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From: Joseph C. <jo...@ly...> - 2004-01-01 21:06:42
|
Hi, Just wanted to say that TORCS is awesome and you all are doing a great job. Thanks! Joe -- Joseph Cheek, President and CEO, Lycoris Lycoris Desktop/LX: Familiar. Powerful. Fun. jo...@ly..., http://www.lycoris.com/ +1 425 738-6603 voice, +1 425 738-6593 fax |
|
From: Eric E. <eri...@fr...> - 2004-01-01 12:29:45
|
Hi, Benny Haimerl wrote: > Hi, > i would like to build own cars but > i cant find some information about modeling/skining > on ur page ... > which 3d program should i use ? basically, the 3D models are done with AC3D, the origin of the model should be at the middle of the car in both X and Y and at the bottom of the car in Z (Z is up) the units are in meter. The normals, multitextures and strip calculations are done by the accc tool associated with the stripe <http://www.cs.sunysb.edu/~stripe> program (the accc pass is optional but nice). The textures are in uncompressed RGB (handled very well by The Gimp and AC3D) The shadow texture how-to is explained here: <http://torcs.sourceforge.net/sections.php?op=viewarticle&artid=27> The wheel texture is done using the radial motion blur effect of The Gimp with the values (10,10) (20,20) and (40,40) for the angle and length. The physics description for the simulation is located in the associated xml file. > does u have any tutorials ? > how to build tracks ? good question, tools are under study, but basically you have to create the xml file describing the track segments by hand and then use the trackgen tool to build the associated 3D file. > > (OS: Debian-Gnu/Linux) > > thx 4 help > > i wish u a excellent new year ! > > Benjamin Haimerl > > (Westgermany) > Bye, Eric -- =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= TORCS The Open Racing Car Simulator AKA The Other Release Coming Soon (Skin'r) http://torcs.org =+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= |