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Dirt oval content

Started by Torque, November 23, 2015, 02:53:25 PM

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Torque

I have not seen a guide. I have just read through all the forums (wrs, gpb, krp and mxb) to see what others did and have had problems with. There is not much information out there and I can't think of a good place to send you for information off the top of my head. Alot of what I have done so far has been trial and error.

I started with the road car (sl_rd) as my template. Currently my body file is sl_rd.edf. You can export multiple models into this edf file. You need separate .edf files for your tires. You need at least two tire files ((1 for each side of the car) 1 should be rotated 180 deg). Your tires will be located based off its 0,0,0 location in the model and the inputs to your geom file.

I think a quick and dirty way you should be able to get a model into the game would be to save a copy of the road car and change only the file names needed to make it show up separate in game. Export a file with your chassis, body etc... (Any non moving parts). Save it as sl_rd.edf. Replace the edf file in the car folder with your newly created one. This would only be a start. You wouldn't have any tires. Adding moving parts is another layer of work.

Can you post what you have tried so far? It might help in the troubleshooting process. 
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h106frp

Quote from: Torque on January 26, 2016, 03:04:16 AM
Well, work has begun on a street stock. I needed a little break from the track. My plan is to do 3 body styles eventually... a Monte Carlo, Camaro and a Nova.

This is my first real model in blender. I am happy with it so far. The models I used in the track were made In a mechanical design CAD program and exported to blender for simple refinements.

I have put the body into the game with some very crude wheels but I need to work on the suspension geometry and location. It also looks like the scale might be off and I noticed a couple areas where the shading doesn't look right.

In blender edit mode select all (a key) and be sure to set mesh>faces>shade smooth to get a better idea of in game appearance

In the mesh properties then set the smoothing angle to something other than 'auto'. This should be the same as the one you use later in the converter.

Then you can adjust your face angles to get a clean smoothing (shading) of the surface.

Torque

Quote from: h106frp on February 02, 2016, 04:58:49 PM
Quote from: Torque on January 26, 2016, 03:04:16 AM
Well, work has begun on a street stock. I needed a little break from the track. My plan is to do 3 body styles eventually... a Monte Carlo, Camaro and a Nova.

This is my first real model in blender. I am happy with it so far. The models I used in the track were made In a mechanical design CAD program and exported to blender for simple refinements.

I have put the body into the game with some very crude wheels but I need to work on the suspension geometry and location. It also looks like the scale might be off and I noticed a couple areas where the shading doesn't look right.

In blender edit mode select all (a key) and be sure to set mesh>faces>shade smooth to get a better idea of in game appearance

In the mesh properties then set the smoothing angle to something other than 'auto'. This should be the same as the one you use later in the converter.

Then you can adjust your face angles to get a clean smoothing (shading) of the surface.

Thanks for the tip! I have been trying to figure out how to do that. Do you have any recommendations on the smoothing angle or do I just set it by what looks right?
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


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h106frp

Trial and error really as it depends on several factors. 'Slide vertice(s)' will become your new favorite tool  ;)

The surface shading algorithms are gradient information based so in areas with few edges you will find the shaders struggle to define details. One trick if you cannot juggle the angles and get a nice result is to run an extra line of edges to form a flat plane just before the edge of a panel or other feature to tighten the gradient and improve shading quality. As i demonstrated here;
http://forum.piboso.com/index.php?topic=3024.msg47024#msg47024

The PB exporter defaults to 60 degrees so i guess that 50 to 70 are a reasonable range to try but you really need to decide on one angle and apply it to all parts.

Steven

In Blender another possibility would be to use Edge Split (a Modifier). You can set a general angle as well but you can also set a specific edge as "sharp" (Ctrl+E -> Mark Sharp). When exporting I guess the edges are actually cut so in the fbx2edf converter you just have to tick "Recalculate".
I haven't done any "complex" models yet so I don't know what's the best and if there are any disadvantages with Edge Split.
Since I didn't know about "Auto smooth" I always used Edge Split when trying around.

AUSSIEDIRT

starting to take shape , just testing some ideas

Torque

Quote from: AUSSIEDIRT on February 10, 2016, 11:02:43 AM
starting to take shape , just testing some ideas

Cool, did you ever finish that other track you were working on?
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

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Raffurty46

Really cool to see what you guys have done so far!

AUSSIEDIRT

Thanks guys

@torque I've still got my previous track but due to the fact I couldn't get it to work I decided that I would start from zero and work my way threw again just following the tutorials. I was hoping that I'd be able to make a base from one large height map however it appears that my height map is just a bit to rough to use one height map as when I lower the scale to bring the banking up I also make the terrain to short so I'm not sure WHT I'm going to do yet but it's a work in progress kinda have to make it drive able first hopefully on the weekend I can have a play it's this bit that usually screws me up as so far I haven't been able to make a track with height mapping that was colideable

Torque

We have been making some good progress on the Street Stocks. The physics are coming along great. They are a blast to drive! A few more tweaks and a little more model work and we will be releasing a beta version. Check out the screenshots that are attached.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


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bison160

SWEET! I bet those are a blast Torque! Looking forward to trying them out!

Torque

Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


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Phathry25

How soon?  I am getting antsy.

Torque

Quote from: Phathry25 on March 21, 2016, 04:36:04 AM
How soon?  I am getting antsy.

Sometime this week for everyone but you! ;D You will need to wait until the full release.
Check out the Street Stock Beta! UPDATED FOR BETA 9

http://forum.piboso.com/index.php?topic=3708.msg63094#new

Let us know what you think!


https://www.facebook.com/PerformanceVinyl/

ditchs14