Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Track file format specifications
04-26-2007, 03:52 AM,
#1
Track file format specifications
Hi,
where can I find some detailed information about track file formats?

I've searched in the forum and in wiki with no results.

Thanks in advice

Nem
Reply
04-26-2007, 01:00 PM,
#2
 
+1
-Yoshi-
www.slidewaysonline.com
Reply
04-26-2007, 02:17 PM,
#3
 
This page has the basics: http://wiki.vdrift.net/index.php/Track_f...nd_formats

More later, gotta run! Smile
Reply
04-27-2007, 04:13 AM,
#4
 
Thanks for answering,
I've already read the wiki pages, but I'm looking for more detailed and specific information.

Bye

Nem
Reply
04-27-2007, 10:53 PM,
#5
 
Which specific file format would you like more information about?
Reply
04-29-2007, 02:13 AM,
#6
 
I think the information seeked here is how parts of the car definition file work. It's hard to get a good idea of all of it, and while I've created a car from scratch there are still a few things that I had to "fudge" in the file to get it just right.

Some things like positions are hard to get a good idea of. I do it by opening the model in Blender and looking at the coordinates reported by the modeler. I can explain this in more detail if someone is interested.

If you're wondering about the units of things, when we say that they use MKS that means meters, kilograms, and seconds. Of course there are other things besides just distance, mass and time to express in the game, but for the most part they can be derived from those three units. For instance, torque is in Newton-meters per second. This is important to know for adapting dyno torque charts in ft-lbs/sec to torque settings in the car file.

Other things that are handy to know is that 1.0 units of distance in Blender is equal to 1.0 units of distance in the game, which represents 1.0 meters in the real world. Also, the positions in Blender must be modified slightly for the car files. Blender shows (X, Y, Z) formatted positions. VDrift wants them in the order (Y, -X, Z).
Reply
04-30-2007, 08:13 AM,
#7
 
joevenzon Wrote:Which specific file format would you like more information about?

Hi,
I've been busy crashing and restoring my PC.
In the last month I've played with Need for Speed 1 track data files, I've extracted all the textures, the objects and all the information about the track.

I'd like to complete my work building an utility to export track from NFS1 to VDrift.

I need a lot of information about the track file formats..

Can anyone help me?

Bye

Nem
Reply
04-30-2007, 09:38 AM,
#8
 
You realise that there is no way NS1 tracks will be eligible for inclusion with VDrift given that they are proprietary.
Reply
04-30-2007, 10:03 AM,
#9
 
charlieg Wrote:You realise that there is no way NS1 tracks will be eligible for inclusion with VDrift given that they are proprietary.
Yes, I never said that I want to include something with Vdrift.
I said that I want to develop an utility to convert NFS Track, for now it's only for my own fun.

Nem
Reply
04-30-2007, 10:51 PM,
#10
 
If you can get the NFS tracks into any 3D format that blender (or a blender plugin) can read, then you could get it into VDrift by that route. If you want a description of the VDrift binary formats so you can write your own converter, I could work on adding that to the wiki.
Reply
05-02-2007, 03:09 AM,
#11
 
joevenzon Wrote:If you can get the NFS tracks into any 3D format that blender (or a blender plugin) can read, then you could get it into VDrift by that route. If you want a description of the VDrift binary formats so you can write your own converter, I could work on adding that to the wiki.

I prefer a description of VDrift binary formats to create my own converter.
Furthermore, if I’ll be successful I can distribute my converter, otherwise I cannot distribute AE copyrighted material.

I think that this solution could be useful for other people that want to write some track utilities too.

For now I’ll wait for your wiki pages.

Thanks

Nem
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)