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Ok sorry, I try to be more clear.

Step by step :

- I modelise a track with 3dsmax (road, grass, kerbs, walls. No buildings.)
- I save it as .obj
- I import it in Blender
- I assign collisions
- I save it as .jpk
I test it in Vdrift. -> track is ok, bankings elevations correct : it's fun to drive.

Now I want to detail the track with differents objects. Trees, buildings, etc. without to have to modify collisions assigned on the track.

The idea is : I open track.jpk in Blender and I import .obj buildings on the scene. So :

- I modelise any buildings in 3dsmax (garage, tribunes or whatever)
- I save any buildings as .obj (garage.obj, tribune.obj, bridge.obj...)
- I open Blender
- I open track.jpk in blender
- I import any buildings.obj and place it on the track
- I export all the scene (track + buildings) as .jpk
...but buldings don't appear. Only the track.
OK got it, will test. The objects have textures? Could you try to assign them to some group(mipmap)?

Or even better. Can you upload one of these obj files.
[Image: marshalr.jpg]

When importing a obj into blender the object will be called Mesh even if you already have a Mesh object in the scene.

I am not sure if this is supposed to be this way, will ask in the blender forum. I think I will have to add a check to the script, so that it renames objects automatically in the case of name collisions.

The workaround for now is to rename the imported object, the name should be unique. In the pic above I renamed "Mesh" to "marshal" for the export to jpk.
Blender works as expected. On multiple imports you will get Mesh, Mesh.001 ...

The problem is that the export script is extending them to Mesh.joe and causing name collisions. I'll upload a fixed script version.
Bug fixed. Please use this version: https://raw.github.com/VDrift/blender-sc.../vdrift.py
I'm sorry, there is no difference here...
I send you my track. Here is the link :

http://dl.free.fr/cEMS4tGFE

Please try this :

- Open Bugatti>models>Bugatti.obj in Blender (or objects>objects.jpk)
- When the scene is open, Import pits01.obj and/or pont_dunlop.obj inside
- Save it as objects.jpk
- Close scene
- re-open objects.jpk

You'll probably see the track, but not the objects. The strange thing : pits01 and pont-dunlop are present on the meshs list, but not visible on scene...

I tried to rename mesh.016 as "tribune.001" and mesh.015 as "pont_dunlop", no differences..
I can confirm the issue with your files. There is something weird going on with the meshes. If you try to export them as joe you will get an empty file (0 faces, vertices, normal). A jpk is just a pack of joe files.

Will do some more testing and debugging.
Looks like another bit got broken since last blender release. I will have to rewrite some more code.

As a workaround you have to select the mesh, switch into edit mode and press Ctrl+T to triangulate manually. The export should work as expected then.
I've implemented triangulation in the script. It should export without problems now. Please re-download.
It works !
Now we can import a basic track, test it quick, assign all essentials things on it (collisions, start positions, skybox...etc...)

and we can add trackside objects later.

It's a big facility.
Thanks a lot !
Ok, I have a lot of work to finish my track (Short-Lemans). There is a lot of buildings to modelise...I hope I'll finish it for the end of the year...

I'd like to write again my wishes (or dreams) for this track :
- TV cameras, with zoom effects...
- pit stops (speed limit in pit-area, repairs, refueling, change tires...change driver if endurance race...random pit-stop time...)
- And Day/night lights...self-illuminations for buidings during night...
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