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Speed Dreams Community Your source of cars, tracks and help 2016-02-21T01:23:42+00:00 https://community.speed-dreams.org/feed.php?f=3&t=765 2016-02-21T01:23:42+00:00 https://community.speed-dreams.org/viewtopic.php?t=765&p=2884#p2884 <![CDATA[Re: How do i efficiently recreate real-world locations?]]> Statistics: Posted by Sneebol — Sun Feb 21, 2016 1:23 am


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2016-02-18T18:08:22+00:00 https://community.speed-dreams.org/viewtopic.php?t=765&p=2882#p2882 <![CDATA[Re: How do i efficiently recreate real-world locations?]]>

i stumbled over the great work by Vladimir Elistratov:
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: and the basic concepts are explained here .

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...

Statistics: Posted by simon-2 — Thu Feb 18, 2016 6:08 pm


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2016-02-04T15:42:03+00:00 https://community.speed-dreams.org/viewtopic.php?t=765&p=2869#p2869 <![CDATA[Re: How do i efficiently recreate real-world locations?]]> i post all important links there.

viewtopic.php?f=3&t=751#p2803

Statistics: Posted by Leopjing — Thu Feb 04, 2016 3:42 pm


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2016-02-03T22:55:42+00:00 https://community.speed-dreams.org/viewtopic.php?t=765&p=2868#p2868 <![CDATA[Re: How do i efficiently recreate real-world locations?]]>
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

Statistics: Posted by simon-2 — Wed Feb 03, 2016 10:55 pm


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2016-02-03T17:29:49+00:00 https://community.speed-dreams.org/viewtopic.php?t=765&p=2867#p2867 <![CDATA[How do i efficiently recreate real-world locations?]]>
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.

Statistics: Posted by Sneebol — Wed Feb 03, 2016 5:29 pm


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