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Full Version: Blender .car editor?
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Just an idea I've been playing with during scripts porting:

The idea is to be able to load a car file into blender and edit the components visually. Currently the config file include support, shared and dynamically generated parts(wheels) are complicating the implementation actually keeping me from doing it. This has to be replicated in blender and I am lazy. Maybe it might be worth to drop the implicit include stuff?

A completely crazy idea might be to support the editing from within VDrift? The GUI is a serious roadblock here. Would need to support selection lists, part selection and a 3d transform widget at least I guess. The code could be reused for an integrated track editor of course.

All in all I think we need to simplify the content pipeline. Any opinions are welcome.

Issue: https://github.com/VDrift/blender-scripts/issues/3
the completely crazy idea could be pretty good for when we have a performance parts store to buy intake/exhaust system, drivetrain, etc. upgrades. might be kind of early to think about that, but the groundwork would be laid in.
having the tireGen code replicated in blender sounds brutal. most because of it would mean two synchronized sources in different languages. wheels could be left out of the blender editor and not affect things too adversely really, since wheel position is very visible in the game.

personally i'd rather see some gui widgets in the game engine and move more of the car parameter editing into there. with options to draw little spheres on suspension and mass points overlaid on a transparent car body. but i haven't been around very much lately, so my opinion shouldn't count for much. btw, i have written some code to generate uv_spheres, if this is a desirable thing i'd be happy to convert it to vdrift's mathvector.
I think putting more of the editing in-game sounds like a great idea.