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Rec.Autos.Simulators Archive

The 'Ring in Racer; 40%

15 posts by 7 people · 13 Jun 2002 19:17 UTC - 18 Jun 2002 13:22 UTC

Ruud van Gaal 13 Jun 2002 19:17 UTC#115108
Hi there, The latest GPLex (well, we're at 1.4 something) can convert the entire Nurburgring from GPL to sections. Here's a shot from Racer: http://www.racer.nl/temp/ring.jpg Notes: - Thanks to MH for converting & uploading this picture - Sorry about that Ferrari P4, it's one of the uglier cars by now - The black lines is just the groove un-alpha'd - The low FPS rate is just because the ENTIRE high LOD Ring is painted EVERY frame. So considering that, it's not bad. ;-) Working on getting trackside objects out of the file as well. Nice stuff. :) And ofcourse this would mean a conversion for F12K2 could be done as well. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Ruud, you are my hero. Between Racer and this I think everyone owes you an incredible amount of gratitude. Jason [email hidden] (Ruud van Gaal) wrote in message news:<[email hidden]>...
Quoted text (27 lines)> Hi there, > > The latest GPLex (well, we're at 1.4 something) can convert the entire > Nurburgring from GPL to sections. > > Here's a shot from Racer: > > http://www.racer.nl/temp/ring.jpg > > Notes: > - Thanks to MH for converting & uploading this picture > - Sorry about that Ferrari P4, it's one of the uglier cars by now > - The black lines is just the groove un-alpha'd > - The low FPS rate is just because the ENTIRE high LOD Ring > is painted EVERY frame. So considering that, it's not bad. ;-) > > Working on getting trackside objects out of the file as well. > > Nice stuff. :) > > And ofcourse this would mean a conversion for F12K2 could be done as > well. > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
On 13 Jun 2002 22:07:19 -0700, [email hidden] (jason moyer) wrote: >Ruud, you are my hero. Between Racer and this I think everyone owes >you an incredible amount of gratitude. Thanks, Jason (& Todd). :) You're welcome. Hope this also has some options for F12K* users, as I know there are enough people who can't stand Racer's single player action. :) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
lol. there are many that cant stand F12k2 multiplayer either, so there is one of everyone :) The only drawback with your program is that it takes away sparetime ;) I sat last night to try to improve Rouen, but it seems that the vrml<->vrl converter i have is screwing up the texturing. Guess i have find another converter :) "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (14 lines)> On 13 Jun 2002 22:07:19 -0700, [email hidden] (jason moyer) wrote: > > >Ruud, you are my hero. Between Racer and this I think everyone owes > >you an incredible amount of gratitude. > > Thanks, Jason (& Todd). :) > You're welcome. Hope this also has some options for F12K* users, as I > know there are enough people who can't stand Racer's single player > action. :) > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
On Fri, 14 Jun 2002 16:10:14 GMT, "Andreas Nystr�m" <[email hidden]> wrote: > >lol. there are many that cant stand F12k2 multiplayer either, so there is >one of everyone :) Hm, guess I'll have to fix that MP bug then. :) Not that it really does anything remotely to workable multiplayer then. >The only drawback with your program is that it takes away sparetime ;) Hehe, what do you think it does to MY time? ;-) >I sat last night to try to improve Rouen, but it seems that the vrml<->vrl >converter i have >is screwing up the texturing. Guess i have find another converter :) What's wrong with the texturing? I've heard someone say GPLex 1.2 gave reversed texture coordinates, but v1.3 and v1.4 reversed some coordinates of the track (always nice to avoid those mirrors; oh, damn, GPLmirror, lol, not much of a problem anymore, might be a nice option). So in the end, reverse upon reverse may have ended up right again! :) Hard to see with grass. Or it might be rotated; I had to rotate some of another track's texture. After all, I have to convert from GPL's XYZ to X,Z,-Y, so there's some rotation going on. In other words, probably not VRL2VRML's fault, I guess. Would be quite hard. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Yes it does Ruud, and thanks a bunch for the tool. About 50% there for F1-2002. Asphalt and grass and kerbing is all in with textures. Just adding trees bit by bit now. Maybe a few weeks to completion and GT V3 if it keeps going as smoothly as it has up to now (famous last words). Thanks again Ian "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> On Fri, 14 Jun 2002 16:10:14 GMT, "Andreas Nystr�m" <[email hidden]> > wrote: > > > > >lol. there are many that cant stand F12k2 multiplayer either, so there is > >one of everyone :) > > Hm, guess I'll have to fix that MP bug then. :) Not that it really > does anything remotely to workable multiplayer then. > > >The only drawback with your program is that it takes away sparetime ;) > > Hehe, what do you think it does to MY time? ;-) > > >I sat last night to try to improve Rouen, but it seems that the
vrml<->vrl
Quoted text (22 lines)> >converter i have > >is screwing up the texturing. Guess i have find another converter :) > > What's wrong with the texturing? > I've heard someone say GPLex 1.2 gave reversed texture coordinates, > but v1.3 and v1.4 reversed some coordinates of the track (always nice > to avoid those mirrors; oh, damn, GPLmirror, lol, not much of a > problem anymore, might be a nice option). > So in the end, reverse upon reverse may have ended up right again! :) > Hard to see with grass. > > Or it might be rotated; I had to rotate some of another track's > texture. After all, I have to convert from GPL's XYZ to X,Z,-Y, so > there's some rotation going on. > > In other words, probably not VRL2VRML's fault, I guess. Would be quite > hard. > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
On Sat, 15 Jun 2002 01:09:00 +0100, "Ian Bell" <[email hidden]> wrote: >Yes it does Ruud, and thanks a bunch for the tool. About 50% there for >F1-2002. Asphalt and grass and kerbing is all in with textures. Just adding >trees bit by bit now. Maybe a few weeks to completion and GT V3 if it keeps >going as smoothly as it has up to now (famous last words). Ian, I've got a GPLex v1.5 here that exports trackside objects as well. It's just that it doesn't handle similar objects. So if you have a tree that is used in 10 places, you only get 1 tree (the last seen probably). What I have to do in Racer at least is to be able to reuse models (as for the Ring, a lot of trees are probably reused very heavily). Don't exactly know how this works in SCGT; it seems from the tracks I've seen that similar trees would still be exported as 2 different models (just with different locations). I could do an export modification so that it creates 2 tree models for the same tree (just a different position); let me know if you need this. Otherwise, I'm going the Racer way and re-use models where possible, with just a translation/rotation added. Still some issues with texture coordinates, or perhaps the MIP->TGA batch conversion, but those are the things even I could take for granted and do by hand (crowds standing upside down sometimes for example). Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Thanks Ruud, yes, I noticed this and was manually working my way round adding an extrusion for tree walls (with a few stragetically placed 3D trees too). Grabbing the latest version now. I was over the moon just to get track,kerbs,grass etc in :-) Thanks again Ian www.simbin.com "Ruud van Gaal" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (12 lines)> On Sat, 15 Jun 2002 01:09:00 +0100, "Ian Bell" > <[email hidden]> wrote: > > >Yes it does Ruud, and thanks a bunch for the tool. > > PS GPLex v1.5 is downloadble by now from my site. Downloads -> Beta -> > GPLex. > > > Ruud van Gaal > Free car sim: http://www.racer.nl/ > Pencil art : http://www.marketgraph.nl/gallery/
This is IMO the biggest thing in the sim racing community in a long time!!! At least since the release of FIA GT V3 :-) !! I'm _SO_ grateful to anyone involved in conveting the Ring!!!!! /Magnus T - - - GP Track Database - - - http://magnust.d2g.com - - - "Ian Bell" <[email hidden]> wrote in message news:<w%HO8.17433$[email hidden]>...
Quoted text (25 lines)> Thanks Ruud, yes, I noticed this and was manually working my way round > adding an extrusion for tree walls (with a few stragetically placed 3D trees > too). Grabbing the latest version now. I was over the moon just to get > track,kerbs,grass etc in :-) > > Thanks again > > Ian > www.simbin.com > > > "Ruud van Gaal" <[email hidden]> wrote in message > news:[email hidden]... > > On Sat, 15 Jun 2002 01:09:00 +0100, "Ian Bell" > > <[email hidden]> wrote: > > > > >Yes it does Ruud, and thanks a bunch for the tool. > > > > PS GPLex v1.5 is downloadble by now from my site. Downloads -> Beta -> > > GPLex. > > > > > > Ruud van Gaal > > Free car sim: http://www.racer.nl/ > > Pencil art : http://www.marketgraph.nl/gallery/
On Sat, 15 Jun 2002 15:18:01 +0100, "Ian Bell" <[email hidden]> wrote: >Thanks Ruud, yes, I noticed this and was manually working my way round >adding an extrusion for tree walls (with a few stragetically placed 3D trees >too). Grabbing the latest version now. I was over the moon just to get >track,kerbs,grass etc in :-) I might create the indexed version of GPLex tonight, if I get the chance. A couple of real-work deadlines (and the fact that it's about 30 degrees here) isn't helping though. That version will also unpack the .dat file for you (not that that was anything cunning). :) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
On Tue, 18 Jun 2002 10:13:33 GMT, Ruud van Gaal <[email hidden]> wrote: > > That version will also unpack the .dat file for you (not that that was > anything cunning). :) > that's great news! Does this mean I can do all my track converting natively under Linux then? Cheers & don't move too much. We have 33C, rising, it's hell! ;-) uwe -- Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
On Tue, 18 Jun 2002 13:18:24 +0200, Uwe Schuerkamp <[email hidden]> wrote:
Quoted text (9 lines)>On Tue, 18 Jun 2002 10:13:33 GMT, Ruud van Gaal <[email hidden]> wrote: > >> >> That version will also unpack the .dat file for you (not that that was >> anything cunning). :) >> > >that's great news! Does this mean I can do all my track >converting natively under Linux then?
Yep, that was the idea. :) I also intend to do a 1-click button which goes from a .dat file all the way to exporting everything it can. You still then need to do a little bit of trackwork (a camera, timelines etc). >Cheers & don't move too much. We have 33C, rising, it's hell! >;-) We've been promised rain tonight here fortunately! ;-) Must dance some more to make sure it really gets here, lol. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
On Tue, 18 Jun 2002 13:05:40 GMT, Ruud van Gaal <[email hidden]> wrote: > > Yep, that was the idea. :) I also intend to do a 1-click button which > goes from a .dat file all the way to exporting everything it can. > You still then need to do a little bit of trackwork (a camera, > timelines etc). > Ruud, you are my hero. Great stuff, and even better news for Racer. Uwe -- Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) PGP Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61

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