PiBoSo Official Forum

World Racing Series => Mods => Cars => Topic started by: bsauder189 on December 09, 2016, 11:41:30 PM

Title: Physics Editor Style GEOM Preview
Post by: bsauder189 on December 09, 2016, 11:41:30 PM
I was wondering if there is a program to simulate the GEOM points outside of the game? Rough program or something that would make the process of editing vehicles a little more simple.

Thanks,

Barry S.
Title: Re: Physics Editor Style GEOM Preview
Post by: PiBoSo on December 10, 2016, 12:02:58 AM
There is a program, called CarEd, but it's far from being ready for release: http://forum.piboso.com/index.php?topic=3533.0

Unfortunately so far there weren't enough requests for car modding tools, so it's very low in the TODO list.
If you think there is a potential community of modders, it could be moved higher in priority.
Title: Re: Physics Editor Style GEOM Preview
Post by: bsauder189 on December 10, 2016, 12:14:08 AM
I do believe that we will have a community together by being able to provide a few more "entry" level dirt cars for download.

I'd like to think that we could have a great community once we get more "real-life" content in game, tracks and cars etc.


Thanks for the quick response,

Barry S.
Title: Re: Physics Editor Style GEOM Preview
Post by: AUSSIEDIRT on December 10, 2016, 07:24:37 AM
I Know Myself If It Was Easier And There Was tools To Assist In Buillding And Such That I Would Be Modding It In A Heart Beat And I Know there Has Been Alot Of Interest Right Up TIll They See theres Not Much Documentation And tools TO Help
Title: Re: Physics Editor Style GEOM Preview
Post by: TFC on December 10, 2016, 08:33:07 AM
Must admit, I wasn't that interested in WRS but since getting it free with GPB I've kind of fallen in love with it to the point of experimenting with road objects mixed with heightmaps. So far I have a great method that works perfectly, just need to work on the road to heightmap transition for tarmac to deformable dirt / gravel and I'll be working on a rally track with an enduro and possibly a small mx track in a field for use with both WRS and MXB.

I would love to see a MK1/MK2 Mexico, an Integrale, an Escort Cossie, and maybe a 205 or XR2.. If CarEd was available I'd be tempted to make at least one of the above at some point.
Title: Re: Physics Editor Style GEOM Preview
Post by: Alby46 on December 10, 2016, 11:35:12 AM
my god, that would be awesome fatcontroller
Title: Re: Physics Editor Style GEOM Preview
Post by: sandbiter on December 10, 2016, 12:17:00 PM
Quote from: TheFatController on December 10, 2016, 08:33:07 AMI'll be working on a rally track with an enduro and possibly a small mx track in a field for use with both WRS and MXB.

That was exactly what Damien and I were planning for the British farm lands. What do you think about collaborating? We both have our strong and weak points and Damien can perhaps model objects for us. I feel like we can create something really sick.
Title: Re: Physics Editor Style GEOM Preview
Post by: TFC on December 10, 2016, 12:21:18 PM
Maybe Sandy ;)

I'm going to make something first to try and get the techniques down, then sure..

Although I found anything larger than 1000 x 1000 heightmap is going to cause problems for getting road objects and heightmap terrain to work together well.

It's a shame that heightmaps don't work with GPB or one track could do all sims. Even when all the race data sits on a trkasph surface the game crashes when loading the map.. Is that right PiBoSo? Or am I missing something.
Title: Re: Physics Editor Style GEOM Preview
Post by: sandbiter on December 10, 2016, 01:07:50 PM
Quote from: TheFatController on December 10, 2016, 12:21:18 PM
I'm going to make something first to try and get the techniques down, then sure..
Alright! I still haven't worked on my farmlands again. I only have the basic heightmap and trees/shrubs in place.
Quote from: TheFatController on December 10, 2016, 12:21:18 PM
Although I found anything larger than 1000 x 1000 heightmap is going to cause problems for getting road objects and heightmap terrain to work together well.
So 1000 x 1000 still works? My goal with my rally track was to have terrain deformation as well, so I really need a big heightmap.
Title: Re: Physics Editor Style GEOM Preview
Post by: Stout Johnson on February 03, 2018, 02:00:28 PM
Quote from: PiBoSo on December 10, 2016, 12:02:58 AM
There is a program, called CarEd, but it's far from being ready for release: http://forum.piboso.com/index.php?topic=3533.0

Unfortunately so far there weren't enough requests for car modding tools, so it's very low in the TODO list.
If you think there is a potential community of modders, it could be moved higher in priority.
Please move up in prio list. I am stuck... can't get my cars finished.

(https://i.imgur.com/zJ1mEaQ.jpg)


Title: Re: Physics Editor Style GEOM Preview
Post by: Phathry25 on February 03, 2018, 06:32:13 PM
What do you need help with?  Looks like your car model is backwards...  I've noticed I had to turn all my cars around as well.
Title: Re: Physics Editor Style GEOM Preview
Post by: Mace-x on February 22, 2018, 02:17:38 PM
well, i do like wrs and i would rather buy wrs than gpb, seems to have more pontential, but to be honest, and being super sincere here.

While you sims allow modding and are good sims, the modding is a pain in the ass and a super tedious task, compiling  track can take a huge amount of time, there´s nothing straightforward, no much documantation, no error logs to see what´s wrong and overall a lack of how to and proper tools.

Take for example MxSim, it has an integrated track editor, a basic one but even a chump can make a track in a couple minutes, bikes are a bit harder but is quite straightforward and documented, and there´s a ton of mods in there to prove it.

Assetto Corsa has a shitload of mods aswell, and is quite accessible and fast to mod a car.
http://assettocorsamods.net/threads/your-first-car-in-assetto-corsa-basic-guide.1019/

i think that your games need, in this order:
1-proper netcode (top of the list, we want to play online, everyone does!)
2-proper editing documentation and better/faster mod tools. (maybe release the stock models so people can base their mods on those models, mxsim does it that way and it works quite good)
Title: Re: Physics Editor Style GEOM Preview
Post by: Stout Johnson on February 22, 2018, 02:46:24 PM
Quote from: Mace-x on February 22, 2018, 02:17:38 PM
well, i do like wrs and i would rather buy wrs than gpb, seems to have more pontential, but to be honest, and being super sincere here.

While you sims allow modding and are good sims, the modding is a pain in the ass and a super tedious task, compiling  track can take a huge amount of time, there´s nothing straightforward, no much documantation, no error logs to see what´s wrong and overall a lack of how to and proper tools.

Take for example MxSim, it has an integrated track editor, a basic one but even a chump can make a track in a couple minutes, bikes are a bit harder but is quite straightforward and documented, and there´s a ton of mods in there to prove it.

Assetto Corsa has a shitload of mods aswell, and is quite accessible and fast to mod a car.
http://assettocorsamods.net/threads/your-first-car-in-assetto-corsa-basic-guide.1019/

i think that your games need, in this order:
1-proper netcode (top of the list, we want to play online, everyone does!)
2-proper editing documentation and better/faster mod tools. (maybe release the stock models so people can base their mods on those models, mxsim does it that way and it works quite good)
+1
Everything you said is quite on point sir!
Title: Re: Physics Editor Style GEOM Preview
Post by: Phathry25 on February 22, 2018, 05:20:32 PM
What do you need help with?  What kind of tutorials and documentation do you need?  I can help.
Title: Re: Physics Editor Style GEOM Preview
Post by: Stout Johnson on February 23, 2018, 07:05:01 AM
Quote from: Phathry25 on February 22, 2018, 05:20:32 PM
What do you need help with?  What kind of tutorials and documentation do you need?  I can help.
Thank you for your kind offer. I will come back to it  :)


Everything else said above concerning the tools and (lack of) documentation still remains valid.