How do i efficiently recreate real-world locations?

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How do i efficiently recreate real-world locations?

Postby Sneebol » Wed Feb 03, 2016 5:29 pm

I would like to start making tracks, based on real-world locations. Now, that's not a problem, but my idea is to add a whole city of tracks to the game, my birthtown Köping to be exact. I could do it manually by tracing a screenshot of the map, but that means it might just take many weeks. I think I could also convert the screenshot into an SVG, but how could I convert that into an ac3d file? I might know enough programming to compile the numbers from the SVG, but then there's that other "stuff"...

EDIT: Discovered:
this: https://www.youtube.com/watch?v=j9j3xqZ7kg8
and this: http://www.inivis.com/forum/showthread.php?t=6987.
Gonna see what I'll make of that later.
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Re: How do i efficiently recreate real-world locations?

Postby simon-2 » Wed Feb 03, 2016 10:55 pm

hi Sneebol,

i'm not sure what you mean by "a whole city of tracks"- but if i got you right, you want to freely drive around in that city? if so, speed dreams is probably not the correct game for this :oops:

First, you should notice that the ac3d-file is only the graphical representation of a track, while the physical part that is used by the game engine solely depends on the corresponding xml file.
In other words, you could use an xml-file of track A and an ac-file of another track B and mix it; the game engine would presumably start without an error, but the result would be really weird as you would see track b and drive track A at the same time...
Second thing is that a track in speed dreams must be a closed loop without any junctions or crossroads. There is some effort on using the same ac file with different xmls (for track variants), but afaik it is still wip, and even if this was finished, it would not work to "freely drive around", as you could only drive one track variant at a time (so maybe you could create a hundred xml files with different tracks through Köping, but you would have to decide what track to drive prior to starting a race). To be true, nothing else would make sense for racing :mrgreen:

third thing is that real world racing tracks are probably a better choice for a racing game ;)

i hope i did not disappoint you too much... but if you're still interested in making tracks (please! :oops:), you should read the "20 minutes torcs track creation manual" to understand how tracks work in SD (same as in torcs). But attention! The title is very delusive; the truth is that it's hardly possible to create a nice track in less than some weeks (city or not)...

best regards
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Re: How do i efficiently recreate real-world locations?

Postby Leopjing » Thu Feb 04, 2016 3:42 pm

If you are interested in track making please take a look at this post (section: track making)
i post all important links there.

viewtopic.php?f=3&t=751#p2803
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Re: How do i efficiently recreate real-world locations?

Postby simon-2 » Thu Feb 18, 2016 6:08 pm

having saddled myself with a similar task, i did some "research" on this topic :oops:

i stumbled over the great work by Vladimir Elistratov: https://github.com/vvoovv
in this repo, you can get blender-geo and bcga (both being addons for blender).

With blender-geo, you can import building footprints from an osm-file (OpenStreetMap).

Subsequently, bcga is used to create 3d-buildings out of these footprints. This step is controlled by a rule set, being a python file...

there are some example rule sets in this repo: https://github.com/vvoovv/bcga-examples and the basic concepts are explained here https://github.com/vvoovv/bcga/wiki/Tutorial.

Seems to be a very efficient way to create city scenery...

attached is a rule set i made for a textured lowpoly-building; see the screenshots for results:

bcga-lowpoly.png


parameters like overall height, floor height and tile width can be changed interactively. bcga itself has much more functionality...
You do not have the required permissions to view the files attached to this post.
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Re: How do i efficiently recreate real-world locations?

Postby Sneebol » Sun Feb 21, 2016 1:23 am

Whoa there! Thanks for your kind and detailed replies!

i'm not sure what you mean by "a whole city of tracks"- but if i got you right, you want to freely drive around in that city?


Nah, no free-roaming, just using the city for cutting up into tracks.

technical section


Sounds interesting! Also shows my ignorance... :oops:
I barely know anything about the formats and technicalities involved, I sort of just, went out on a limb. It just seemed like a cool challenge, y'know! 8-) It's also why I was optimistic about the time it would take, I'm optimistic about the whole idea actually. I thought I'd just write as a way to sort of poll for some ideas, and that's what I got! :D Unfortunately I have quite a few exams trailing behind so I won't have much time left for this whole project, but that might just clear up in a month or two. Then I'll be having statics and data structures, but it's less than overtime.

Link by Leopjing


Thanks! I'll have a look at that when I get the time! :D

having saddled myself with a similar task, i did some "research" on this topic :oops:

i stumbled over the great work by Vladimir Elistratov: https://github.com/vvoovv
in this repo, you can get blender-geo and bcga (both being addons for blender).

With blender-geo, you can import building footprints from an osm-file (OpenStreetMap).

Subsequently, bcga is used to create 3d-buildings out of these footprints. This step is controlled by a rule set, being a python file...

there are some example rule sets in this repo: https://github.com/vvoovv/bcga-examples and the basic concepts are explained here https://github.com/vvoovv/bcga/wiki/Tutorial.

Seems to be a very efficient way to create city scenery...


DUDE! That's frickin awesome!

P.S. The outset idea was essentially to find a way to make track creation easier and faster, as it seemed a bit too complicated and time consuming.
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