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Re: W-E-C's car thread

PostPosted: Mon Dec 29, 2014 12:36 pm
by Radoye1
I like the new models (hope the texture mapping is not too different than the original model so my work doesn't go to waste).

Speaking of setups, the current W-E-C car as-is has the wrong engine. It is using the ChampCar 2.6 l V8 turbo engine instead of the normally aspirated 3.5 l V8 IndyCar unit. The correct engine should be rev limited to 10300 rpm, and also have a 6-speed gearbox (currently it has 7). In its current guise the car is too fast - it is doing 37.5 seconds around the Milky - the pole time in 2011 was 38.5, but the performance should actually be nearer to 40 s flat.

Re: W-E-C's car thread

PostPosted: Mon Dec 29, 2014 6:18 pm
by jjsca
Hi everyone.

Radoye1 wrote:hope the texture mapping is not too different than the original model so my work doesn't go to waste


I am currently working on it and I ll do my best to keep the original UV's. I think for the body I made the cuts in a very similar way So the big UV blocks will have very similar shapes. Now I am struggling a bit more with the wings, there are so many bits that I have toubles figuring out what is what.

I'll try my best to keep the UV's as near as possible. I wonder do you work in vector graphics or do you make everything in gimp ?

Have a nice day.

J.J.

Re: W-E-C's car thread

PostPosted: Mon Dec 29, 2014 8:05 pm
by Radoye1
I use Gimp.

I can help somewhat with identifying the parts, it took me a while to figure out what is what.

Re: W-E-C's car thread

PostPosted: Wed Dec 31, 2014 10:00 pm
by Radoye1
Punter Racing is ready for download. You can see the #4 car preview on the previous page, here's #44:

mpa10-Punter-44-preview.jpg


And the files are here:

mpa10-PunterRacing.zip

Re: W-E-C's car thread

PostPosted: Thu Jan 01, 2015 3:09 am
by Haruna
jjsca wrote:Hi guys !

Radoye1 wrote:Damn, i'm on the roll!


Keep it up ! Your liveries are great !

I wanted to rework this mpa-10 model to have the oval kit available. It did actually ended in the complete rework of the two kits. WEC's model is great but has a few smoothing issues that I tried to fix and I added a few fillets to hide a few poly spikes. I am also curently experimenting around with 3d modeled wheels. I am currently preparing 2-3 renders to show it off but it is not finished yet. I also modded the sound to fit the muramasa v8 better. Now I would like to edit the setup files but I am stuck with one issue:

How do we handle the 2 kits ?

Because it is not only visual, they don't have the same front surface, cx and I guess the full oval kit has overstretched low gears and very near 5th and 6th gears. There are also differences in braking intakes, wings and so on... I also think of the UV layouts which might be different.

Do we make two cars ?

I will post the renders when they are finished.

Thanks for the nice liveries ;)

Have a nice day.

J.J.


Hi J.J., have a look at the MPA1 cars' XML files from the SVN repository, these cars are set up such that their wings change for the track type.

Re: W-E-C's car thread

PostPosted: Thu Jan 01, 2015 11:47 am
by jjsca
Hi Haruna thank you for your hint I didn't notice the changing wings. It is cool to have this feature, it solves the issue for the graphics in a clear way. Now I saw that there was some atempt to change the physics also but I don't get how it is done. Here is the xml bloc:

http://sourceforge.net/p/speed-dreams/code/HEAD/tree/trunk/data/cars/models/mpa1-ffr/mpa1-ffr.xml from line 211 to 254

but I only see the flat profile where are the others ? What I also wonder about is how the actual physics are calculated with the infos there. What also makes me wonder is that with the 2 kits draft changes as front surface and cx changes but I don't see these params change in the xml. I know that these params change with wing angles but I still wonder how it is implemented. My point is how do we tell SD that an indycar can make 225mph with oval kit and can't with road kit and the other way around that the oval kit is undrivable on road courses.

All these questions bring me to another topic. Are editable and user defined setups for cars planned in SD development ? And what about tire types ?

It would make stuff more interesting. I did give it a thought sometime ago and had an idea how things could be implemented:
- Define the car and tire available in the category file.
- Define the tire general infos in a specific tire xml file (for indycars, tire-blacks.xml, tire-red.xml, tire-wet.xml, for example)
- Define for each car a carName-physics.xml wich contains all the fixed values and the possible ranges for the editable values.
- Define for each car a carName-default-setup.xml with only the edtibale values set to default.
- And then allow the user to modify the editable values and create their own setup files setupName.xml in the car directory in the preference directory of SD.
- At the start of a race or driving seesion an interface let's one choose tyres, fuel quantity and setup.
- And finally in the far future have a pit interface from where fuel setups and tyre types can be edited created (like rfactor and gtr2)

I guess it is not very difficult to code this, one just needs to edit the loading code to allow it to find the right infos and pass it to the physics engine. Now of course it needs and interface to choose the setup and to create them.

Re: W-E-C's car thread

PostPosted: Thu Jan 01, 2015 4:17 pm
by madbad
jjsca wrote:All these questions bring me to another topic. Are editable and user defined setups for cars planned in SD development ? And what about tire types ?

It would make stuff more interesting. I did give it a thought sometime ago and had an idea how things could be implemented:
- Define the car and tire available in the category file.
- Define the tire general infos in a specific tire xml file (for indycars, tire-blacks.xml, tire-red.xml, tire-wet.xml, for example)
- Define for each car a carName-physics.xml wich contains all the fixed values and the possible ranges for the editable values.
- Define for each car a carName-default-setup.xml with only the edtibale values set to default.
- And then allow the user to modify the editable values and create their own setup files setupName.xml in the car directory in the preference directory of SD.
- At the start of a race or driving seesion an interface let's one choose tyres, fuel quantity and setup.
- And finally in the far future have a pit interface from where fuel setups and tyre types can be edited created (like rfactor and gtr2)

I guess it is not very difficult to code this, one just needs to edit the loading code to allow it to find the right infos and pass it to the physics engine. Now of course it needs and interface to choose the setup and to create them.


HI jjsca,
Well, there is already the possibility to change the car setups (but you have to do it "manually", and must be done before starting a race, no live editing).
In this wiki page there is an explanation on how the various setup bits are merged togheter to get the final car setup (sort of how you thinked to do it).

https://sourceforge.net/p/speed-dreams/ ... lesSystem/

You could make a user customized setup and place it in the speed-dreams config folder.
I suggest to use as a base setup one from the ones used by our Ai Robots.
For Example for a "trb1-cavallo-360rb" you can find the setups used by the "robot" kilo in:
Code: Select all
/trunk/data/drivers/kilo2008/trb1-cavallo-360rb/


copy one of those to to you speed-dreams config dir in one of those locations (on linux should be something like):

Code: Select all
//a default setup for all cars used only if no car/car+track specific setup is found
/home/<user>/.speed-dreams-2/drivers/human/car.xml

//a default for this car if no specifica car-track setup is found
/home/<user>/.speed-dreams-2/drivers/human/cars/<carname>/default.xml

//the specific setup for the car/track combo
/home/<user>/.speed-dreams-2/drivers/human/cars/<carname/<trackname>.xml

and fine tune it to your needs
NB: this file will be merged with the other files so if you set a value out of the allowed range it will change to an usable one on load time (ps supercars currently have so strict params that basicalli no change you make get applied because of the allowed range).

If I recall correctly Xavier was working to Import to Speed Dreams the "Garage/Car setups" screens recently added to Torcs to make the whole thing easier with a GUI.
A couple of link you may find interesting/useful:
viewtopic.php?f=3&t=306
viewtopic.php?f=7&t=322

Re: W-E-C's car thread

PostPosted: Sat Jan 03, 2015 6:16 pm
by jjsca
Hi everyone. I have been working on the map model tody and have finished modelling uv unwrapping and baking the two kits. I have also been experimenting around with 3d modeled wheels, which I know works from earlier experiments but I got a problem which I can not solve. I get massive exagerated specular reflections which make the top of the wheels appear white at daytime and completely black wheels at night. I tried to lower shinyness parameter in .ac files but no way to get things to change.

Here is what I did, I modelled and textured the wheels in blender/ac3d and then save .ac file. I then change extension to .acc munually and copied and edited the file names to get wheelf0.acc to wheelr3.acc and copied the .acc and png files into the sd cars directory. Here are a few images:

The ac3d viewport:
Wheel-ac3d.jpg

Ingame at daytime:
sd-20150103183445.png

sd-20150103183515.png

Ingame at nighttime:
sd-20150103183750.png


I have no idea how to fix this issue, any help is welcome. I haven't tried to compile the .ac files for the simple reason that I don't want tyres to reflect.

I will do three tyre textures the tyrestone redhawk, which are on the screenshots, the tyrestone blackhawk and the tyrestone speedhawk (for ovals). Concerning the car Uv's I will finish the steering wheel and interior and then post a showcase .png livery to help people figure out where stuff is, the Uv's for both kits as well as the baked images.

Here is a preview with one the liveries by Radoye. Sorry for the changes, but I think it will open more possibilities to texture artists, because now every winglet and mirror can be textured from all sides, even the edges can be different color.
Car-preview.png


Have a nice day.

Re: W-E-C's car thread

PostPosted: Sat Jan 03, 2015 6:20 pm
by Tom_D3
Wow, looks great with the 3D wheels: way more realistic, great work :D

Re: W-E-C's car thread

PostPosted: Sun Jan 04, 2015 12:18 am
by Radoye1
OK it's not too bad, i can get that fixed fairly quickly, at the first glance the difference seem to be mainly with the wings. The model looks good!

Now what we need is to address the performance issue, to give it the correct engine & gearbox combo. Hopefully if will still work with the current AI robots.

Any idea how to make a rolling start for a race? I have created a 500-miler MPA1 class single race which works perfect with the Milky track but the standing start kinda takes away from the immersion.

I also have a (IMHO) better MPA1 Championship but it has the same problem. I will share both once this has been resolved.