Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Car brake, reverse and head lights #23

Open
logzero opened this issue Jul 24, 2011 · 8 comments

Comments

Projects
None yet
3 participants
@logzero
Copy link
Member

commented Jul 24, 2011

@logzero

This comment has been minimized.

Copy link
Member Author

commented Dec 27, 2011

Converted 360 to use brakelight, revlight mesh instead of texture as an example.
http://vdrift.svn.sourceforge.net/viewvc/vdrift/vdrift-data/cars/360/

@mattcan

This comment has been minimized.

Copy link
Contributor

commented Apr 9, 2019

This is the commit with the change: https://sourceforge.net/p/vdrift/code/930/
New link to 360: https://sourceforge.net/p/vdrift/code/HEAD/tree/vdrift-data/cars/360/

I was taking a look through the other cars in the SVN repo and it looks like others have not been updated. Before I take a crack at adding a few meshes, is using meshes instead of texture still the correct way forward? While looking for the related forum post, it seems like an alternative direction is to have the game generate the meshes.

Sorry if it sounds like a dumb question, I don't know much about game development and don't want to waste any ones time reviewing later.

@logzero

This comment has been minimized.

Copy link
Member Author

commented Apr 11, 2019

For the lights the meshes shapes will differ from car to car, so we cant really generate them procedurally.

The job is to load the car body mesh in blender and extract the light meshes, save them as a separate joe files, add them to the car file and test how they look in vdrift.

The worst case I can imagine is that the lights in the body texture might be too dark. This would require a bit more work, duplicating the lights in the texture, brightening the duplicates explicitly, adjusting lights meshes texture coordinates.

@mattcan

This comment has been minimized.

Copy link
Contributor

commented Apr 19, 2019

Thanks for the instructions! Finally had some time to try this out today.

I did the brake and reverse for the CT. Didn't run into problems with it being too dark, so I got lucky I think. What is the best way to share the change back? Ideally you or someone on the project could double check that I didn't do this wrong before I do more of them. I understand if that isn't possible though.

Here are a few screenshots: https://imgur.com/a/lUvqT6b

Also, once I do a few more, I can formalise the process in the documentation.

@mattcan

This comment has been minimized.

Copy link
Contributor

commented Apr 20, 2019

I saw the Working with development version documentation but I am unable to login to the forum. Created two accounts with different emails and tried on Chrome, Brave, and Firefox :(

I've created an account for Sourceforge, u/mattcan, if you feel comfortable adding me there.

Otherwise, let me know if there is a better way. Maybe I can upload the SVN patch file and the new meshes to an empty github project.

@leillo1975

This comment has been minimized.

Copy link

commented Apr 21, 2019

I had the same problem with the forum and I contacted with Joe Venzon via email to create and login with my account.

@leillo1975

This comment has been minimized.

@mattcan

This comment has been minimized.

Copy link
Contributor

commented May 4, 2019

Started a thread and attached the changes for the CT: https://vdrift.net/Forum/showthread.php?tid=2384. I'll keep adding to that thread when I have changes.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.