From: Gaëtan A. <gae...@gm...> - 2013-01-13 10:54:39
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Hi Eckhard, Thanks for the explanation. What about the xml file associated with de track, how do you create it ? Gaëtan 2013/1/13 <ba...@ne...> > > Hi Gaëtan, > > my workflow now is: > > - importing the source track.ac in Blender 2.49 > (because we have no well and fast working AC3D SD exporter for > Blender 2.6.x) > - rework it there > - Export it as *.ac > - make some tests, make some fixes in Blender, make some exports again > - then check at the exported track.ac if any face is triangulated and we > do > not have empty object (search for ref 4, ref 1, ref 2, ref 0) > - Replace SURF 0x00 into SURF 0x10 at the track.ac and setup > the correct track material > - The the source is now really fine for ACCC compiler to add shadows > - So back in Blender and GIMP to create the shadow map image > - After that compiling the the track.ac with ACCC to track.acc > - Make a test drive > - Open track.acc in a editor to remove shadows from trees or other objects > - In some cases add an 2nd material if you have transparent parts like > water > - Final test drive and the SVN check in > > The uglies and problems are: > - This workflow is horrible if you find bugs after finalisation > - There is to much work to do by hand with a text editor (search and > replace) > - we must use old tools (Blender 2.49) > - accc is now fixed by Björn and works now well but in past it was > horrible to work with. > I dislike helpers like that. > - Shadow maps should be automatically generated by first run of a > track or with a tool: > > > http://www.katsbits.com/images/tutorials/trackmania_forever/trackmania_compiling_shadows.jpg > - We need some algorithm for various materials and excluding objects > from shadows > > Cheers > Eckhard. > > > > Zitat von Gaëtan André <gae...@gm...>: > > > Hi Eckhard, > > > > Then we agree : > > > > If I understand what you want is us to create a toolchain for SD ? With > > editors and so on ? > > > > > >> *- Blender 2.6x:* As a complete solution for creating tracks like the > STK > >> people use it: > >> http://supertuxkart.blogspot.de/2012/04/blender-as-game-editor.html > >> For this we need an developer to creating inside Blender the tools and > an > >> nice exporter. > >> I dislike helpers like accc that brings you always in trouble! > >> > > > > I agree with that. > > > > > >> > >> > >> > > *- OSG* as the 3D engine that supports: > >> - Shaders for blurring and reflection (check out stund rally) > >> - Normalmaps (realtime Bumpmapping) > >> - Multitexturing > >> - Intelligent culling and occlusion > >> - nice weather and lens flare effect > >> - automatic calculation of shadow maps (like Trackmania 2 did), > >> so artist must create the by hand > >> > > > > All of this is why we moved to OSG, and the new cool effects are to come. > > And I agree it would be nice to have export scripts from blender to SD. > > > > > > How are working artists now ? > > > > Gaëtan > > > > > > ------------------------------------------------------------------------------ > Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, > MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current > with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft > MVPs and experts. ON SALE this month only -- learn more at: > http://p.sf.net/sfu/learnmore_123012 > _______________________________________________ > Speed-dreams-devel mailing list > Spe...@li... > https://lists.sourceforge.net/lists/listinfo/speed-dreams-devel > |