W.I.P. Phoenix 1989 - 1991 F1 Street Circuit

Discussion in 'Tracks' started by Nericksenna, Jun 11, 2019.

  1. Nericksenna

    Nericksenna Active Member

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    Thank you I'll give that a try staight away :)
     
  2. Nericksenna

    Nericksenna Active Member

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    Not bad but not great either yet: here's the result in kseditor.
    upload_2019-7-18_20-3-59.png

    then in game: Screenshot_asr_1991_williams_fw14_phoenix_gp_18-7-119-20-1-12.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_18-7-119-20-1-0.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_18-7-119-20-0-32.jpg Screenshot_asr_1991_williams_fw14_phoenix_gp_18-7-119-19-59-36.jpg
     
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  3. Johnr777

    Johnr777 Active Member

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    I wouldn't stress too much about this yet, usually near the end, everything should get a re-check of values anyways, then run a full day/sun cycle
     
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  4. Nericksenna

    Nericksenna Active Member

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    Ok, well a bit less news these last few days, I’m on vacation and not much on the computer for the next 2 weeks. Y’all have a nice Summer :)
     
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  5. Johnr777

    Johnr777 Active Member

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    If you dont mind me asking, did you use Max's legacy array/spacing tool for the walls and fences or a plugin?

    I always have this fight with Max not arraying stuff correctly along a spline, something is always messed up :lol:, so I'm gonna try the Railclone plugin for my next project
     
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  6. Nericksenna

    Nericksenna Active Member

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    I personally use railclone so...
     
  7. Nericksenna

    Nericksenna Active Member

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    So have you figured out railclone yet?
    It should solve you repetitions and save you a load of time in creation. Sometime it does bug up a bit so be careful how you use it and remember to save your settings (i.e. screenshots of parameters etc).
     
  8. Johnr777

    Johnr777 Active Member

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    Yup, its a very powerful tool! I'll post some screens later of what I was able to do with it!

    Light years ahead of the legacy tools
     
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  9. Nericksenna

    Nericksenna Active Member

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    Yeah super powerful ! So you understand that’s how I was able to use this for the randomization of the walls, if you need me to share my parameters, just ask :)
     
  10. Johnr777

    Johnr777 Active Member

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    This is what I ended up doing... 11 objects mapped to one texture with 11 UVs, the cool randomize node, and voila, pretty neat result! LiSki is doing something similar with Road America, but he clones the objects first, then randomizes the UVs.

    RATL3.jpg

    RATL2.jpg

    RATL.jpg
     
    Last edited: Aug 7, 2019
  11. Nericksenna

    Nericksenna Active Member

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    Now THAT is awesome!!! Maybe I should do it that way too of the UVs, why didn’t I think of that before...?

    Ps: why do you use the surface parameter?
     
  12. Woodee

    Woodee New Member

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    This kind of stuff (randomised UVs) needs to be documented somehow for other modders.... a how to video perhaps :)
     
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  13. Johnr777

    Johnr777 Active Member

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    It helps with placing the object correctly on the surface, which in that case, was the grass mesh. Otherwise it will only follow the spline. Fine on flat terrain, but once it gets hilly, doesn’t look as nice :lol:
     
  14. Nericksenna

    Nericksenna Active Member

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    I used conformed splines, better said: I take my flat spline, then conform (or Glue (free railclone plugin)) to the surface I want, then I just use the spline parameter. I guess your solution is an alternative one ;)
     
  15. Johnr777

    Johnr777 Active Member

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    No no, I do something similar, but I use Mario's tools http://www.mj-multimedia.net/soft/mmtools/mmt_move2surface.php

    But the vertices/points option doesnt align the spline vertices to the surface normal, sadly only in object mode. :(

    Definitely going to try using the plugin you are suggesting!
     
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  16. Nericksenna

    Nericksenna Active Member

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    By the way, in order to make my grandstands perfectly sized, I also used railclone to make them, first make your side contraption structure, then make your evenly (in my case the seats + stairway) and then to close it the inverted side, use a spline to define length and BOOM! There it is! ;)
     
  17. Johnr777

    Johnr777 Active Member

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    haha, neat!
     
  18. fughettaboutit

    fughettaboutit New Member

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    edit: oh wrong thread ? oh just read old stuff in here, waking the dead ;)

    use this blender script in attachment for all selected objects to find out big vertices count for objects:

    scriptout.png
     

    Attached Files:

    Last edited: Aug 10, 2019
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  19. Nericksenna

    Nericksenna Active Member

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    Beautiful code, but I use 3dsmax not blender :whistle::oops:
    Edit: think this’ll work also in 3dsmax somehow or does the code need to be modified ?
     
  20. fughettaboutit

    fughettaboutit New Member

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    idk anything about 3dSadoMaso, is there python scripting?
     
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