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i've converted two new tracks (zandvoort and brands hatch) from racer. you can get them from http://caliban.lbl.gov/vdrift/tracks/. if somebody with svn access wants to commit them, please feel free to do so. thanks.

--alex--
Wow, great job! I just added these to SVN, they're checking in now. They need a track shot for the menu, and neither has a starting line defined (at least that's how it seems from driving them). Again great job!
> They need a track shot for the menu, and neither has a starting line defined (at least that's how it seems from driving them).

i wasn't able to figure out how to do either one. any pointers would be appreciated.

--alex--
are we sure to have permissions to distribute these tracks? (i.e. from the original authors)
Well since there's no license included with most Racer tracks and the files are unlocked and available to anyone who cares to extract them we're assuming that the authors don't care. Most of the tracks are not original work anyway, they were imported from some other game (like F1 2002 or something). I'm not sure on these particular tracks, alex25 do you have any more info?
alex25 Wrote:i wasn't able to figure out how to do either one. any pointers would be appreciated.
The track shot is just a screenshot that's been cropped down into a square. The starting line is just a square you select on the track, after loading it, and set it as the starting point...I forget the key you press to do it at the moment, I'll post it later. Smile
>are we sure to have permissions to distribute these tracks? (i.e. from
the original authors)

i got the original files from the racer-xtreme download page. i am not sure how to get in touch with the original authors anyway since there are no email addresses. what did we do for the other tracks already included with vdrift?

--alex--
I saw these in SVN today and thought thelusiv did them. Really good job, alex, the track editor and conversion process is not easy to understand or use. I'll make a few touch-ups to the versions in SVN. Here's what I'm going to do:

Zandvoort:
For objects that are billboard-type sprites like the people standing or sitting or trees you should set their properties such that you disable lighting and mipmapping for them. Also, any objects that are semi-transparent should have that blended property set (which I think you may have done already).

Brands:
Same comments as above. For objects that have some fully transparent parts and some fully opaque parts (like the wire fence, the starting blocks, etc) you should disable mipmapping.

I'll also add lap timing. The way this is done is by pointing at a square that's just after the starting line and hitting E. You then should go find a square that's halfway through the track and hit E while pointing at it. Then save. To start over and clear those squares, press the minus key. By selecting two squares instead of one, the driver has to drive over both squares before a lap counts (which makes sure he goes all the way around). But since you do have to hit both squares for it to be considered a lap, make sure that the squares are in areas where the driver won't miss them.

To answer your question about the racer tracks we converted, no, we weren't any more rigorous than you were in obtaining permission.
joevenzon Wrote:I saw these in SVN today and thought thelusiv did them. Really good job, alex, the track editor and conversion process is not easy to understand or use. I'll make a few touch-ups to the versions in SVN.

great. i only learned how to use the track editor this weekend (reading the README file and looking at the source code; listedit in particular is not very well documented) and these were my first tracks. i tried to follow what people did for the other tracks, but your post detailing the changes that still need to be made is very useful. i am trying my hand at the nurburgring gp track right now. i'll let you guys know once it's done.

--alex--
i've already found a bug in the zandvoort track. somebody needs to run:

Code:
mogrify -transparent rgb\(226,226,226\) fnceb.bmp.png

and then commit the fixed file otherwise the fence looks really bad.

alternatively, you can get the fixed file from:

http://caliban.lbl.gov/vdrift/tracks/fnceb.bmp.png

there could be some more textures that need to be fixed, i'll take a look.

--alex--
I fixed the texture that needed to be transparent. Your tracks are now looking pretty good in the current SVN. Good timing, your tracks will be included in the release that's about to be published...

If you're interested in doing more tracks let me know through private message/email/IRC and I can set you up with SVN access.
thelusiv Wrote:I fixed the texture that needed to be transparent. Your tracks are now looking pretty good in the current SVN. Good timing, your tracks will be included in the release that's about to be published...

i've fixed a couple more textures, you can get them from:

http://caliban.lbl.gov/vdrift/tracks/scorebrd.bmp.png
http://caliban.lbl.gov/vdrift/tracks/flagc.bmp.png

i would like to improve the tracks a little bit but i haven't been able to figure out how to load a dof file (or joe for that matter) into blender. any pointers? (i use linux only).

Quote:If you're interested in doing more tracks let me know through private message/email/IRC and I can set you up with SVN access.

i'll contact you by private message.

--alex--
dof files can be imported by Z-modeler (version 1 of z-modeler is free and should work on linux via wine), which can them export them to a blender friendly format. Also, I've written a blender export python script that exports to the joe format, but haven't gotten around to writing a joe importer for blender. If someone wants, they could try to do this, it shouldn't be too much different than the importer and a piece of cake if they've ever written a blender importer before.
joevenzon Wrote:dof files can be imported by Z-modeler (version 1 of z-modeler is free and should work on linux via wine), which can them export them to a blender friendly format.

i've just dicovered that dof files can also be imported by prettypoly (http://prettypoly.sourceforge.net/) which works great under linux and it is open source. let the fun begin...

--alex--
Hey, good find.
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