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Hy guys. I'd like to aid in the development of Vdrift. I've got a few carmodels which I can convert to Vdrift if you like. I can also build some of allot of track objects.So tell me which cars you guys would like to have ingame. If you would like to have some objects for use one the tracks I'm more than happy to build them.I can also do C++, gui and webdevelopment if needed. Tongue Cheers,Kcid
Cool! We'd be happy to have any help you could offer. Once my new track system is merged into the trunk we'll need help creating new tracks (the new track system uses models for everything), and the track editor could use a complete re-code with Chris' new gui system once he merges that back into the trunk.For now, if you want to work on car models, that'd be awesome. We could use some new cars, considering none of our cars are known for drift racing (and really, it's only even feasible with the mustang). You should check out this FAQ entry if you haven't yet:http://vdrift.net/faqman/index.php?op=view&t=14The section under "Car File" is out-dated, but Chris or I can help you with that. If you have any questions, you can get a hold of me on the #vdrift IRC channel:http://vdrift.net/staticpages/index.php/irc-chatOnce you've got a car under your belt, we could probably use your help to update that FAQ entry.In terms of what car's we're interested in, there was a poll up for a long time asking about new cars people want to see:http://vdrift.net/pollbooth.php?qid=next-car-model&aid=-1In my opinion, we could really use the Toyota Sprinter Trueno (or an AE86 Levin). The Mazda RX-7 would be nice, too.
Hy Joe, thanks for the answer.I saw that you are working on the racer track system. Cool !!I'm currently building a '72 camaro and a Dodge Viper. I think those cars can drift pretty good SmileAnyway, if I have them in reasonable state i'll contact you / Chris for building a .car file.I'll look into the other cars when I'm finished with these. I like the RX-7 maybe i'll do that one next.
As you build your models, try to collect as much data as you can on the car...everything from engine torque curves, location of center of gravity, and exact measurements of everything (dimensions, size of the brakes, spring rates of the suspension, etc.) because building a .car file will require it. The .car file is by all means the toughest part of designing a car for the game. The more you know about the car, the better.
Hy guys, I'm a few hours work away from finishing the Viper. About the data collection, there is a Dodge Viper in Racer. Maybe we can borrow the settings that I can't find myself. I'll try to post some render images later today Smile
Sounds good. What are you aiming for in terms of polygon count for your model?
I'm now trying to get it to the region of 3500 faces. What is the xs/xsr and m3gtr like??
here's a render of the body+glass parts, gotta make wheels and a interior next. Enjoy the here's the real deal
looking good! poly count sounds about right
Yeah, that poly count is about right, I just wanted to make sure. Smile The model looks great! Keep up the good work. Yes, you can 'borrow' many settings from Racer files but they're not always perfect, and there are still some things VDrift needs that can't be gotten from Racer cars.
hy guys, need a little help here, i'll explain the situation Smile
The trick is to turn the object in Blender in "edit mode" instead of "object mode". The .joe format doesn't retain any of the details about the model itself, but the face it is made up of. So you might as well clear the rotation, position and scaling of the car model object in Blender. In Object mode, select the object by right clicking, then press alt-R, alt-S and alt-G, confirming each action as you go. Now, press Tab to go back into edit mode for this object. Grab all the points, vertices or faces (doesn't matter much which) by pressing A.Now rotate as necessary...on the XS model I did, "up" is the positive Z axis, and the car's nose points parallel with the positive Y axis.btw, if you run into trouble or want to know more about making the new car catch me on AIM. My nickname there is "littleredlaptop". Actually it would be even better if you join our IRC channel. Then you can chat with everyone. Smile
Hy again guys. As we've talked about on IRC I've got some issues with texturing the cars. I now know how to get a car view into a uv map and get it textured. Only problem I have left is that I only have for example the top view textured, but I can't figure out how to get the sides next to the top view in the uv/image like all the cars their texture in Vdrift are all with the sides next to the top, so how do you do that in blender? How do you get different views into 1 uv map image?If anobody knows how I apreciate a little hint Smile
OK, here's the little trick. Smile If you like, send me your .car files and I'll see if I can add anything to them.