes that still need to be made is very useful. i am trying my hand at the nurburgring gp track right now. i'll let you guys know once it's done.
--alex--
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06-26-2006, 09:42 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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i've already found a bug in the zandvoort track. somebody needs to run:
Code: mogrify -transparent rgb\(226,226,226\) fnceb.bmp.png
and then commit the fixed file otherwise the fence looks really bad.
alternatively, you can get the fixed file from:
http://caliban.lbl.gov/vdrift/tracks/fnceb.bmp.png
there could be some more textures that need to be fixed, i'll take a look.
--alex--
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06-27-2006, 05:19 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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thelusiv Wrote:I fixed the texture that needed to be transparent. Your tracks are now looking pretty good in the current SVN. Good timing, your tracks will be included in the release that's about to be published...
i've fixed a couple more textures, you can get them from:
http://caliban.lbl.gov/vdrift/tracks/scorebrd.bmp.png
http://caliban.lbl.gov/vdrift/tracks/flagc.bmp.png
i would like to improve the tracks a little bit but i haven't been able to figure out how to load a dof file (or joe for that matter) into blender. any pointers? (i use linux only).
Quote:If you're interested in doing more tracks let me know through private message/email/IRC and I can set you up with SVN access.
i'll contact you by private message.
--alex--
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06-29-2006, 04:05 PM,
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alex25
Senior Member
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Posts: 531
Threads: 42
Joined: Jun 2006
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joevenzon Wrote:dof files can be imported by Z-modeler (version 1 of z-modeler is free and should work on linux via wine), which can them export them to a blender friendly format.
i've just dicovered that dof files can also be imported by prettypoly ( http://prettypoly.sourceforge.net/) which works great under linux and it is open source. let the fun begin...
--alex--
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