Re: 3D design problems w/ buildings (weird discoloration/ brightness)
stockroom <[email protected]> Wed, 11 Mar 2015 10:36:57 +0200
| Newsgroups | gmane.games.torcs.general |
|---|---|
| Message-ID | <[email protected]> |
Well, the building construction seems to be progressing, however slowly. Anyway, there's still something in this 3D design that causes problems or some sort of limitations. Perhaps they could be handled in this same thread if there are answers and solutions. First, the addition of text (objects) to certain surfaces, most frequently the track barrier or pit wall. (see example image, http://stcreativedesigns.fhero.net/img/torcs-sfl00.png) This primarily deals with placing a track logo at the start/finish line, and for oval tracks, all the wall markings (like "turn 4", track name and possible wall ads). Now, before any suggestion of simply putting them in some wall texture and editing the track.xml where needed, it doesn't always work. For the start/finish line, the tracks here have two 0.5-meter segments at the start/finish line, so the track logo just won't fit there. And those segments (first and last) can't be lengthened because that would cause problems with the pit stalls (being cut short or pushed too far ahead on either side of the line), and obviously with the robots' already erratic pitting. So an external object for that track logo, placed right at the start/finish line, touching the pit wall, seems to be the only conceivable option. But as that example image shows, the text is totally blurred. I tried editing the wall itself in the .ac file, hoping to get a decent rectangle there, cutting it away and adding the logo to that new object, but it failed completely. There were so many lines from the triangles on that wall that the logo texture didn't appear like it should have (nothing to do with "texture repeat", which was 1 like usually). An attempt at moving the vertices of that object, to create a "clean" rectangle for the logo texture made no difference. On oval tracks, the banking is the obstacle. As I've experienced numerous times before, short track segments (like something needed for a "turn 4" wall texture) where banking is changing always cause stupid bumps in the track surface and the nearby wall, to the detriment of racing. It doesn't matter if you use "banking start/end" or "z end". Any "profil steps length" manipulations I tried always failed too. So the lesson learned was not to have such short track segments in turns with the changing banking. And as those "turn 4" types of markings stand exactly where the banking is changing (rising or falling), putting them in the wall texture and generating the track will result in those annoying bumps. So they should be some kind of external objects, like earlier with the start/finish line. Now the question is, can the graphical issues be solved? Clearly, that kind of blurred black mess can't be left in the final version. In that object, I used a simple one-sided rectangle with the track logo (on a transparent background) as its selected texture. The normal was pointing in the right direction. An alternative, the same logo texture with a background color, close to the wall's color, looked equally awful. I don't know what else is relevant. I suppose the start/finish line logo could be scrapped and placed somewhere else on the track, but those oval track markings (commonplace on real-life ovals too) can hardly be moved around. I hope there's some solution left. ------------------- The second graphical obstacle deals with curving structures outside the track, which may only be added after track generation (very difficult to predict their position beforehand). Those include walls and fences of different kind (mainly as an additional barrier between the track and buildings/grandstands, imaginary roads and paths etc.) and the grandstands themselves. The curving grandstand would mean a part of it connecting two rectangular grandstands, like in a turn. That can be avoided on fictional road courses but would be absolutely essential to most oval tracks, instead of gaps between grandstands in turns or on the curving front stretch. I wonder if it's possible to create a curving structure that would function without graphical problems/ugliness and would neatly join two rectangular structures. I tried creating one such grandstand (see example image, http://stcreativedesigns.fhero.net/img/torcs-grst00.png) with lots of short (straight) parts connected at an angle, and the end result is pretty terrible. There is obviously overlap of objects and surfaces, so possibly another graphical mess awaiting. "Revolve" seems to be useless too: that usually generates gigantic objects that always have to be resized, not to mention the inevitable flickering of 6473 surfaces. If this is way too complicated for my limited skills, I'll have to settle for something simpler. The 3D learning curve is much more like a steep slope, and I feel dizzy already here at the bottom. Good advice is again appreciated. Sincerely, stockroom staff ST Creative Designs http://stcreativedesigns.fhero.net/ ------------------------------------------------------------------------------ Dive into the World of Parallel Programming The Go Parallel Website, sponsored by Intel and developed in partnership with Slashdot Media, is your hub for all things parallel software development, from weekly thought leadership blogs to news, videos, case studies, tutorials and more. Take a look and join the conversation now. http://goparallel.sourceforge.net/