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CT
01-28-2007, 04:33 PM,
#1
CT
Found this today in the vdrift-art repository and decided to fiddle around with importing it into VDrift. It's a very high-poly porsche with a lot of little details (including a very complete interior). I did some fancier things like making the brake caliper floating (so it doesn't rotate with the wheel) and making the shadow fit the car's shape exactly using ray-tracing (thanks, blender 2.43!). There are no textures yet, but to give some sense of depth, I did quickie ambient occlusion maps for shading on the body and interior. The car settings are borrowed from the CS with only minor adjustments for view position and wheel positions. Stil to do:

* textures
* SConscript
* car settings
* engine sound

can anyone help with these?
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01-28-2007, 10:14 PM,
#2
 
CT? Er. Tell me what porsche it is, and I'll work up the settings for you.
_____
Cotharyus
Remember: Horsepower is how hard you hit the wall. Torque is how far you take it with you.
http://cotharyus.net
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01-28-2007, 10:17 PM,
#3
 
I just checked in some SConscript files for it. The shadows and model look really nice. I'd try doing a texture but the body.png.tga file in vdrift-art is all over the place, not sure if I have time to redo the whole layout.
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01-29-2007, 03:00 AM,
#4
 
It's a 2000-2006 Turbo with 420 HP Big Grin
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01-29-2007, 10:58 PM,
#5
 
If you do re-do the entire layout, make sure that each surface has its own spot on the UV layout with no overlapping... that will ensure the shading can be re-baked into the texture.
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04-08-2007, 06:47 AM,
#6
 
hello I am Spanish, I am writing by means of a translator. If you want the textures you you can lower of here:

WHEEL_FRONT:
[Image: wheelfrontgf5.th.png]

WHEEL_REAR:
[Image: wheelrearxp3.th.png]

BODY01:
[Image: body01ja0.th.png]
* You must put the name adapted to each image

CT.car :
To my it goes to me well, but I believe that it is better than you do not put it

Quote:drive = RWD

[ steering ]
max-angle = 33.59

[ engine ]
position = -1.46, 0.13, -0.18
mass = 210.0
max-power = 1877900
peak-engine-rpm = 6200.0
rpm-limit = 6840
inertia = 0.35
idle = 0.02
start-rpm = 1000
stall-rpm = 400
fuel-consumption = 1e-9
torque-friction = 0.0006
torque-curve-00 = 1000, 432.00
torque-curve-01 = 2000, 620.00
torque-curve-02 = 2200, 600.59
torque-curve-03 = 2300, 582.37
torque-curve-04 = 2800, 550.59
torque-curve-05 = 3000, 520.37
torque-curve-06 = 3400, 500.86
torque-curve-07 = 3800, 495.37
torque-curve-08 = 4200, 485.0
torque-curve-09 = 4800, 470.27
torque-curve-10 = 5100, 462.62
torque-curve-11 = 5300, 450.69
torque-curve-12 = 5400, 440.98
torque-curve-13 = 5600, 430.91
torque-curve-14 = 5700, 420.27
torque-curve-15 = 5900, 405.95
torque-curve-16 = 6200, 392.0
torque-curve-17 = 6400, 380.44
torque-curve-18 = 6600, 340.59
torque-curve-19 = 6840, 300.39

[ clutch ]
sliding = 0.27
radius = 0.1
area = 0.75
max-pressure = 42079.26

[ transmission ]
gears = 6
gear-ratio-r = -4.5
gear-ratio-1 = 3.82
gear-ratio-2 = 2.05
gear-ratio-3 = 1.41
gear-ratio-4 = 1.12
gear-ratio-5 = 0.92
gear-ratio-6 = 0.75
shift-delay = 0.06

[ differential ]
final-drive = 3.14
anti-slip = 620.0

[ fuel-tank ]
position = -0.8, -0.1, -0.26
capacity = 0.0492
volume = 0.0492
fuel-density = 730.0

[ suspension-front ]
spring-constant = 16000
bounce = 5000
rebound = 4500
travel = 0.24
max-compression-velocity = 10.00
camber = -1.0
caster = 1.0
toe = -0.5
anti-roll = 38000

[ suspension-rear ]
spring-constant = 20750
bounce = 5000
rebound = 4400
travel = 0.26
max-compression-velocity = 10.00
camber = -0.5
caster = 0.0
toe = 0.0
anti-roll = 40000

[ tire-front ]
radius = 0.31265
rolling-resistance = 1.3e-2, 6.5e-6
rotational-inertia = 10
tread = 0.00000001
# Lateral force
a0=1.4
a1=-35
a2=1550
a3=2400
a4=6.5
a5=0.014
a6=-0.24
a7=1.0
a8=-0.03
a9=-0.0013
a10=-0.15
a111=-8.5
a112=-0.29
a12=17.8
a13=-2.4
# Longitudinal force
b0=1.6
b1=-70
b2=1600
b3=23.3
b4=350
b5=0.05
b6=0.0
b7=0.055
b8=-0.024
b9=0.014
b10=0.26
b11=0.0
b12=0.0
# Aligning moment
c0=2.2
c1=-3.9
c2=-3.9
c3=-1.26
c4=-8.2
c5=0.025
c6=0.0
c7=0.044
c8=-0.58
c9=0.18
c10=0.043
c11=0.048
c12=-0.0035
c13=-0.18
c14=0.14
c15=-1.029
c16=0.27
c17=-1.1

[ tire-rear ]
radius = 0.3179
rolling-resistance = 1.3e-2, 6.5e-6
rotational-inertia = 10
tread = 0.0057312
# Lateral force
a0=1.3
a1=-45
a2=1700
a3=2500
a4=6.5
a5=0.014
a6=-0.24
a7=1.0
a8=-0.03
a9=-0.0013
a10=-0.15
a111=-8.5
a112=-0.29
a12=17.8
a13=-2.4
# Longitudinal force
b0=1.8
b1=-93
b2=1900
b3=23.3
b4=375
b5=0.05
b6=0.0
b7=0.055
b8=-0.024
b9=0.014
b10=0.26
b11=0.0
b12=0.0
# Aligning moment
c0=2.2
c1=-4.1
c2=-3.9
c3=-1.36
c4=-8.0
c5=0.025
c6=0.0
c7=0.044
c8=-0.58
c9=0.18
c10=0.043
c11=0.048
c12=-0.0035
c13=-0.18
c14=0.14
c15=-1.029
c16=0.27
c17=-1.1

[ brakes-front ]
friction = 0.13
max-pressure = 2.0e6
bias = 0.57
radius = 0.14
area = 0.015

[ brakes-rear ]
friction = 1.63
max-pressure = 2.0e6
bias = 0.43
radius = 0.14
area = 0.015
handbrake = 1.8

[ driver ]
position = -0.21, -0.32, 0.0
mass = 62.0
view-position = -0.34, 0.33, 0.41

[ drag ]
position = 0.0, 0.0, 0.2
frontal-area = 2
drag-coefficient = 0.01

[ wing-front ]
position = 1.9, 0.0, 0.60
frontal-area = 0.2
drag-coefficient = 0.0
surface-area = 0.3
lift-coefficient = -0.5
efficiency = 0.80

[ wing-rear ]
position = -2.14, 0.0, 0.37
frontal-area = 0.05
drag-coefficient = 0.0
surface-area = 0.5
lift-coefficient = -3.2
efficiency = 0.80

[ wheel-FR ]
#position = 1.193, -0.721, -0.372
position = 1.193, -0.721, -0.47
roll-height = 0.3295
mass = 20
restitution = 0.1

[ suspension-FR ]
position = 1.14, -0.66, -0.15
hinge = 0,0,0

[ wheel-FL ]
position = 1.193, 0.721, -0.47
#roll-height = 0.31265
roll-height = 0.3295
mass = 20
restitution = 0.1

[ suspension-FL ]
position = 1.14, 0.66, -0.15
hinge = 0,0,0

[ wheel-RR ]
#position = -1.12, -0.70, -0.505
position = -1.127, -0.721, -0.47
#roll-height = 0.3179
roll-height = 0.3295
mass = 22
restitution = 0.1

[ suspension-RR ]
position = -1.12, -0.65, -0.13
hinge = -0.6,0,0

[ wheel-RL ]
#position = -1.12, 0.70, -0.505
position = -1.127, 0.721, -0.47
#roll-height = 0.3179
roll-height = 0.3295
mass = 22
restitution = 0.1

[ suspension-RL ]
position = -1.12, 0.65, -0.13
hinge = -0.6,0,0

[ contact-points ]
# used to find the bounds of the car (for collisions)
# also play into the weight distribution and balance
mass = 0.05
position-00 = 2.06, 0.40, -0.20
position-01 = 2.06, -0.40, -0.20
position-02 = 1.85, 0.72, -0.20
position-03 = 1.85, -0.72, -0.20
position-04 = 0.19, 0.89, 0.24
position-05 = 0.19, -0.89, 0.24
position-06 = -1.99, -0.72, -0.26
position-07 = -1.99, 0.72, -0.26
position-08 = -2.23, -0.46, -0.26
position-09 = -2.23, 0.46, -0.26

# these are used to calculate the weight distribution and balance
[ particle-00 ]
mass = 60.0
position = 0.5, 0.1, -0.45

[ particle-01 ]
mass = 130.0
position = -1.07, 0.4, 0.1

[ particle-02 ]
mass = 130.0
position = -1.07, -0.4, 0.1

[ particle-03 ]
mass = 215.0
position = 1.09, 0.4, 0.0

[ particle-04 ]
mass = 215.0
position = 1.09, -0.4, 0.0
:roll:
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04-08-2007, 11:02 AM,
#7
 
The new texture looks nice. However, there is a porsche logo on the hood. Will this cause any legal issue?

btw, the handling feels better with Montis' CT.car.
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04-08-2007, 01:24 PM,
#8
 
I've checked in the textures. I don't think the emblem is an issue because it's so small that you can't really read the wording. I'll wait until there's more feedback on the .car file to make any changes.
Reply
04-08-2007, 04:29 PM,
#9
 
The logo I can clear it, if you want.
It wanted to make a modification in the structure of the car, is some program to publish the archives .joe or to export them to another format?


He costs much to look for by the forum and that to me, and the translator is not very perfect.
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04-08-2007, 07:38 PM,
#10
 
Interesting .car file, no front brakes and lots of rear downforce, makein the car
behave like it is rear engined. very planted at the rear but without the 'pendulum effect'. I like.

one small problem..
[Image: CTdrag.jpg]
ass drag!!

plus i might inset the front wheel a little more, porches traditionally have a really
wide rear track.
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04-08-2007, 10:16 PM,
#11
 
Yeah, the Porsche logo needs to go, and I'm not so sure about the color either. I don't mind having lots of colors available, but if we're only going to have one texture I'd rather stick to something like gray. Also, this car still needs some headlight/taillight graphics, and some other details. Actually the whole UV layout needs to be redone so that pieces and parts aren't all spread around throughout the texture. Smile Anyway I'll play around with the .car changes later on and check them in with maybe some other tweaks.

edit: nevermind, I shouldn't start writing posts and then not post them until 6 hours later.
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04-09-2007, 09:52 AM,
#12
 
Joe,
You checked in the texture as body02.png instead of body01.png. It's not showing up in the color selection menu. Any particular reason, or it's simply a typo error? Smile
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04-10-2007, 10:45 PM,
#13
 
Oh, whoops. I made a body01 on my computer a long time ago that was just solid yellow to see what it'd look like, and forgot that it wasn't in SVN. I've moved body02 to body01 in SVN 1686 so it should show up, now.
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04-12-2007, 04:56 PM,
#14
 
Yeah we really need to watch that rear downforce, people seem to really enjoy adding tons of it. Smile Ass drag is bad...
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