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.
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#41
01/23/2007 (10:04 am)
@Stefan - GLB 3. Only exports Convex shapes.
Ive been doing it for sometime now, without the errors George is having.
Thats why this is puzzling me. Did you see my Posts above.
All my files export from map2dif with no problems, and import into TGE with zero erros,
and no pieces missing.

-Surge
#42
01/23/2007 (10:07 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
#43
01/23/2007 (10:25 am)
I'm so jealous, Mr. No Errors. JK

I have tried to make my curve using the arc tool and using the circle tool then just get rid of half of the circle. Also I have tried changing the divide curve, 6 works best for me. the least errors in QuArk. I am getting close. Changing the sizes of the spline and the shape of the track also had varying results. I have gotten the error down to 2 polys.

I think its a sizing issue.


-Georgep4
#44
01/23/2007 (10:34 am)
See, I was just thinking about my divide by 2 statement.
You should use whatever works best for you.

I realized from your picture that it was the Green spline that you made the track from.
My biggest problem, always, was with the sizing.
I leave al my spline open, not closed.

After some experimenting, I found just the right size that seems to always work.
As well, GLB 3 is giving you CONVEX shapes, so dont worry. Thats the purpose of
the script.

Keep at it George.
#45
01/23/2007 (11:37 am)
One last note.
I only divide the Spline for the Path way. - Not for the Profile
#46
01/24/2007 (6:47 am)
@Surge

In your picture your curves have 90 degree end caps. All my simi-circle arcs always end up with slightly angled end caps. Is there a method you use to get it like that?

-Georgep4
#47
01/24/2007 (7:10 am)
After bringing my curved track in QuArk and only getting 2 poly errors, I think I am in good shape however I keep getting this error when I try to export as a .dif

Fatal-ISV

Vislink can not be be coplanar with node

What am I doing wrong?

Thanks

-Georgep4
#48
01/24/2007 (8:11 am)
After bringing my curved track in QuArk and only getting 2 poly errors, I think I am in good shape however I keep getting this error when I try to export as a .dif

Fatal-ISV

Vislink can not be be coplanar with node

What am I doing wrong?

Thanks

-Georgep4
#49
01/24/2007 (8:21 am)
Insted of using the Arc tool I have started experimenting with a NGon tool. I have an18 sided Ngon then I delete half of it. So it looks like a semi-circle. I have not been getting any errors on export but I still lose polys on import in to QuArk.

I am psyched, every day I get a bit closer.
#50
01/24/2007 (9:45 am)
Ok well the NGon tool worked ok however I have moved on to making 1/4 or 1/3 the Arc and it works fine. No errors no missing polys, the textures are not lining up but that will be another hurtle.

SWEET!

How do I compile a game so some one could test it? Like if I want to take it to work and show some of my colleagues?

Guys you all were a big help...ok so I not going to stop there.

-Georgep4
#51
01/24/2007 (12:04 pm)
Im happy to hear your making good progress.
Your game is already compiled. You have the Torque .exe right?
And you arnt doing any C++ changes so no need to recompile.Right?

Just save everything to a CD and bring it to work with you.
I suggest you leave anything to do with the C++ code at home.
You dont want that in the wrong hands. So the EXAMPLE folder
not the ENGINE folder is what should be taken.

That should be that.

Enjoy
#52
01/26/2007 (5:52 pm)
@Surge
Would you mind if I send you my .max file It has the different shapes that I have been trying to use to make the track. I just can't seem to get the full 180 turn track. I have gotten the 1/4 turn but I cant make a compleate U turn. If you could let me know what you think I am doing wrong?
#53
01/26/2007 (8:02 pm)
Im still on version Max7.0.
You can send the file to the email in my profile.
#54
01/27/2007 (4:01 pm)
What version of GLB are you guys using ??
And can the texturing be done in max or will i have to do it with Quark ?
#56
01/28/2007 (7:09 pm)
@Surge
I checked out your vids and they look great. I like the Jet pack. I have been meening to send you my 3ds file sorry it has taken so long. I still can't get full turns and the car I am trying to get in to Torque shows up with out wheels.
By the way just wanted to know if you saw this interface I designed. Its not bad for my first GUI design. In no means is it complete but I think its a good start.
www.fullspeed.cc/images/kickback.jpg
Thanks for the help.
-Georgep4
#57
01/29/2007 (6:55 am)
Thanks for checking out the Vids,
I thought It would cause a little more excitment than it has.

-Just wonderng- Where are you located? - Nothing in your profile.

I was showing the jetpack, and the pieces all together in torque so you
could see how fast all those pieces would render, and that the collision works
fast and accurate.

If anyone is interested....

The Last video shows the Jet pack

Nice Gui, Very strong looking.
My style is a little more subtle.

-Surge
#58
01/29/2007 (10:42 am)
I live in Orlando, FL. I run a Small amusement center. www.fullspeed.cc
If you are ever in town stop by I put you in one of our NASCAR racing simulators.

I updated my profile. Hope to add more soon!
-Georgep4
#59
02/04/2007 (12:29 pm)
In my game i have a car. how do i make the game end wen my character tuches it. and how do i make a bulding rotate in a circle.PLEASE HELP!
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