Re: 3D wheel patch revisited
Eric Espie <[email protected]>
| Newsgroups | gmane.games.torcs.devel |
|---|---|
| Message-ID | <[email protected]> |
Hi, I followed the idea of having 4 wheel objects for the different speed for motion blur. The root name can be specified in the "Graphic Objects" section in the attribute "3d wheel". The default value is "wheel". The objects will have the following names : <root name><0-3>.acc so by default: wheel0.acc for rotation < 20 rad/s (25 km/h for a wheel with a diameter of 70 cm) wheel1.acc for rotation < 40 rad/s (50 km/h) wheel2.acc for rotation < 70 rad/s (88 km/h) wheel3.acc for rotation > 70 rad/s Eric. Andrew Sumner a écrit : > > Hi Eric, > > Thanks for evaluating, refining and committing the patch :) > > I really love the automatic resize - I would have done it that > way myself if I'd known how. It not only makes it tons easier > to create the 3D wheel models, it means the existing wheel size > parameters in the XML are still used which is excellent. I presume > you resized the wheel models for the clkdtm and sc-f1 before > committing them? > > I do agree with Jean-Phillippe - the model names etc should be > specified in the car's XML rather than being hardcoded. I didn't > do it that way in my patch in order to keep it as small as possible > to make it trivial to test. > > cheers > Andrew > > > -----Original Message----- > From: Eric Espie [mailto:[email protected]] > Sent: Tuesday, 25 March 2008 5:23 AM > To: Andrew Sumner > Cc: [email protected] > Subject: Re: [Torcs-devel] 3D wheel patch revisited > > > 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 > > ------------------------------------------------------------------------ > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Microsoft > Defy all challenges. Microsoft(R) Visual Studio 2008. > http://clk.atdmt.com/MRT/go/vse0120000070mrt/direct/01/ > ------------------------------------------------------------------------ > > _______________________________________________ > Torcs-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/torcs-devel > ------------------------------------------------------------------------- Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace