Game Development Community

Formula one track

by Daniele Gamba · in Game Design and Creative Issues · 04/13/2006 (4:40 am) · 7 replies

Hi all,

this is the first time i'm writing to this forum.
I'm a Lightwave3D modeller and animator and i'm working for the first time with torque's engine.
I have a problem, i have to create the 3D graphic for a 3D F1 style game.
I had no problem to model and convert cars in DTS, they are working pretty good.
The problem starts when i had to create the track.
I can't find a solution to convert my objects ( a track with its UV mapping who is fallowing the road ) in
a good DIF format object.
I have problems with textures, like they are loosing my UV coordinates and i have troubles with poligons...
the track looks like a broked object ( with holes and strange poligons ).

I m converting now the track in a DTS object... but i have a lot of troubles using collisions between cars and the road.

Is there somebody who can help me to find the right solution or to show me where to find a good tutorial ?

Thanks in advance!

Mauro

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#1
04/19/2006 (8:58 am)
Have you tried the lightwave exporter forum? Edit your forum subscriptions.

Good luck.
#2
04/19/2006 (10:11 am)
You might be running into the same problem I had. My track pieces were too big to load into torque. So I had to segment them down. Keep them around about 100m long each and you should be fine. I still haven't found a decent solution using DIFs at this point in time.
#3
04/19/2006 (12:36 pm)
Thanks for your answers.
My biggest issue is that the track is a sort of "8" figure: most of the track's DTS model lays on the ground (a flat terrain) but there's a bridge over the track and the car doesn't follow the ramp. Instead it gradually "plunges" into the road...
How can I solve this? Perhaps putting a DIF ramp under the DTS? Raising the terrain (but how to get it match the DTS)?
#4
04/19/2006 (5:04 pm)
Yeah you might want to make a DIF bridge as you say for the under and over bit - that will handle the collision detection properly. Leave the terrain below the roads, however you can paint out holes in the terrain if required.

Here's a resource that talks about holes...
www.garagegames.com/mg/forums/result.thread.php?qt=12641
#5
11/26/2006 (8:46 pm)
Sorry to reply to this so late... but I just saw this topic. I attended a session at the Serious Games Summit in October, presented by Brianno Coller (coller@ceet.niu.edu), an associate professor at Northern Illinois University. He used a Torque-based implementation of a racing game ( see http://www.ceet.niu.edu/faculty/coller/ for a link to a video of the game in action) to teach numerical methods. During his presentation, he showed several clips of his game... and it was apparent that they used a solution that was NOT terrain based (I don't know if it was DTS or DIF). You might contact them to find out how they solved the problem. Their track was awesome, seamless and included the undulations of a normal F1-type track.


edited to fix the dang typos (twice)
#6
11/27/2006 (12:06 am)
I think the game is based on Torcs, not Torque.
#7
11/27/2006 (11:20 am)
Oops... you are right. Sorry about that :)