CreateTrackWorkflowBlender

Speed Dreams Documentation Wiki

Create/ rework tracks with Blender

Step 1: Preparation

  • For a new track you have to create the track first using Trackgen or other tools.
  • As long as Blender 2.5.x and higher do not have a proper working AC3D import/ export script, you should use Blender 2.49 for import/ export track sources. Ubuntu users can use this PPA and install "blender2.4" via Synaptic, apt-get or Software Center.
  • For exporting the track from Blender you should use the Speed Dreams Exporter for Blender 2.49

Step 2: Import the sources of a track

  • Copy the original track directory from SVN to another folder on your harddisk. From this folder Blender will reference the textures.
  • Make sure you have a complete empty scene before you import the track into Blender. If not delete any object of the default Blender scene (normally a cube, a camera and a lamp).
  • Import the NameOfTrack-src.ac file in Blender via "File > Import > AC3D (.ac)"
  • After import open in the 3D view via "View > View Properties..." the "View Properties" panel and setup the "Clip End" to 4000
  • Press Num7 and Pos1 key to view the complete track from top
  • Activate "File > Compress File" and save the track as a Blender file

Step 3: Hints about editing in Blender

  • Ones your track is saved as a Blender file you can use Blender 2.49b or higher for editing it, but you have to export the track by Blender 2.49b again
  • Often it is very useful and easier to use quads then triangles. You can convert mesh in "Edit Mode" by pressing Alt+J or Ctrl+T. Make sure after you have finished an object you converted it back to triangles.
  • Make sure any object that uses the same texture has the same material with same texture channels too. Texture of the "UV Editor" should be the same as assigned at the texture channel. It is important too that the "Map Input" of the texture channel is set to "UV". All taht details are later important when creating the shadow map of the track.
  • Materials properties mustn't be fine tuned, the "Speed Dreams Exporter for Blender 2.49" for Blender exports a standard material.
  • Twosided faces can be setup by press in "Edit Mode" the "Twosided > Copy" buttons at panel "Texture Face". Important: Blender 2.5.x and 2.6.x handles this by material. Make only faces twosided that have to be.
  • Try to map seamless textures without stretching them, take a look at the bottom at the attached checker texture. This texture helps you to create a perfect mapping.
  • Don't create object that have more then 500 faces and less then 2
  • Split large terrains and object, if they not splitted culling of the game engine can't took place. The result is a bad gaming performance.
  • Delete bottom faces and other faces that are not visible, this will increase the gaming performance of the track too.
  • On complex objects hit "W" key in "Edit Mode" for "Remove Doubles" to removes duplicated vertices - again a way to increase the gaming performance of the track.

Step 4: Export and test the track

  • When you finished the track in Blender first make sure any object is triangulated and you do not have quad faces
  • Now you can export your track using Blender 2.49b and the Speed Dreams Exporterincrease the gaming performance of the track
  • Copy the track directory that contains your NameOfTrack-src.ac file and textures to the fitting category folder of your Speed Dreams installation at "speed-dreams-2/tracks"
  • You may have to modify the NameOfTrack.xml and change the line <attstr name="3d description" val="NameOfTrack.acc"/> to <attstr name="3d description" val="NameOfTrack-src.ac"/>
  • Now drive slowly some rounds forward and backward to find modelling and texture bugs. Make sure the track map at the top right corner is activated. If you found a bug, stop the car and press F12 to make a screenshot. The track map shows you now where the bug is located.
  • After you fixed all bugs export your track as NameOfTrack-src.ac

Step 5: Compiling and shadows

Step 6: Create shadow maps


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