Using blender as a track editor: Difference between revisions
(New page: Beware, this page is describing a work in progress! All those informations have high probability to be obsolete very soon ;-) The point of this page is only to explore how track's high le...) |
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Apply a real-world (or purely virtual) map texture we'll use as a guide. | Apply a real-world (or purely virtual) map texture we'll use as a guide. | ||
* create uv-map: edit mode U->project from view (bounded), from above | * create uv-map: edit mode U-key -> project from view (bounded), (do this from above: NUM-7) | ||
<<< 0002.png >>> | <<< 0002.png >>> | ||
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== Extract road / other areas == | == Extract road / other areas == | ||
* | * make the polygons fit the road. | ||
<<< 0004.png >>> | |||
''I just applied this technique for a little portion of my map, since this is only experimental.'' | |||
<<< 0005.png >>> | |||
* set the "road" polygons to a specific material (not useful???) | |||
<<< 0006.png >>> | |||
* split the mesh into two | |||
<<< 0008.png >>> | |||
''A translated the road so you can see it's now two distinct meshes.'' | |||
== Create starting positions and lanes == | == Create starting positions and lanes == |
Revision as of 07:58, 6 June 2009
Beware, this page is describing a work in progress! All those informations have high probability to be obsolete very soon ;-)
The point of this page is only to explore how track's high level informations can be stored in blender, then exported to a format OpenRacing can load.
I'll describe first a possible way to go from an empty blender screen to a modeled track usable from OpenRacing, featuring:
- cars starting positions
- roads and any other ground materials definitions.
- lanes, i.e. areas authorized for cars to drive on, with their direction (if applicable).
- checkpoints, so we can define a race track as a list of checkpoints.
Create the ground
make the mesh
- build your model as you like, here is mine:
<<< 0001.png >>>
texture
Apply a real-world (or purely virtual) map texture we'll use as a guide.
- create uv-map: edit mode U-key -> project from view (bounded), (do this from above: NUM-7)
<<< 0002.png >>>
- link uv to a map of roads or racing track.
<<< 0003.png >>>
Extract road / other areas
- make the polygons fit the road.
<<< 0004.png >>> I just applied this technique for a little portion of my map, since this is only experimental.
<<< 0005.png >>>
- set the "road" polygons to a specific material (not useful???)
<<< 0006.png >>>
- split the mesh into two
<<< 0008.png >>> A translated the road so you can see it's now two distinct meshes.