Quote from: Hawk on December 16, 2018, 09:59:39 PM
Nice job mate!
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Quote from: Hawk on December 16, 2018, 09:59:39 PM
Nice job mate!
Quote from: Gzehoo on August 08, 2018, 01:15:18 PM
What time are your races organized?
Quote from: RobinHoodUKIP on July 30, 2018, 03:28:45 AMwe played online last night ... there is a last update of mv agusta in the database of the motorcycles of the 27/07 that seems not to be here ...
for some reason all the online servers i keep getting bike mis match, updated all the bikes and the tyres, cant tell whats wrong.
Quote from: Grooveski on July 26, 2018, 10:32:57 AM
Here's something to refer to.
https://mega.nz/#!T9t2hYAA!xuP-_lXJeAIDImINe19Hz3i39_WpWiul9H0SD9TzHsw
You don't need to read it all. Just look up the commands mentioned in the track guide and read what it says about them. It's for an old version of LW but nothing's changed much.
You're working in Modeler - just ignore the Layout Program - that's for animation.
Play with the move (t) and rotate (y) tools and get used to how they work differently depending on which viewport you're working in.
Open the Layer, Numeric and Statistic windows and have a good play around with them. They stay open nearly all of the time.
Snap-Drag (Shift-G) to manually weld one point to another.
Merge Polygons (Shift-Z) to change a pair of triangles to a quad.
Merge Points (m) for the the big final weld.
...and Add Points(in the Multiply Tab) for the tedious bit.
Those are the commands you'll use most for a smoothing job.
Quote from: Grooveski on July 25, 2018, 02:57:27 PM
The trouble is - I know that the modeling program I use(Lightwave) is weak at this and that it can be done much quicker in 3DS MAX.
...but I don't know how to do it - and every time I've tried I've messed up.
...but ok - in Lightwave it goes like this:
You get the bit of track you want to smooth onto a layer of it's own, do a Merge Points to make sure everything's welded properly and select the model.
Press tab to MetaNURB the model, which makes it look smooth but it's not really - it's just a in-modeler trick.
Freeze the model.
Nurb and freeze again...
...and again - until the poly density is up in the region you're looking for.
So now the road is nice and smooth but it's not welded to the grass or kerbs anymore.
Welding it back up is the tedious part of the job. I'll try to get it done tonight and upload it to you complete with all the rest of the model.
In the meantime - here's the WIP model for you to check out. Do a quick conversion of it if you like - just avoid the track edges - the gaps will crash GPB.
https://mega.nz/#!PolXXIzZ!Hlh-dWkdwiOTs3JVO2qh0nP2ruST9Tb6eypYBzYic7s
Also - here's a guide I made for Seby years ago. I've changed the way I do a few things since then...
...but not much really - it's still worth a flick through.
https://mega.nz/#!r09lTYaa!RT1RxS0_sRqlNSqcmdTKYgpvtXxtvCjnQM7STlt1uzs
[Edit] Was silly posting a timescale.
Got a fair bit done tonight but it's not even half-way finished.
I'll upload it when it's ready - that's what I should have said.
Quote from: Grooveski on July 24, 2018, 12:58:58 AM
Great to see you biting the bullet an getting into (Brazilian ) track modding Rodrigo.
...and we've known each other long enough that I feel I can be straight with you from the off....
It's bumpy - and the bumps aren't because the track is bumpy - it's because it's too low-poly.
GPB is far more sensitive to low-poly models than GP500 was. Everything taken from rFactor needs smoothed or subdivided or whatever your modelling program calls it.
On the plus side - GPB can take it - you could subdivide Caruraa two or three times and it'd still run fine.
...but how you go about it will depend on what program you choose to get into modeling with.
Whichever one you've chosen there will probably be someone here who can talk you through it.