Game Development Community

GLB in max Pipe or walls for track ?

by RageO · in Artist Corner · 01/11/2007 (6:00 am) · 59 replies

Well Ive been using GLB free version in max to experiment with making some race tracks.
Using the make pipe function Ive made some great tracks.
I read some where that some one is using walls and the floor to make tracks. I keep running into geometry trouble when trying to export my track made from the pipe function.

What I am getting at is...
Is it better to make a track using the pipe function or using the walls and floor method from a geometry stand point. Which one gives less trouble in the long run.
Also I have tried to use the free form box deformation and have made some wicked tracks. But again the geometry problem. I think part of the problem is that I was putting too many points in my spline for detail.
Is there a good solid way to make a track in max with GLB (then using the deformation) and being able to get a good export.
This is the one thing that has been driving me nuts is getting models into Torque. I am not used to the whole convex geometry thing. Any hints or tips in this area concerning using splines to make a race track and getting a good export to map would be helpful.
Thanks in advance.
#21
01/21/2007 (7:56 am)
Hey Morris there are a lot of tutorials out there some are pretty good getting you the basics. I am quite new at this however here is a simple tutorial that will get you started off in the right direction.

I still use it for reference, you may also want to buy "The Game Programer's Guide To Torque"
Good Luck

3ds max info
http://www.garagegames.com/docs/tge/general/ch08.php

tutorial
http://www.garagegames.com/docs/tge/general/ch08s03.php
#22
01/21/2007 (8:51 am)
O.k. NO you dont export the arc as 9 Seperate Pieces.
It is Exported as 1 single piece.
It looks like it does, because the TGE only excepts convex shapes for collisons on .diff files.

Its meant to make your work flow easy.
So take for instance the arc. I make it, Devide it by 2 with GLB 3.0 Script.
Then goto pipe max, and through the advance setup
pick the profile(which is the way I want the pipe to look), and match it
to the Curve(which is the pathway I want it to follow).

It does its calculations, and creates a single object that exports all on its own.
You select it with the move tool, go to the GLB Map export
Most compatible(or something like that), and it exports the . map file.

That .map file, is brought into QUARK, and you then run the map2dif on it.
And presto your DIFF file is out, as a single piece. That imports into TORQUE
with ease.

Im posting some more shots.
#23
01/21/2007 (8:53 am)
www.mdnamedia.com/tge/surgeglbdemo_3.jpgwww.mdnamedia.com/tge/surgeglbdemo_4.jpgwww.mdnamedia.com/tge/surgeglbdemo_5.jpg
#24
01/21/2007 (8:57 am)
Hey, I hope this helps.
Did you do any of the GLB Tutorials?
Because they explain about half of what I have.

I can put the Torque Spin on it you might need though.
Im interested to at least see you get a piece out.
To encourage you those piece you see, are built in
seconds. so if your spending hours, you should start
from the begining and read the tutorials.

- Good Luck.

-Surge
#25
01/21/2007 (3:17 pm)
I have done a couple of tutorials once and a couple mutipule times. Some times I have to find the one tutorial that explains the solution the way I understand. So the only track I was able to export was a straight track. the boarders worked great the collision worked great. However when I make that turn I still get a bunch of broken polys and QuArk doesn't let me export. I feel really stupid, you guys show and example and my stuff looks like your pictures. I can export out of 3ds just fine but QuArk just hates me.

by the way when adding hub dummies to a car mesh what do I link the dummy to? The mesh or "start" or what?

Soon... with this little success I feel I will get it.

-Pat
#26
01/21/2007 (3:52 pm)
Surge, How well does the texture export on curve piece to Torque dif. In GameSpace1.6 when converting with map2dif the texture uv does not convert well but look perfect in gamespace. I like see a picture in Torque with the lines on the curves piece if you have one. Thanks.
#27
01/21/2007 (4:09 pm)
Ok so I got a curved track however I still lose faces. Sweet so Close.
-George
#28
01/21/2007 (6:13 pm)
One thing I noticed on your profile splines in your picture are that they are not closed like a box. They are just three lines. 2 sides and one floor. I am I correct in what I am seeing. Because I have been building closed splines.

Also
Do you create your entire track in 3ds max then export individual sections?
-Georgep4
#29
01/22/2007 (5:13 am)
@George.
Any shape will work for the profile. As long as it is spline too.
So 1 sided, two sided, three sided ones all work. A closed box would work too.

No I do not create the entire track in 3ds max.
I create all the track pieces there, then I use combinations
of them in TGE world editor. For me, I wanted to make, an open, a closed
complex tunnel system.

There should be car tutorials for you that can help with your request.

@Fucifer - The textures do not maintain their uv coordinates. But I can have a texture.
It is a bother. The author of the max Script is working on another version that is supposed
to fix the problem. Dont hold your breath though. I am waiting for constructor. I would
like to hope constuctor, would read these GLB pieces back in, and allow me to texture them better.
I have no experience with GameSpace 1.6.

You asked me- I like see a picture in Torque with the lines on the curves piece if you have one. Thanks.-
Can you explian this question a little more. I would be more than happy to post more shots.

-Surge
#30
01/22/2007 (6:29 am)
Ok so I got a curved track however I still lose faces. Sweet so Close.
-George
#31
01/22/2007 (6:43 am)
@Surge
I think Fucifer means the barrier lines that follow the road on both sides. They tell you the edge of the road is near. They start to brake up or don't even show up.

I have never seen the @ symbol used as a point to whom one speaks. That is clever do you mind if utilize your lingo?

-Georgep4
#32
01/22/2007 (7:16 am)
Yeah George,

Pretty much everyone here uses the @.
#33
01/22/2007 (9:07 am)
I did it! I got both a flat curve and a spiral curve. I still had a couple of pieces missing when I exported them from QuArk. The collision works great. I am still having a great deal of trouble getting barrier walls. I get an Error:
Vislink cannot be coplanar with a node!
also when it is compiling the .dif is see a bunch of this:
::createBaseWinding: Bad face on brush. > 32 points. DMMNOTE: Increase max winding points?

@Surge
Is that diagram you posted a template for the tracks you are developing? Do you use those track shapes when you are developing new tracks? Do they export with no errors? From both 3ds and QuArk? If so would you be willing to share your max file?

-Georgep4
#34
01/22/2007 (10:06 am)
Yes it is a template I put together.
In one section i have all the tracks turns, and twists.
The other I have all the possible profiles I want.

I reuse the splines over an over again. For each one of my profile pieces.
I have zero errors when exporting,because I took the time to find what
works and doesnt as far a sizes and complexity goes.

There is some basic measurments behind my shapes and splines(really basic). This
small math allows all my shapes to be equal, so when I put them togther
in the world editor they fit perfectly.

I also make sure to always have the same pipe thickness.

My latest template was actually built in Adobe Illustrtaor CS2. Then
Imported as an AI into 3dsmax.

I will concentrate on one profile(blue pieces), and apply it to all the other splines(pink).
Save that as a file. Then work on the next.
For each one of the blue profile pieces you see, I have 20 or more pieces
I export.

I actually dont want to share my .max file with you, because it was something
I had been putting together for some time now.
But maybe I could build a mock one for you to test out.

I went to great lengths to help you out, because many times, I have written in the
forums that GLB3 works, but have never documented how.
I thought this was the perfect time and place to do it.

Im glad to hear your making progress. Keep trying. Keep reading what I wrote.
Red the GLB 3 Help menu. ITS GOOD. It will all come togther. If you still need a test file from me, I
will put one togther fo you.

-Surge

BTW. Im lost when you say Barrier wall. Any shape will work. as soon as you create
an angle greater than the player.cs can go up it is a barrier. Take a look a the 3d Diagram of
the test track. See how there is an angled part. That angle is the max angle I can get my player to
walk up.

Keep posting. I want to see pictures!!!!

-S
#35
01/22/2007 (11:52 am)
Thanks for the offer considering to make me a template. I think I want to make my own. No matter that it drives me crazy when something doesn't work, the trial and error is so informative. You mentioned you used Illustrator to make you spline that's a great idea. Is there a ratio in Illustrator you could suggest I should go by, 1 unit = 1yard ?

I think I just needed the encouragement of getting the curves and splines working and the info on Illustrator. I will see what I can come up with. Do I still have to "Divide Curve by 2"


I will get back to you on Barrier Wall.
-Georgep4
#36
01/22/2007 (12:25 pm)
O.k,

I used illustrator, only after I first, got it down pat in 3ds max.
The GLB has a tutorial that explains,
1)working in the top viewport.
2)haveing your 2d snaps on.
3) what units to set your 3dsmax in
4)etc...etc..etc

You will see the question around this place always asked.
Q-What size do I create my objects at?
A- In max, I always use 1 unit= 1 metre.
But just to confuse you, ive thrown that out of my work flow.

Useing 3dmax default setup, I create a bunch of cubes,
1st 1x1 unit
2nd 2x2 unit
3rd 4x4 units
4th 8x8 units
5th 16x16 Units.
...I keep doubleing them till I feel I have enough,

I export these in one line, as one .map file from GLB 3.0.
Then run map2dif , import in TGE.

With Player.cs I run around these boxes, and get a feeling for what size boxes
are working best.
I find 1 box that represents my basic characters height and width.
1 Box that would be good for buildings....etc..etc.
for you 1 that would be a vehicles size would be appropriate.
I do this because, my belief is that the feeling of correct size,
is better than the actual mathematical size.

When I used the correct units, I just wasnt getting the feeling I wanted.
Things seemd to small, or too big. With this technique, I get the feeling thats right.

Anyways, now that I have some kind of FEELING for size.
I import a character into max, and size him to the box that best represented his size.
For you it would be a vehicle.

Based off that - I now create all other objects.
Whenever you see in my drawing....character for scaling.
I use that to visualize what the sizes of everything else should be.

LONG winded, but it works really well.

Now for your question of illustrator Ratio's.

It doesnt matter. Why? Because its vector based, and can be scaled to any size.
Therefore: Just make what you want in illustrator in outlines save as .AI
and import into max. Now Scale this file visually(or mathematically) to the size
you have defined through testing.

Yes I use deivde by two MOSTLY.
But you should test and do a divide by 2,3,4,5,6,7,8,9,10 and view the results.
You will see why I use devide by 2. It allows half circles, to land mostly flat at the end and begining
of the shape.


woooooooo,

Hope this further helps out.

-Surge

p.s. Pix man, PIX!!!!!
#37
01/23/2007 (8:46 am)
Here is a picture of the incomplete tracks I keep getting when I export from QuArk. Its hard to drive on a track with holes in the road. Funny.
Anyway, I have got the curved spline for the track I have my shape for the track, It looks good in 3ds. Exports fine from GLB3. However in QuArk I start loosing pieces. I have found that I can get the file to export form QuArk if I have less that 15 poly problems. However I still get an unfinished track.

Still an issue, getting the texture to curve along with the track
www.fullspeed.cc/images/CurveTrack1.jpg


@ Surge & Fucifer
Do you all line up your tracks by eye in the world editor or do you use mount points on the tracks to snap them together?
-Georgep4
#38
01/23/2007 (8:54 am)
George,

That's a result of how BSP based tools work. You can't just export something from a poly based tool into a BSP tool and expect it to work. I suggest reading up on "convex vs concave" shapes, in particular - if you haven't.
#39
01/23/2007 (9:02 am)
O.k - Good stuff.
I know what the problem is.

You see where you have the shapes for your track profile(the ones in yellow).
They are only supposed to be single lines.
Not closed boxes like you've made them.

Look at my images again, you will see my blue profiles,
are just single lines.

You do not need to draw the thickness like you have. That is
what the pipe thickness option does.

Trust me- Just draw single lines. Thats why your getting the errors.

-------

About mount points. Never thought of that approach.
No I dont use that technique.

I level, one of my pieces to the ground area where I want it.
Then copy the z location in the properties dialogue box, and apply it
to my other pieces.

The rest is visual.

------

The picture really helped.

Good Luck

-Surge
I
#40
01/23/2007 (9:59 am)
The track I displayed is using just a single line however it did have side rails. (the pieces that run along the top of borders on the track. I did do some testing with closed shapes none with satisfactory results. I did another track with just 2 vertical lines and 1 horizontal line. I got better results however I still get missing polys. In Torque the track works great. It curves it has borders it still has missing polys.
-Georgep4