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A try at modelling - WIP

Started by h106frp, January 03, 2016, 11:15:39 PM

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Warlock

Man , that cockpit is just insane  :o
Love it , great job  :)

Hawk

Quote from: h106frp on March 30, 2016, 12:31:05 PM
I have only used the standalone fbx2edf converter with .fbx export from Blender and the rules i have used are;

a) export the UV mapped model geometry only, do not pack the textures into the .fbx. The reference for the texture files then becomes the original directory & filename you used in the 3D app to map your texture to the geometry.

b)place the .shd file in the same directory as the original texture, the name must be exactly the same as the original texture but .shd (i have only used targa textures). This is how the fbx2edf converter detects the shader  ;)


c)convert file but ensure that you let fbx2edf re-calculate normals to apply the modified normal vectors.

The thing that caught me out at first was the way the .fbx references the texture directory location and is also used by the converter. If you want to be sure for your 3D app, export an fbx in ascii format (i normally convert a binary) just so you can read through. Towards the end of the .fbx file are the locations of where it expects to find the texture files.

I usually start with just the specular shader set to shininess=1 as this has a very obvious effect on the texture in game

I'm having no problem with the FBX2EDF picking up my binary exported .fmb texture folder so that it applies the textures, so sounds like if I copy paste the text.shd file into the .fmb folder(which becomes the texture source file for the .fbx file scene after export) then it should work the same as you've stated above. I'll give that a try and if it doesn't work then I'll have to export the fbx in ascii as you stated above. What a pain, eh? Lol  ::)

Piboso could make this SO much simpler by allowing the FBX converter to apply the shaders and maps that we can apply in our 3D apps. Always the same with indie devs... they want to cater for inadequate 3D apps rather than mainstream pro apps and procedures.  Crazy, crazy, crazy! ::)

Nice explanation there H.... I'll give this a try. Thank you mate, appreciate your help.  ;)  8)

Hawk.

h106frp

Inspired by the comments to be a bit more adventurous with the textures. Based the new effort on using the computed ambient occlusion for the model to generate texture templates for painting.

This is the first attempt for the top yoke, master cylinders and fork tops only just to test the effect - i think its quite pleasing.

I will do the rest once i finalise the geometry and object positions as it has an effect on the computed lighting for each part of the model but it should make darker area like the bits behind the clocks look much more convincing in game.  :)



Really would like to see the steering damper animate in game - it would look cool and it spoils things   :(  I noticed the stock bikes have the same problem so i guess their is no way to fix it at the moment.

matty0l215

Quote from: h106frp on April 02, 2016, 01:05:00 PM
Inspired by the comments to be a bit more adventurous with the textures. Based the new effort on using the computed ambient occlusion for the model to generate texture templates for painting.

This is the first attempt for the top yoke, master cylinders and fork tops only just to test the effect - i think its quite pleasing.

I will do the rest once i finalise the geometry and object positions as it has an effect on the computed lighting for each part of the model but it should make darker area like the bits behind the clocks look much more convincing in game.  :)



Really would like to see the steering damper animate in game - it would look cool and it spoils things   :(  I noticed the stock bikes have the same problem so i guess their is no way to fix it at the moment.

This looks Brilliant!!

Very well done Mate ;D
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Alone

Looks incredible!!! Great work!

Hawk

One word.. "Superb!"  ;D 8)

Hawk.

Warlock

WOW man,....i wish all bikes have this amazing quality  8)  Good Job

C21

QuoteWOW man,....i wish all bikes have this amazing quality  8)  Good Job
+1
8)
# Member of the CAWS Racing Team #


WALRUS

April 10, 2016, 12:44:59 AM #113 Last Edit: April 10, 2016, 12:49:59 AM by WALRUS
As a 996S owner/rider IRL, I cannot wait for this to be finished!!

(I don't know if it would help for colour/texture referencing etc but here's a link to one of my onboard videos https://www.youtube.com/watch?v=qPQXnpKYHSs)

((Bloom filters come off at around 40 seconds in))

doubledragoncc

Hi and welcome WALRUS.

This will be so good to ride 1ST person I cant wait and think I should do a promo video H.......................HINT HINT lol

Great work man. This really ups the tone of GPB modding

DD
GPBOC Live Streams: https://www.youtube.com/c/IASystemsComputerControls; i7 12700K 5.1GHz Z690 ASUS Strix Z690-A Mobo 32GB 3600MHz DDR4 RAM ASUS Strix RTX3080 OC 10GB DDR6X ASUS Ryujin 360 AOI Cooler ROG Thor 1200w PSU in ROG Helios Tower Case.

h106frp

Quote from: WALRUS on April 10, 2016, 12:44:59 AM
As a 996S owner/rider IRL, I cannot wait for this to be finished!!

(I don't know if it would help for colour/texture referencing etc but here's a link to one of my onboard videos https://www.youtube.com/watch?v=qPQXnpKYHSs)

((Bloom filters come off at around 40 seconds in))

Thanks,
Nice video and a good reference for how the 1P should look - i think i need to tweak a few bits now.  ;)

h106frp

Just messing, testing the rider fit to the bike but out of curiosity tried the higher detail model in 3P - still get high frame rates  :o  the frame rate killers seem to be 16xAA and the track view distance/detail.

As this was a quick check build to check the rider 'fit' the bars geometry is a bit off but the rider seems to sit quite nicely on the model  :).

https://www.youtube.com/v/Sq4_XkB9lAA

HornetMaX

The 16xAA is tricky: depending on the card you have it may mean different things. If I recall correclty, NVidia has a particularly dumb naming scheme for their AA levels (and 16X is not simply 16x MSAA, but is something more complex and expensive).

h106frp

My cards only a mid range 750Ti so i have settled on 8xAA and everything else maxed out as a 'benchmark' setting for testing frame rate hit of the model, raising it to 16x halves my frame rate in GPB even with the standard bikes.

Hawk

I'd say 120fps is still a good frame rate.... It's certainly not a disaster. The interesting test would be with a full grid of riders and see what the frame rate would be then? Probably not as bad as you'd imagine I'd say.  :)

Hawk.