Not to worry on that @fughettaboutit and @Johnr777
I did that and then i got a chance to drive it and its bumpy but not undrivable... i did separate it quite a bit but not to 200m... even getting the Lidar to a mesh was a major triumph for me personally... i got tied up in another project but...
the issue is i set up the lights and the mapped button doesnt turn the lights on and off so my question is more about setup for the car in lights.ini or elsewhere then in game controls
Ive been able to get the lights lit up for one im working on but for some reason the key doesnt turn them off. Where is the button mapping tied to the headlights to turn them on and off and flash them. Is it a naming convention in the INI or something that is named at the mesh level?
Looking at trying to get the road mesh finished this week. Im going to have to do some work to get the heights around BC Place but Ive got a few ideas.
Ive been watching the 95 and 97 races on youtube to see if the elevation looks good and so far it seems decent.
Here is the drop into turn 3...
I made some headway finally although it was messy. I have the elevation and camber at this point I believe. The solid portion is the Lidar data I had to export.
and then the mesh build
Lots of work to do as part of the mesh is obviously missing with the dome covering it etc.
Thanks guys. Been trying different exports but because the data is so dense the mesh takes forever to load in Blender. Im going to segment off the road and try to get the base map jpg down to start.
Do it in parts. Seperate the road mesh, the trees and the objects into three FBX files then load and export through ksEditor and then load all three in the game using models INI.
Im pretty sure we can get there... im nothing if not annoyingly relentless...
And i have a portion of the AC stuff already. That was the hope behind the conversion because this was always going to follow that for me at least. How long it takes is another story but i would like to build a...
yeah... back then we weren't even as computerized so its unlikely. Im fine with studying the onboard video to build it to the best spec possible...
Appreciate the discussion guys. This one is more about doing the best with what I can get so I will work up rather then down.
So it looks like classification is there.
and then below with the CSP plugin for off ground and ground points.
All very helpful discussion guys. The road surface looks more like a rough ocean with no work on it so Ill keep fiddling with different ways to do it until Im happy with it. There...
@Mitch9 and @Portland12345
Really appreciate it gents. Ill look at both likely as i enjoy seeing how the data comes out. Likely be a few day but will update. The classification would be sweet so im guessimg i dont have it lol.
Hey @JoeK , glad to see you are still around!
A lot of it is just learning at this point. I will likely have to export it a bunch more times. I never learned to run so maybe im lucky ;) but for me workflow is literally one problem at a time.
Whats a decimation lol... I didnt but I saved all...
Spent some time in the last couple weeks fiddling with the segmentation.
This one imports into Blender without too many issues.
So the first stages of the road surface are in the works!
this one actually is able to hold the onboard under BC place. Very few of these ive found.
In terms of pitboxes thats a design choice... just moar lol..
I know they are numbered so no sure how much room is there but 30 would be sweet.
Vancouver had such a long pit road I just added in as many as would fit for the people with the CPU/GPU horsies...
Will look forward to your next...
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