Using blender as a track editor

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Revision as of 07:58, 6 June 2009 by Jeko (talk | contribs)
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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.

Create starting positions and lanes