Forums

Full Version: a few things
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
been gone for a year Tongue

1. this commit(and later): https://github.com/VDrift/vdrift/commit/...47786f6d30
doesn't compile. it looks like it's missing archive.h archive.cpp archive_entry.h archive_entry.cpp

2. to be honest, the road textures i made for rouen were my first ever textures. they look too perfect and cartoony. i have began making a revised set that look so much better. lighter grey, more worn looking, cracks.

3. i have also began making my first car in blender. a 2dr vw golf mk 1. so far just a basic shell, but it looks like a good start nonetheless.

and now onto q's.

4. does the gl3 renderer support specular and normal maps yet?

5. does the exporter support blender 2.58a? that's what i'm using for my car.

6. what should my golf be? gas, diesel, gti, etc. there were quite a few engine options throughout the mk 1's years. i was thinking diesel just for novelty and i don't think we have a diesel yet. but when the game gets more developed we could have a used car section with randomised engine/transmission options for all of our cars.
portets Wrote:1. this commit(and later): https://github.com/VDrift/vdrift/commit/...47786f6d30
doesn't compile. it looks like it's missing archive.h archive.cpp archive_entry.h archive_entry.cpp

You need to install libarchive.
portets Wrote:4. does the gl3 renderer support specular and normal maps yet?

Specular yes, normal maps no, although maybe I'll get to that this weekend if there's demand.
joevenzon Wrote:libarchive

ah, thanks. Smile

and anyone know if marking edges as sharp and applying the edge split modifier to make smooth shading exempt from certain edges will be shown correctly in vdrift?
I'm pretty sure I've used that before and it worked.
portets Wrote:4. does the gl3 renderer support specular and normal maps yet?

Yes! I had to rewrite the tangent space calculation, I'm not sure why the old one wasn't working. I believe the new algorithm is correct (and should be faster, too), but definitely check it out. I enabled normal and specular maps on the rouen objects that seemed to have them (the new objects.txt didn't have the miscmap1 and miscmap2 textures set).