Re: 3D wheel patch revisited

Eric Espie <[email protected]>
Newsgroups gmane.games.torcs.devel
Message-ID <[email protected]>
Hi all,

I have made some little modifications to the patch to allow the 
automatic resize of the wheel.
The provided wheel object in the ac3d file should be of size 1m x 1m x 1m
The object is dynamicaly resized to the values provided in the car's xml 
description.
No more needs for different objects for front/rear wheels IMHO so I 
'cut' that part from the code.

I commited the code and wheels for clkdtm and sc-f1 (the initial texture 
has been changed because of trade mark)
I have also added a wheel3d.png file in the inferno/4 directory to 
illustrate the texture customization by driver.

Have fun,
Eric.

Andrew Sumner a écrit :
>
> Eliam submitted a patch over a year ago to allow use of 3D wheel 
> models in TORCS.  I've
> revisited the code, reducing the changes to just one file and adding 
> some improvements.
>
> With this version, no changes need be made to car XML files - if a 3D 
> wheel model is present
> it'll be used, otherwise TORCS will revert to the standard generated 
> wheels.  As the 3D ones
> are .acc files, the wheels will darken when driving into shadows in 
> the same way as cars are
> darkened.  I've included screenshots and examples for the porsche-gt1 
> and sc-f1 in the zip,
> along with the sourcecode changes.
>
> Please let me know what you think - I'd really like to see this 
> feature make its way into TORCS
> if possible.
>
> http://www2.webng.com/locus/files/3dwheel.zip
>
> cheers
> Andrew
>
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