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I've added roads.trk import and export functionality to the blender25 plugin(needed it for gui work).

A track supports multiple roads. A road is a patch strip. A patch consists of 3 quads. Road patch connectivity information is encoded into uv coordinates.

[Image: roadma.jpg]

Howto generate uv coords in blender:
- Select the first patch of your road in edit mode(3 quads).
- Uv Unwrap patch to fill the uv rectangle(see image above).
- Select all faces.
- UV Unwrap/Follow active quads/Equal

The export is experimental atm. Interpolated patch points deviate by up to 5% from the original ones. Haven't figured out why yet.

I'll create a new video tutorial as soon as start positions import/export is ready. Then it should be possible to create the track completely in blender.

Link: https://github.com/VDrift/blender-scripts
Sticky this please.
Also, if the tracks can be completely made in blender does this mean that the track editor will be obsolete? Or will it be updated?
I've found/fixed a bug in slope calculation. The export is now stable, will produce identical values to track editor version >= 2009(interpolation code change).

Quote:Sticky this please.
It should go into the wiki. But the wiki for track editing, creation needs to be overhauled first I think.

Quote:Also, if the tracks can be completely made in blender does this mean that the track editor will be obsolete? Or will it be updated?
I prefer to use one tool to simplify the process as much as possible.

There have been requests to integrate the editor in VDrift. But this is a rather complex undertaking compared to a blender script imho.